Fast Dynamite
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Twisted
obituary
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Fast Dynamite
I was playing Minas yesterday and I was watching as yet again everyone jumps the walls and messes up the game.
I was wondering what would be an easy way to reduce the motivation to jump the wall for most players. Some people will do it no matter what we do, because they like to mess up the game.
But a lot of players probably just get frustrated, since it can be very hard to blow a gate if there are campers panzering them when they get close. Then if they do plant the dynamite, it can't be covered long enough most of the time. They get shot and then an omnibot defuses it. So these players just jump the wall because it is too hard to plant the dynamite properly.
I thought maybe shortening the dynamite time would be a simple way to get this particular segment of players to not jump the walls. If you know you can blow up a wall or gate quickly you will be more likely to do it. Most people don't want to wait 30 seconds and stand around trying to guard it and get killed and have it defused anyway.
30 seconds is too long on this server. Everything else is faster so it is like having it set to five minutes proportionally to all the other weapons.
So I set it to ten seconds. This way when an engineer plants the dynamite, they have a few seconds to get away and then it blows. It is realistic too, since in real life an engineer could set the timer to whatever he wanted.
I was wondering what would be an easy way to reduce the motivation to jump the wall for most players. Some people will do it no matter what we do, because they like to mess up the game.
But a lot of players probably just get frustrated, since it can be very hard to blow a gate if there are campers panzering them when they get close. Then if they do plant the dynamite, it can't be covered long enough most of the time. They get shot and then an omnibot defuses it. So these players just jump the wall because it is too hard to plant the dynamite properly.
I thought maybe shortening the dynamite time would be a simple way to get this particular segment of players to not jump the walls. If you know you can blow up a wall or gate quickly you will be more likely to do it. Most people don't want to wait 30 seconds and stand around trying to guard it and get killed and have it defused anyway.
30 seconds is too long on this server. Everything else is faster so it is like having it set to five minutes proportionally to all the other weapons.
So I set it to ten seconds. This way when an engineer plants the dynamite, they have a few seconds to get away and then it blows. It is realistic too, since in real life an engineer could set the timer to whatever he wanted.
obituary- Posts : 3495
Points : 4817
Join date : 2011-05-15
Re: Fast Dynamite
Great idea man!
Twisted- Posts : 501
Points : 571
Join date : 2011-08-04
Location : Twisted, Illinios, USA
Re: Fast Dynamite
thats a nice new idea and it will be fun
Noname(Est)- Posts : 465
Points : 469
Join date : 2011-05-16
Age : 33
Location : Estonia/Tallinn
Re: Fast Dynamite
I'm sort of split on the reduced time. On the one hand, it makes maps like Minas much more fun. You know that there will be a steady progression up, with a lot of fighting. On the other hand, on other maps, it simply pushes any battle that there may be to the endgame.
Yes, I've become frustrated on Minas for exactly what you say: you kill off all the humans guarding the dyno, but they respawn quickly, and kill you. Then an omnibot defuses. Is it possible to reduce the number of omnibots who defuse? Force the human players to take care of it?
I've also heard people complain during games that the 10 seconds is too short. Maybe try increasing it to 15? 20?
Yes, I've become frustrated on Minas for exactly what you say: you kill off all the humans guarding the dyno, but they respawn quickly, and kill you. Then an omnibot defuses. Is it possible to reduce the number of omnibots who defuse? Force the human players to take care of it?
I've also heard people complain during games that the 10 seconds is too short. Maybe try increasing it to 15? 20?
CowboyUp- Posts : 143
Points : 179
Join date : 2011-10-30
Location : Louisiana
Re: Fast Dynamite
Thanks very much for this modification. This definitely makes playing much more fun and avoids the panzer fest on some of the maps, especially Minas. I love that it moves the game along and you are not stuck at one place for such a long time trying to get through. Not much advantage to be gained now from jumping walls on Minas especially.
Lance Boil- Posts : 119
Points : 99
Join date : 2011-08-23
Location : USA Mid-East
Re: Fast Dynamite
We can set it so it is only ten seconds on Minas and leave it at 20 seconds on the other maps.
obituary- Posts : 3495
Points : 4817
Join date : 2011-05-15
Re: Fast Dynamite
I like that idea, not needed so much on the other maps, but Minas can be a pain with long dyno.
Lance Boil- Posts : 119
Points : 99
Join date : 2011-08-23
Location : USA Mid-East
Re: Fast Dynamite
Minas seems faster, is this change still in place? I like the idea.
But what has always bugged me is that it takes such a short amount of time to rebuild something you just blew up.
But what has always bugged me is that it takes such a short amount of time to rebuild something you just blew up.
Hammer- Posts : 393
Points : 453
Join date : 2012-05-01
Location : Madison, AL
Re: Fast Dynamite
yellowhammer wrote:Minas seems faster, is this change still in place? I like the idea.
But what has always bugged me is that it takes such a short amount of time to rebuild something you just blew up.
I have all the maps set to 20 second dynamite now. Some people were complaining about the dynamite being too fast at ten seconds.
I usually ignore the first guy who complains whenever something gets changed, because there will always be someone who does not like something, but then other people tell me the same thing, so I set it back up to 20.
The engineers are set really fast on this server, it helps when you are trying to plant dynamite or fix something since the enemy is going to camp the objective and panzer you very quickly. Otherwise engineers could never get anything done.
Also welcome to the forum yellowhammer, seen you on the server many times.
obituary- Posts : 3495
Points : 4817
Join date : 2011-05-15
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