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2012-03-18 Weapon Changes

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Post by obituary Sun Mar 18, 2012 11:17 am

I got some time to play for a couple hours last night with a small group of random players. I was the only admin, so I got to observe our regulars.

I saw a guy spend every map just throwing molotovs at choke points. On other maps he just hides as far away as possible and shoots the mortar non-stop the entire map.

After a couple hours of this same guy doing this I figured this was enough because nobody else could do anything and people were all complaining. So I shut down the server for an hour and went in and did a revision of the low-level files that control the weapons.

I made two changes inspired by this one player. I reduced the number of molotovs given to everyone from 999 to 10. I reduced the mortar ammo from 999 to 15, with a 30-shot maximum capacity if you go to the ammo cabinet and load up. So these weapons will still be available, and still be fun (the damage and rate of fire is the same), but you can't just hide in a corner and bombard a choke point the entire map and get 1000 kills.

Another one of our regular players was firing arty non-stop every map, yawn, so while I was working on the server, I also raised the field ops recharge time from 30 seconds to 40 seconds. Normal ET is 60 seconds to recharge the power bar. We have discussed arty many times so everyone knows the debate already.

Also I raised the omnibot difficulty by one more increment as we had discussed in a different thread on the forum. One little bit at a time and people will adjust.

Since the map sprees were all so high with the easier omnibots and the endless mortars, I also set all the map sprees back to 0. The server will be tougher now, with less mortar and molotovs and arty, and with smarter bots, so the sprees should be started over to reflect this. Having every map with 500 kills looks dumb especially when it is just a guy sitting a mile away with a mortar lol.


Last edited by obituary on Wed Apr 04, 2012 12:44 am; edited 1 time in total (Reason for editing : fixed date in title)
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Post by Noname(Est) Sun Mar 18, 2012 12:22 pm

Thats great stuff cant wait to get onlibe abd try it out:D
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Post by Lance Boil Sun Mar 18, 2012 2:58 pm

Thanks for the changes obituary. I think that they were somewhat needed to curb the behavior you described. No fun when you have endless mortors and/or molotovs raining down on ya. Sort of discourages some players to not want to play here in the future. I can tell a huge difference with the bots though, they are kicking some serious butt now, lol, seems that they just don't miss much at all. It is hopeless to try to fight it out with one now, they will kick you butt most times.
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Post by obituary Sun Mar 18, 2012 8:04 pm

Well they should be a good match for a good player. We need some real shooting practice anyway.

Hopefully other players will like it enough to stay, to make up for the unskilled players who will leave when the omnibots shoot back.

Note that nothing has been "nerfed", there is just less quantity available for these weapons: mortar, arty. and molotovs. Damage and rate of fire are the same as before.

Note #1: I tried lowering the panzer ammo down to 10. But due to multiple complaints within a couple hours, I put the ammo right back to 999. Panzers are the same as usual.

Note #2: Molotovs have been raised up to 20 instead of 10 due to a couple complaints from players. They were 999 before lol.
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Post by Friedrich Thu Mar 22, 2012 10:54 pm

Played with new weapons tonight. Hell when I suggested that we make the bots smart I did not think that the weapons would be nerfed at the same time. Some of it is weak sause in my opinion.

You cannot even mortar now. By the time you get on target your ammo is gone and good luck getting some ammo the bots don't hand it out that I could tell. The only way to be effective with it is if you could get someone to sacrifice their game and be a field ops giving you ammo (maybe they could do it while they wait for a recharge on their airstrikes).

It makes it totally useless on maps like baserace and minas where no ammo is available. And like I said even if you have access to ammo, by the time you get back on target after getting ammo you need to go get more ammo.

If you don't like a guy using mortar just go kill him has always been the best solution in my opinion.

The molotov is the only weapon that can shut down a choke point totally and 10 or less or even none is ok with me.

The arty was fine the way it was also, real players with spawn protection can get out of spawn and it does not totally shut down choke points.

Hell lets just only give out knives and make it a knife fight server. No arty, no mortar, no panzer, you can have a pistol for show but no ammo.

Well that is my rant for today.

PS I like the bots smarter I think it is kinda funny when one shoots you with the panzer and you dodge but still get hit. Maybe I should spec em to see if they cheat I swear one shot me through a wall lol. Suspect Suspect Suspect Friedrich
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Post by obituary Fri Mar 23, 2012 4:42 pm

Friedrich wrote:
You cannot even mortar now. By the time you get on target your ammo is gone and good luck getting some ammo the bots don't hand it out that I could tell. The only way to be effective with it is if you could get someone to sacrifice their game and be a field ops giving you ammo (maybe they could do it while they wait for a recharge on their airstrikes).

It makes it totally useless on maps like baserace and minas where no ammo is available. And like I said even if you have access to ammo, by the time you get back on target after getting ammo you need to go get more ammo.

If you don't like a guy using mortar just go kill him has always been the best solution in my opinion.

The molotov is the only weapon that can shut down a choke point totally and 10 or less or even none is ok with me.

The arty was fine the way it was also, real players with spawn protection can get out of spawn and it does not totally shut down choke points.

The problem with the mortar was made clear to me by a player who was hiding in this strange place on the parisbastille map, where I could not get to him no matter how I tried to jump the walls. He got a 1000 kill streak. He just pounded the doorway where the choke point is and the axis omnibots just got pounded. The human players could not get to this guy hidden behind the buildings.

Then on SuperGoldrush he was hiding on top of a building in a hidden wall where no one could find him, and pounding the axis spawn the entire map. Same problem.

Guys like this drive everyone else away.

I thought about kicking the guy but then decided that he was merely exploiting a situation that I had created. I made the mortars too powerful, and if you can hide properly you can get 1000 kills per map, which is ridiculous. So that night I shut down the server and went in and changed the server files to take out the mortar ammo.

Regarding the molotovs, they take much less skill than the mortar. 999 is too many. I see guys stand there and throw molotovs on bots the entire map. Marrakech is the worse map for this behavior. So I dropped it down to 20 (I think that was the number). 20 is still plenty.

Arty is always controversial. Even at 40 seconds now I still have players whining it is too much. I prefer 20 seconds myself. But this gets all the players just hiding in corners spamming arty at each other. So I have to think not only "what would I like" but also "how is everyone going to react to the settings".

Regarding the omnibots, I was on last night and had a couple people complaining they are too hard now. I have them at level 4 (out of 1-6). We had them at 2 for a long time, I raised them up to 3, left them there for a week, and then raised them up to 4 a couple days ago. At 4 the complaints change from "the bots are too easy" to "the bots are too hard". I can play with them at 5 or 6 and still get kills, so I would set them even higher myself. But I don't want to scare off all the players who have less skills.

Last night I changed the sound of the sniper rifles to make them a heavier sound (Browning machine gun fire actually). I thought the original sound was like a bird chirping, and I wanted something meaner that was more fun for the player to experience. I have been intending to fix this for a while, and last night I got a chance to replace the sound while I was working on the server files.

I also switched the venom gun from the shotgun to all the pistols last night. I have gotten many complaints about people "hacking" when they are using the venom, and also admins cannot tell if someone is hacking when they are using the venom-shotgun. It is because the shotgun has such a wide spread. So this should help fix that, since it will reduce the fun of using the shotgun, and also make it clearer to a spectator that what they are seeing is a shotgun.






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Post by Noname(Est) Fri Mar 23, 2012 5:22 pm

The new setting are good in my mind and the new shotgun sounds also great Very Happy
But i love the snipe rifel and with this sound its even better Smile
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Post by obituary Fri Mar 23, 2012 7:28 pm

OK I realize everyone is unhappy that I have changed so many things.

So I just went back five minutes ago into the server and reinstalled the old files from January. I reinstalled the qagame_mp_x86.dll file from the "funboyminimod1.zip" file (it's in the download section). This file controls most of the weapons.

So the mortar has 999 ammo like it was, so you can hide on a rooftop and type /+attack and go take a nap and come back with 800 kills (you pro you lol).

The arty is back to 20 second recharge. Let the whining begin...

The molotovs are back to 999 ammo. Happy camping...


I set the bots back down to 3 from 4. I couldn't bring myself to go all the way back to 2. Now if you have any skill at all you should be able to kill 50 of them without getting a scratch.

The shotgun is back to the venom, with that insane rate of fire it had before. So the pistols are back to being pistols.

So the server matches the old settings, except for the bots at 3. Also I kept the new sniper rifle sound.

I restored the old map records, from January, with all those massive kill streaks. So your old records will appear.

No more complaints please. Thanks!



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Post by Friedrich Fri Mar 23, 2012 9:29 pm

For those who don't know, if a guy is using the mortar in a place you do not know how to reach just switch to field ops and call an airstrike on him.

As I stated in the earlier post molotovs can shut down the map at a choke point and there is nothing you can do it f the guy is not in the line of fire because panzers are blocked by the molotov. Friedrich
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