List of good Suggestions
#82
Posted 20 December 2014 - 09:28 PM
Your primary is the LR300, you kill one player, drop your weapon, pick up his weapon, e.g the AK.
When the new round begins, or you died, u'll have the LR300.
Maybe create a new subpoint on e.g "Gun Settings" wich you can tick:
Picked up weapon as primary []
So if your primary weapon is the LR300, you grabbed the AK and you get killed, or the new round begings and you ticked this option, you'll have then the AK as primary weapon setted.
#83
Posted 28 December 2014 - 06:03 PM
Add "g_cahreset: 0 = flags stay captured when points are awarded, 1 = flags reset to unclaimed when points are awarded." Currently g_cahreset = 1.
Add "g_cahbonus: Additional points awarded to a team that holds all territories when points are awarded." Currently g_cahbonus = 0.
Add "g_flagreturn: 0 = if a flag is dropped, it will never be returned to base automatically unless it is in a nodrop brush, 1 = if a flag is dropped, it will be returned at base automatically after g_flagreturntime." Currently g_flagreturn = 1.
Add "g_maxflags: Maximum number of flags a player can carry at once." Currently g_maxflags is unlimited.
Add "g_flagmulticap: 0 = capturing multiple flags at once gains one point total, 1 = capturing multiple flags at once gains one point for each flag." Currently g_flagmulticap = 0.
Add "g_hotpotatomulti: 0 = when a flag of each team is taken, they will explode after g_hotpotato value, 1 = when all flags of one team are taken, they will explode after g_hotpotato value." Currently g_hotpotatomulti = 0.
Add "g_flagpoleweapon: 0 = the flag pole is not a weapon, 1 = players cannot use two-handed weapons while carrying a flag and the flag pole is a melee weapon, 2 = like 1, but players who have two flags cannot use other weapons and both flag poles are melee weapons." Currently g_flagpoleweapon = 0.
Make g_stamina and g_walljumps work in every gametype.
This post has been edited by redsnappa: 28 December 2014 - 06:06 PM
#85
Posted 28 December 2014 - 08:55 PM
This bug is still in the game. This is the third December it has been brought up x3.
In 4.1 the fall height needed to do a short powerslide was very low http://i.imgur.com/M2xhLyj.jpg
This is what I believe was one of the key elements to the smooth movement and "flow" that 4.1 had. Not to say that the game doesn't feel smooth now (it does), but it really is something missing when compared to how it was.
Moving around is more difficult now but in a bad way. This bug takes away from the freedom of movement, meaning we can do less. It lowers the skill ceiling.
BladeKiller, on 17 January 2013 - 10:37 PM, said:
Maybe it was forgotten. n_n
#86
Posted 05 January 2015 - 09:52 PM
I do not know if this idea has been suggested previously from someone..
But i think it would be a good idea for a Vote like "Shuffle Players" to shuffle all Players in booth Teams if there is really an unbalance..
Or something like that
And sorry for my English
#88
Posted 08 January 2015 - 06:58 AM
A lasered MP5 can beat the primaries at it's small perfect-range window, and with the fastest firing rate turns corners on weak enemies better than any single weapon. And reloads fastest. Up close, the MP5 (lasered) is almost as good as primaries.
The UMP can auto-snipe easier than the primaries, but a disciplined tap fired primary beats it. It can go SPAM, which is great for cloud-shooting at an already weakened enemy, but is not really accurate enough to rely on all day.
I think they're pretty equal.
The SPAS is garbage.
[edit:]Oh yeah, the MAC10's no good either.
IMPORTANT:
The delay added to the firing mode to fix the SPAM/switch/SPAM/switch/SPAM exploit was important, but I think it's implemented wrong:
Right now, there's a delay added right after changing firing modes before actions/firing are possible. This makes switching to SPAM and firing quickly impossible, lowering the UMP's abilities greatly.
If we instead added a delay to action/fire/switchmodes AFTER SPAM FIRE (the same length as in between SPAM clicks) we will kill the exploit but still allow the UMP to quickly go from auto to SPAM for a quick shot.
It would also 'feel' more like you're dealing with the kick of the SPAM shot rather than holding your breath after switching firing modes for some reason.
I stopped using the UMP once I could not quickly go SPAM for that one shotgun-style burst in an instant.
This post has been edited by beautifulNihilist: 08 January 2015 - 07:12 AM
#89
Posted 08 January 2015 - 08:47 AM
Biddle, on 06 January 2015 - 11:06 AM, said:
You can find out which value to use for g_allowVote on this page.
One can not already do that, as long as you need to ask an admin. The admins are not always around. I think he meant that default players should have the opportunity for such a vote without an admin to be around.
#90
Posted 08 January 2015 - 12:41 PM
bullern96, on 08 January 2015 - 08:47 AM, said:
Server settings and how much players can change them by callvote will always be defined according to the server admin's preferences.
However, I think you might have missunderstood the use of the g_allowVote CVAR, if the admins allow once to shuffleteams, players will then have the possibility to do so any time they want, even when no admin is around. It's the same thing as being allowed to vote for the nextmap, cycle a map or kick a player.