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xCaliber

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Everything posted by xCaliber

  1. lol because I have one and it s mine .. idont care dont fucking look at it ..omg hilarious hahahahahahahahahahahhahah
  2. doesnt work nothin we can do ... this is how the plugin works ... we cant force anything else beside chainging some setting inside... I havent seen anyone else complaining beside couple ppl..I asked TSW and other ppl on TS and they play hardcore server only..They dont have problem with plugin so I assume it works fine... we shouldnt change stuff everytime because it didnt work on that specific time.. It makes things worse for server.. hope you understand.. I have already posted the plugin screenshot above...if you need to change anything there or suggestion , please post here... if it make sense, we will do our best to change it ...
  3. oh it s changed to 1 now ..it should be 1... unless hardcore ppl wanted to have it at 2 ? let us know
  4. rank_asc_bfbcs, rank_desc_bfbcs Sorting based on the soldier career rank skill_asc_bfbcs, skill_desc_bfbcs Sorting based on the soldier career skill kdr_asc_bfbcs, kdr_desc_bfbcs Sorting based on the soldier career kill to death ratio score_asc_bfbcs, score_desc_bfbcs Sorting based on the soldier career score kpm_asc_round, kpm_desc_round Sorting based on the soldier round kills per minute spm_asc_round, spm_desc_round Sorting based on the soldier round score per minute kdr_asc_round , kdr_desc_round Sorting based on the soldier round kill to death ratio score_asc_round, score_desc_round Sorting based on the soldier round score ------------------------------------------ Live Balancing Logic Insane Balancer tries to be as un-intrusive as posible while balancing a game that is in progress. If the teams become un-balanced while the game is in progess it will create two pools of players and sort them (players chosen from the bigger team). One pool for players who are not in any squad, and another pool for squads. First it will chose the player at the top of the no-squad pool and move it to the other team until teams are balanced. If the no-squad pool becomes empty (and teams are still unbalanced) then squad at the top of the squad pool is moved to the other team if the number of players needed is greater than or equal to the size of the squad. If the number of players needed is less than the size of the top squad, a random random player is chosen from the squad and moved to the opposite team until teams are balanced. (players that were on the same squad are kept together) Round Re-balancing Logic If end of round balancing is enabled, Insane Balancer will completely re-sort teams, even if they are already balanced. The logic for the re-sort is as follows. Create two pools of players and sort them (choosing players from all teams). One pool for players who are not in squads, and another for players who are in squads. Then, move all all players and squads to the neutral team, in order to end up with two empty non-neutral teams. Then, pick the squad at the top of the squad pool, and move it to the losing team. Then pick the next squad on top of the squad pool, and move it to the team with the least players, and so on. Once the squad pool is empty, pick the player on top of the no-squad pool, and move it to the team with least players, and so on. If teams are still unbalanced after the no-squad pool is empty, then the live balancing logic is applied. Balanced Team Determination Teams are determined to be balanced if the difference in number of players between teams is less than or equal to the balance_threshold. The balance_threshold has to be a number greater than 0. If the total number of players in the server is less than or equal to the balance_threshold, then the user set threshold is ignored, and a value of 1 is used instead. Technically, no team should ever be bigger than the other by more than the value of balance_threshold. Keeping Squads Together Insane Balancer is coded to keep squads together by default. However, you can set keep_squads to false and both round-balancing and live-balancing logics are changed a bit. What happens, is that all squads in the squad pool are broken, and players put into the no-squad pool, before balancing starts. Note that for live-balancing, players are not actually moved out of the squad. (it would kill all players if you do that). They are just treated as if they were not in a squad. Also, If keep_squads is enabled, clan-squads will not be broken. Keeping Clans On Same Team During end-of round re-balancing, if keep_clans is enabled, players with the same clan tag are be removed from their current squad, and put into exclusive squads. These special clan squads are given priority over non-clan squads, so that clan-squads end up in the same team. Note that when keep_clans is enabled, teams may end up unbalanced in number, so the live-balancing logic may still need to be applied. During live-balancing, if keep_clans is enabled, players with clan tags are given priority, as long as there is at least two members of the same clan in the server. When picking players to move to the other team, if a player has a clan tag, the player will be automatically skipped, if the majority of the clan is in the same team (otherwise the player is moved to the other team to join his clan buddies). If at the end of live-balancing phase, teams are still unbalanced, then keep_clans is disabled temporarily, and the live-balancer logic is applied again. Whitelist (unimplemented) Whitelist is a list of players which have even higher priority than clan members. During live balancing, if a player is in the whitelist, he is skipped. If at the end of the live balancing, the teams are still unbalanced, then the whitelist is ignored, and the live balancing logic is re-applied. Settings balance_threshold (integer > 0) - maximum difference in team sizes before teams are considered unbalanced Technically, no team will ever be bigger by more than the balance_threshold live_interval_time (integer > 0) - interval number of seconds at which team balance is checked during game round_interval (integer > 0) - interval number number of rounds at which the round balancer is applied For example, if map Atacama has 6 rounds, and the value of round_interval is 2, then the round balancer is run at the end of rounds 2, 4, and 6. keep_squads true - squads are preseved when balancing false - squads are intentionally broken up before balancing starts This setting only applies tot he round-end balancer. keep_clans true - players with same clan tags are kept on the same team false - clan tags are ignored during balancing warn_yell true - yell the auto-balancer warning false - do not yell the auto-balancer warning warn_say true - send auto-balancer warning in chat false - do not yell the auto-balancer warning in chat balance_round true - enables the end of round balancer false - disabled the end of round balancer balance_live true - enables the live balancer false - disables the live balancer
  5. i have posted the screenshot of the auto balance ..let me know what u think about the settings ... if u have question let us know or u can stop by on TS ..we will talk about it in details .. if I am not here , grab any of our admin and ask them
  6. this is how it s set up by admins but let me know what setting do you think needs to be changed ..we will discuss about this if its good for server or no..I know you have been trouble with auto balancer but this how its set the way members like it ... but we can tweak it better to everyone like..let me know
  7. can u come on TS for sec ..I talk to u in person so I can understand better ..we have more admins here so we can set up the way you want.. come for few secs
  8. alright I will switch some settings so it will move ppl no matter what ...it wont keep clan together thanks Cavey for posting !!!
  9. Welcome to big family
  10. No this is not p2p... I love Diablo 3
  11. just try to enjoy the game instead find reason to quit it ..
  12. No hack lol ..thats skill or luck or set up
  13. WEAPONS Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun -Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL. -Reduced the recoil of the SKS rifle and increased its maximum damage at close range. -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs. -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage. -The M26 MASS frag and slug rounds are now the more effective pump action versions. -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail. -Fixed the bolt action timer on the L96 that would cause an animation glitch. -9x39mm rounds no longer benefit from the Sniper headshot bonus. -Increased the damage of the 9x39mm rounds at long range. -Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines. -Increased the damage of the .357 and .44 magnum rounds at max range. -All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m. -Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change. -Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest. -Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill. -The spread for Flechette rounds has been reduced slightly on all shotguns. -The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870. -Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets. -Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster. -Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1. -Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds. -Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading. -Fixed 12g FRAG rounds not breaking glass at long range. -Players can now earn the shotgun Ribbon using the M26 MASS. -The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log. -Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log. -Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates. -M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move. -RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27?s higher rate of fire. -M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance. -Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability. -PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire. -M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round. -M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control. -QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG. -MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG. -870: No change. The 870 is a popular and highly effective weapon. -DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun. M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire. -S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload. -MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS. USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output. -M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil. -M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. -AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character. -SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference. -A91: No Change. The A91?s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto. -G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range. -SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB. -G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36. -QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats. -AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability. -M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable. -M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire. -M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire. AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role. -F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update. -AN94: Reduced vertical recoil. The AN94?s 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive. -G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3?s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges. -KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire. -L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire. -FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine. -PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced. -UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick. -MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90. -AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed. -PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts. -P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective. -PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19?s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.
  14. cool post here if you want make any changes in the server
  15. i asked killingman as well he wants hardcore ..so most of you want hardcore ..confirmed !!!
  16. Dont matter to me ...I heard lot of ppl wanted to have hardcore ... wildbill , eiodenfire, you..I m sure other feel the same way..
  17. I will leave it to softcore because 700 tickets will be lot of BOOM BOOM BOOM
  18. Nope conquest 700 tickets ... do you guys want this server hardcore or softcore?
  19. okay so I have added Metro Caspian border seine operation firestorn kharg strike at karkand gulf of omen grand bazzar wake island sharqi let me know if this is alright
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