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ReaPeR

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I just love how a topic about tubes is the most talked about topic on this forum recently :lol:

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I just love you @@DeathWaveUK

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My opinion about the tubes is , it would be nice if you could limit how many per map were allowed based on #of players. Because it's so fucking stupid if everyone has one . Just sayin

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You *could* do bigger maps. Just sayin.

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You *could* do bigger maps. Just sayin.

'We' have no input on map rotation.

Plus sometimes if there's 12 people on then big maps don't really work

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The 2nd server will be more flexible in that regard. But not for me to mess with the rotations on the main server. That method has been long established and works so no reason to screw with it.

 

It wont be rotated as often but also going to try out a two-rotation option based on number of players at the end of the previous map. Assuming many people actually play that server. Hard to get 2nd servers of anything going here. 18 or fewer players will have medium sized maps. 19 or more, a mixture of medium and large. Since all the server stuff is still in flux that is just my intention and is dependent on what they tell me is workable. :lol:

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how about emp nades  these need a little tweaking or in sycle case twearking. they don't don't defrost  if more then it landing on people feet, also they don't stop rc anymore  or they have to land on top of them.

nade and tubes seem they got 15 foot radius how about emp 6 foot also make it 2 people r bay the emp it can defrost both like a grenade can kill both.

Edited by ReaPeR
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Lets see...

 

EMP defrost range is 128 units from center. Short range compared to a frag but its very small flare.

EMP flares will defrost all friendlies in range.

Range against cars is the same as against players.

Tubes are exactly the same as the standard ones.

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If the enemy player has hardwired the emp will not break their car.

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Yes that also. Thx. Also must keep in mind that the cars are mighty fast here.

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My opinion about the tubes is , it would be nice if you could limit how many per map were allowed based on #of players. Because it's so fucking stupid if everyone has one . Just sayin

Gotta add this guy to my "favorite players to tube" list. He ranks right up there with Stang and Chile.

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Of course then you run into the problems of who gets tubes and who doesnt. First come first served? Which benefits those that can choose their classes quicker for whatever reason? Should frozen players be allowed to have them in their loadouts? Meaning forced class changes? A host of other problems to deal with? As always one minor change can cascade into more changes in other areas and must be watched.

 

No thanks.

 

Tubes annoy you? Get a flak jacket. It will reduce all explosive damage... after obstructions and the like are factored in (and extra explosive damage)... down to %25 of whatever is left. But dont expect anything for free or to take away from others. :lol:

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Of course then you run into the problems of who gets tubes and who doesnt. First come first served? Which benefits those that can choose their classes quicker for whatever reason? Should frozen players be allowed to have them in their loadouts? Meaning forced class changes? A host of other problems to deal with? As always one minor change can cascade into more changes in other areas and must be watched.

 

No thanks.

 

Tubes annoy you? Get a flak jacket. It will reduce all explosive damage... after obstructions and the like are factored in (and extra explosive damage)... down to %25 of whatever is left. But dont expect anything for free or to take away from others. :lol:

 

Sammy you take things too seriously. Sometimes its just more fun to just watch the idiots fumble over each other. 

Edited by iboomboom
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who gets tubes and who doesnt. First come first served?

 

I evaluate it this way, @@StanG gets tubed first, then @rugger , afterwards likely to be @@Thunder , maybe @Hammer or @@StormCrow , @@GoOney and darn without my stats I can't see who is the other lucky f'er.

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Yep, well said my Queen. I'll stop tubing when jumper stops jumping.

Never stop the jump!!! i am the Jumper :) :)

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'We' have no input on map rotation.

Plus sometimes if there's 12 people on then big maps don't really work

This is incorrect, you are more than welcome to come up with a rotation and send to @@dadda2 to implement.

 

Sent from my VS985 4G using Tapatalk

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The radius of the emp in comparance with the tubes or grenades is indeed a lot less, and on cars they do not work at all in my opinion. If an emp falls a little bit away from the bubble it does not defrost, where a tube hits the other side of the wall and it kills you, a little bit overreacted in my opinion. They are way overpowered. Never in the 8-9 years that i am playing here has the Tubes been this overpowered and indeed in some maps ruining the fun for a decent game of Freezetag. 90% is using them now. Aiming and shooting will soon be something of the past. Also want to add that my predator is often (approx. 70%) of the time not killing enemies. I drop them near them, like right behind or infront and all i see is an X and nothing happens, also weird stuff. 

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The radius of the emp in comparance with the tubes or grenades is indeed a lot less, and on cars they do not work at all in my opinion. If an emp falls a little bit away from the bubble it does not defrost, where a tube hits the other side of the wall and it kills you, a little bit overreacted in my opinion. They are way overpowered. Never in the 8-9 years that i am playing here has the Tubes been this overpowered and indeed in some maps ruining the fun for a decent game of Freezetag. 90% is using them now. Aiming and shooting will soon be something of the past. Also want to add that my predator is often (approx. 70%) of the time not killing enemies. I drop them near them, like right behind or infront and all i see is an X and nothing happens, also weird stuff.

 

What she said.

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They are not overpowered. Same damage and range as the standard tubes. If there are more of them, then that is player choice nothing wrong with the game. Get a flak jacket. Very good protection against all explosives.

 

EMP range... not the defroster flare... is greater than tubes. Normally it is the same. But it was bumped up here. Strictly speaking, there is no check against cars. All players are checked. That includes players in the car. But if hit the effects are applied to the car directly not the player. Having hardwired protects against this. People with cars in their loadout love hardwired.

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This is a long post about explosives in the game. If you dont particularly care skip it. Some numbers. Games work on numbers. 2+2 always = 4. This is somewhat simplified and assumes no obstructions.

 

Damage at 0 range. frags = 300 points. tubes = 155 points.

Damage at maximum range. frags =75.  tubes = 25.

Maximum damage radius (beyond this is out of range thus zero damage): frags = 256 and tubes = 300;

These are stock values, not mine.

 

Damage amount from maximum (zero range) to minimum (maximum range) is linear. So tubes have a slightly longer reach but significantly less power than frags. That is the game balance between the two. Things like claymores/c4/rc operate the same with their own numbers. Clays include damage cone checks from their facing direction. Betties have height checks. The rc/c4 is 360.

 

Whether or not something is considered explosive damage is entirely engine controlled. Either from explicit engine controlled radius damage (grenade) functions or scripted checks (standard airstrikes). Scripted checks still have to send the correct damage type so the damage calculation functions know what to do. One of the reason for scripts for the airstrikes is because it allows them to ignore damaging anything that is not a player, if set that way.

 

Add in the flak jacket, assuming the enemy doesnt have the explosive damage perk. It reduces ALL explosive damage down to %25 after things like obstructions and distance are calculated. Unless its your own explosive in which case its %100.  For tubes that linear damage line goes down to 39-1 (distance still from 0 up to 300). You can see it works well even in this server with 30 health. But close hits (above 30 damage) will still kill you. And of course if you get hit by two in a row that %25 + %25 will more often than not add up to more than 30. Kind of a waste tho from the attackers point of view taking two tubes to kill you. Note that two weeks ago it was %35 (54 to 1) but we are trying %25 to see how that affects gameplay.

 

So no, I will not cripple explosives or nades because some dont like them and get annoyed. Instead I gave the option for very good protection against them for those that choose to get it. Players have to choose tubes in their loadout if they want them. They are not free. It is only fair to require players to choose the jacket.

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what about a day with ONLY tubes?   that would be different.

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Game modes like that only work well if max ammo count is one and there are UT style ammo pickups to get more. The idea is that if you just shoot without knowing your target and aiming, your SoL.

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