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Posted

A few additions or tweaks coming up in the next couple weeks. Will see how they work out.

1: Raising bonus points for shooting bunnies in the air to 100. Doing this because many are using the fps exploit, which most either cant or dont know how, to jump like kangaroos. Dont want to prevent players from doing that, which would be difficult at best anyways, but to encourage learning how to counter it.

2: Hacker. If you have hacker (before you are frozen) and an enemy calls a defroster, the hacker will fool it into thinking he is a friendly and defrost him. No messages that this happened. You must watch your defroster and see who is defrosted.

3: Spawn protection. Too many people are using the 'quick raise' exploit to pop out of spawn protection and shoot someone instantly. There is also no counter for it even if you are really good. Looking into a couple options on how to do it but the jist is that the last two seconds you are visible with no weapon but still protected. The usual suspects here that do this will hate it but its a matter of fairness. Back in the day, good sportsmanship dictated in UT that you use spawn protection to find a place to take cover. Not use it as protection so you can shoot someone when it was over.  But as we all know, these days good sportsmanship is too often thrown out the window in favor of any exploit that will get you a kill.

4: As the smaw lovers know, currently they can track spawn protected players. An oversight on my part and will be fixed.

5: countermeasures activation time will be lowered a bit. This item was originally added, for among other reasons, as rc-xd protection to destroy it with emp if you stay within the protection radius. A double edged sword tho. You are protected but stuck there. Pretty effective which is why you only get one. However because the speed of the car is double than the default some have learned how beat the activation time.

6: some may have already noticed but using health packs, either on yourself or to revive, has been made faster to balance having to stand there defenseless to do it. So when you get infected with venom, use them.

7: Flak jacket made a little more effective against the car. Not full proof by any measure, especially if the car is near your feet, but will have better protection against cars at a distance.

8: If you lay down and hide in the middle of a corpse of a player that had venom, after 10 seconds you are infected unless you have combat medic.  Ok no I didnt do that one. But was a fun thought. :P

9: Currently the SAM launcher will fire back at an enemy artillery launcher after 8 seconds from its spawn time. Reducing that to 5 to make it more effective.

10: AFK players. Admins will always be the ones whether or not to kick. However if, on spawn, a player never moves even one inch he can still be killed but it wont count towards a streak. Also done for fairness since the AFK team shouldnt be penalized because someone is talking on the phone but wont go to spectate first.



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Posted

remove the COMBATMEDIC PERK!!!!  :whistle:



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Posted

Would it be possible to decrease the time it takes to use a streak, for example turning into a car. Its so long that frequently you hit the button to turn into a car or pred and someone appears and shoots you and you can't shoot back as your gun is useless. I know I'm not that only one that wants this!



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Posted (edited)

Remember the laptop version? Now that was long.

Edited by Sammy


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Posted

If Sammy takes tubes out I will never "hop" again :lol:



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Posted

Thats like saying if I take tubes out you will stop breathing.  Sure you can do it. But it wont last long before you breathe again. :stuart:



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Posted
1 hour ago, Sharpe said:

Would it be possible to decrease the time it takes to use a streak, for example turning into a car. Its so long that frequently you hit the button to turn into a car or pred and someone appears and shoots you and you can't shoot back as your gun is useless. I know I'm not that only one that wants this!

Specially the difference in speed between players. Some turn into a car with the speed of a transormer on steroïds, while I am like an old granny taking the whole afternoon to form my artrithis body into a car.

47 minutes ago, Sammy said:

Remember the laptop version? Now that was long.

That's what she said, badum tsss.

Jk, the changes sound great!



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Posted

Could be that those that turn into a car faster have the sleight of hand perk so raising the pad is faster. Not sure but maybe some are using that quick raise trick. Have to check that one out to see if it works in this case.



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Posted

Sounds kickass @Sammy, thanks for doing all that work bro! I am gonna check it out first chance I get..

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Posted

looks and sound good but only game play will tell :) ty Sammy... also can we if possible work on getting other maps to play or figure out why they don't play.



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Posted

@Sammy Can you add a BOX of tissues and a Tampon as perk 7?

@jumper  @StanG  @TheHammer007 Been asking for it for a while bro..

 

P.s.. Thxs for number 4..



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Posted

health packs stop bleeding. Everywhere.

Others are working on map lists. As for why they wont work on the mod the reasons are known. As for why they arent all in the rotations, its because too many people complain about new maps.



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Posted (edited)
7 hours ago, Sammy said:

health packs stop bleeding. Everywhere.

Others are working on map lists. As for why they wont work on the mod the reasons are known. As for why they arent all in the rotations, its because too many people complain about new maps.

Fuck that... I have stop playing because we dont have new maps!! Those people need to be quiet and let our servers grow..

Edited by Poseidon
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Posted

I understand enjoying original maps, I do the same as alot of others. I know some people do not enjoying downloading new maps between games, thats why we have the XI Downloader. Start it at night when you get off and its done. We have got to be able to grow with the gaming community that still play this game or it fade away like so many others.

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Posted

New maps are always nice. Exactly how many maps are we able and have available for the mod?



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Posted
21 minutes ago, Icequeen said:

New maps are always nice. Exactly how many maps are we able and have available for the mod?

Maybe a map with a 5 foot high ceiling? Takes out the bunny hopping too :rofl:



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Posted
On 8/14/2017 at 11:44 PM, Icequeen said:

New maps are always nice. Exactly how many maps are we able and have available for the mod?

I have close to 1000 maps on my pc. I've tested about half so far with the mw2 mod and out of that 365 loaded and didn't appear to cause any problems, so there are lots of potential maps. Though how many of those are actually any kind of fun *shrug*



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Posted

And there is the problem. Fun depends on who you ask. There are maps in the old rotations that I can do without but others love.



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Posted

@Icequeen, we are working on putting new rotations together, and mixing up some of the maps in current rotations that repeat frequently.  It's a process, so bear with us :) 

@Uranium, did you also make sure that the map plays through a round, and doesn't crash when going to the next round?  You & I should collaborate with what you've tested so far, and what I've come up with in a spreadsheet for rotations.........I've also been testing maps, so we can see where we're both at so far......



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Posted

All sounds good...! Love this mod and peeps in it.. But I love changes too.. Lol.. Ask GG... Thank you for helping make it better and fun...

Sent from my SM-G930V using Tapatalk



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Posted

This is what I'm talking about! Thanks folks for trying to help us progress..

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