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Fffreak9999

Former Developers
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Posts posted by Fffreak9999

  1. Also as for the following:

    1 hour ago, dtdesign said:

    Oh and please, do something against these "spawn->crate->humvee->remote-c4" tactic,

    I can change the settings for the crates so money crates will not spawn for a set time, eliminating the rush for the credits to do the early APC/humvee rush. 

    I may trial this for the PUG next saturday to see how this impacts the gameplay. 

    May set this to be a 3-4 minute delay so they will still happen in the mid-game, but early game rushing will be pushed towards the mid-game.

  2. 21 minutes ago, dtdesign said:

    Oh and please, do something against these "spawn->crate->humvee->remote-c4" tactic, it is just super cheap and a hit on ref usually means the other team can pretty much surrender from then on. How about having buildings in some sort of reinforced mode in the first 5 minutes that prevents permanent damage (you can still farm money by hitting it's "shield"). Would also prevent flamer/chem rushes on Snow ;)

    The main problem is that the main way to end a game is often determined during the first few mins while resources are low enough to prevent a fully developed defence from being in place, it is incredibly difficult to end a game after this, even when a successful sneak occurs, for every attempt that works, at least 10 will fail especially on maps like Under and Field.

  3. The main reason for us taking this change is because as you saw, many more people are actively playing rather than waiting out of game, very rarely would there be 2 servers running and this means that players would miss out on the opportunity to enjoy a game.

     

    Now I can understand that for some people smaller games are more fun, however as a community should we leave people out of game that they could be enjoying?

    I feel that a level of balance (both over the gameplay and the server's ability to play at the increased level) is necessary and 50 players appear to manage very well and stable (at least for CT). It also allows for more map diversity instead of the smaller maps that dominate gameplay now (Islands + Walls) we have been seeing more play shifting to the larger maps in our rotation (Eyes, Tunnels and Arctic Stronghold) and this can only be a good thing since new players are being introduced to many more modes of play and with the larger player count to support those maps.

    Since the bigger maps are being played more frequently we can also look to make more larger maps which in turn means more people are likely going to want to play the game and see a lot of the hard creative effort that goes into a map and the creators (both current and future potentials) of those maps are more likely going to want to continue to create content for this game.

    However don't think we are leaving you without the smaller game alternatives, We still have the PUGs and there are servers out there that appear to manage far better on smaller player counts (where hardware is likely to be a limiting factor), plus CT hasn't made all the servers larger just marathon + Event servers, this means that if we start getting overflowing amounts of players we can start to fill the AOW server as well where possible. If it comes down to it I may reduce the player limit of AOW to 32 to support a smaller game style.

  4. The immediate disconnect is odd, I will check our irc records later to see if the join request gets through but just disconnects or if it never reaches the server.

     

    there is a good chance it will be firewall related.

    try going to windows firewall and creating an exception for the udk.exe to make external connections through the firewall.

  5. start UDK.exe server CNC-Field?AdminPassword=<REMOVED>?maxplayers=40?mutator=Rx_Mutator_MaxPlayers.Rx_Mutator_MaxPlayers

    (Bare in mind that the "Max Players" number does not make any difference in the event of using the mutator, it does not drop the limit down to the specified number, since the mutator has a coded amount to set it to.)

  6. 7 minutes ago, DarkSn4ke said:

    Okay, this is way more interesting ;) than the first screenshot.. the harvy couldn't unstuck itself, at some point I just pushed it..

    @kenz3001 I assume the normal harvy route to get back to the field is via WF, but sometimes it's taking the ramp route. Is that harvy behaviour intended or not?

    [GDI harvy tends to use the ramp route after every ~4-5th drop]

    That behaviour is allowed by the Harvester Pathing.

  7. @IllumZar / @DarkSn4ke

    It is true that LakesideNF is unofficial, it isn't just that easy to get people to download the map, although most people now do have this map, since the launcher has improved.

    LakesideNF Download link

    Link provided for direct download of LakesideNF as a reference point.

    As for the Heli-pad, while yes it would be possible, it would defeat the objective of a non-flying version. Many feel that flying on Lakeside is just annoying, and even if I did add the heli-pad, people would need to go through the process of re-downloading.

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