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PostPosted: 28 Apr 2009, 18:43 
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[SpA]Lim-Dul wrote:
Ah yes - you removed the immunity a while ago, didn't you?

I don't really care because I like the class limits but allowing people to circumvent them is a really good idea for SpA points. ^^
Correct. The classlimiter plugin has been restored into its old config (people without immunuty can get pushed out of their class incase a limit hits). Admins are no longer immune by default (only techteam members because they have all admin flags by default). So everyone needs to buy the immunity, community and members alike.


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PostPosted: 28 Apr 2009, 18:46 
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Has no REAL life! (3017)
Throw in an auto-balance immunity option and people should be more and more into spending the points. :)

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PostPosted: 28 Apr 2009, 18:52 
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[SpA]sebas wrote:
Throw in an auto-balance immunity option and people should be more and more into spending the points. :)
:-14 Time to put the zebra down

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PostPosted: 28 Apr 2009, 18:54 
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Has no REAL life! (3017)
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PostPosted: 28 Apr 2009, 19:34 
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:55

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PostPosted: 28 Apr 2009, 19:35 
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[SpA]sebas wrote:
Throw in an auto-balance immunity option and people should be more and more into spending the points. :)
It's in the making already 8)


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PostPosted: 28 Apr 2009, 20:27 
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Hmm what will happen, when all players on 9 player team will have balance immunity, and the other team will have like 6 players ? :mrgreen: Of course if it wont cost like 666 spa points :P


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PostPosted: 28 Apr 2009, 21:08 
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Bartg wrote:
Hmm what will happen, when all players on 9 player team will have balance immunity, and the other team will have like 6 players ? :mrgreen: Of course if it wont cost like 666 spa points :P
In that case it will still balance.


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PostPosted: 28 Apr 2009, 21:38 
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:16


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PostPosted: 18 May 2009, 21:08 
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Kinda hopeless, but improving (100)
Still....3 scouts are too few for a 13 v 13 match...could you please change the limit to 4? :mrgreen:


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PostPosted: 18 May 2009, 23:02 
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Has no REAL life! (3017)
4 would be a quarter of the team. That's a bit overdue tbh. :) Especially since on open area maps like badlands and fastlane scouts pwn hard.

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PostPosted: 21 May 2009, 21:24 
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[SpA]sebas wrote:
Throw in an auto-balance immunity option and people should be more and more into spending the points. :)
Then players without immunity will get auto-balances a lot more, what could make them leave.

Also sometimes the autobalance is correcting the teamstacking ;)


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PostPosted: 22 May 2009, 11:25 
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damn autobalance, yesterday i got balanced to one team first then back to the other :x

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PostPosted: 30 May 2009, 13:28 
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[SpA]SaintK wrote:
"25-36"
{
"red" "1"
"blue" "1"

"scout" "3"
"sniper" "3"
"soldier" "5"
"demoman" "5"
"medic" "5"
"heavyweapons" "5"
"pyro" "5"
"spy" "5"
"engineer" "5"
}
}
}
5 Pyros and engineers? That's just retarded. And why scout limit 3? I don't see how scouts can ruin the game, while pyros and especially engineers easily do. On 5cp maps engy limit could be 0 for some nice faster action, with a couple of engineers they end up in stalemates most of the time.

Would team specific class limits be possible? A/D-maps would be a lot nicer if you could allow a couple engies for the defenders, but 0/1 for the attackers.

Oh, almost forgot, immunity from classlimits?? Please remove that, aren't reserved slots and autobalance immunity enough?


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PostPosted: 30 May 2009, 13:35 
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Sturmis wrote:
[SpA]SaintK wrote:
"25-36"
{
"red" "1"
"blue" "1"

"scout" "3"
"sniper" "3"
"soldier" "5"
"demoman" "5"
"medic" "5"
"heavyweapons" "5"
"pyro" "5"
"spy" "5"
"engineer" "5"
}
}
}
5 Pyros and engineers? That's just retarded. And why scout limit 3? I don't see how scouts can ruin the game, while pyros and especially engineers easily do. On 5cp maps engy limit could be 0 for some nice faster action, with a couple of engineers they end up in stalemates most of the time.

Would team specific class limits be possible? A/D-maps would be a lot nicer if you could allow a couple engies for the defenders, but 0/1 for the attackers.

Oh, almost forgot, immunity from classlimits?? Please remove that, aren't reserved slots and autobalance immunity enough?
You sir should get a medal for propper feedback.... :|

oh, and the classlimiter config changes with each classpack update. your looking at an outdated one. And classlimiter immunity is here because we value our regulair players over drop-ins.


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PostPosted: 30 May 2009, 14:16 
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[SpA]SaintK wrote:
You sir should get a medal for propper feedback.... :|

oh, and the classlimiter config changes with each classpack update. your looking at an outdated one. And classlimiter immunity is here because we value our regulair players over drop-ins.
Yeah, spy and sniper limits are 2 now? While I sort of agree with those, it's a bit frustrating since I don't really get how 5 pyros or engineers is ok. Pyros are just annoying, not really good for... anything. (Don't say spy checking, anyone can do that) Well, they could defend sentries, but they don't.

Engineers just make the game slow and make scout pretty much useless.

If I wanted to value my server's regulars, I'd give them a good server to play on with class limits that make sense, not teams full of engineers and pyros.


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PostPosted: 30 May 2009, 14:36 
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Sturmis wrote:
[SpA]SaintK wrote:
You sir should get a medal for propper feedback.... :|

oh, and the classlimiter config changes with each classpack update. your looking at an outdated one. And classlimiter immunity is here because we value our regulair players over drop-ins.
Yeah, spy and sniper limits are 2 now? While I sort of agree with those, it's a bit frustrating since I don't really get how 5 pyros or engineers is ok. Pyros are just annoying, not really good for... anything. (Don't say spy checking, anyone can do that) Well, they could defend sentries, but they don't.

Engineers just make the game slow and make scout pretty much useless.

If I wanted to value my server's regulars, I'd give them a good server to play on with class limits that make sense, not teams full of engineers and pyros.
As explained elswere, the classlimits are *only* there to prevent the extreme. Origionally we rather see no classlimits at all, but thats rather impossible, so we just limit the most extreme cases.


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PostPosted: 30 May 2009, 17:14 
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Geek (630)
[SpA]SaintK wrote:
If I wanted to value my server's regulars, I'd give them a good server to play on with class limits that make sense, not teams full of engineers and pyros.
Exactly my opinion, since playing with 7 snipers on one side,dunno if all with classlimiter immunity.
[SpA]SaintK wrote:
And classlimiter immunity is here because we value our regulair players over drop-ins.
That system does not work anymore if most players are regulars and have classlimiterimmunity.

I prefer sniper,yes,and i have classlimiter imunity, but i would more prefer a fixed class limit for each character, like it was before.
And also without the annoying fact of 7 snipers or spies one side, or people getting pushed out of classes because of not having immunity.

Its that simple normally, first who comes gets the class.


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PostPosted: 30 May 2009, 17:54 
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I agree with sturmis, engie should be limited to 1 or 2 since they are the cause of most stalemates, on some maps in order to win you'd need 3 simultaneous ubers with everyone rushing in against 4 or more sentries and that just doesn't happen.
I'm fine with the 5 pyro limit, pyros are not that hard to handle, if the spots were limited the bad pyros would end up having to play a class they are even more useless at.
I like the class limit immunity but only because the scout limit is so low, I would be very annoyed if I wouldn't be able to play scout on a map lie gravel pit or badlands because there are already 3 scouts on the team especially if those 3 scouts are horrible.


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PostPosted: 30 May 2009, 18:15 
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Has no REAL life! (3017)
I've mentioned the engie limit a couple of times before but I also have to agree with Saint, you have to give the players the option to play as they wish within a very, very loose restriction.

I do believe that on maps that were designed to be fast (badlands, granary, well, fastlane etc) engie limit should be 2 at most, if not 1. Thing is for some reson people love to camp sentries and you can't do that with just one engie since he then turns into a support class with ressuply and teles and not into your safe spot.

As for the pyros, it's the most popular class in the game, you can't really limit it too much because a LOT of people enjoy playing it. It does not really matter if the class is broken, lacks versitality, it's role could be fulfilled better by another class and so on. :)

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PostPosted: 30 May 2009, 18:36 
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Engineer limit 5 should definitely be reduced. Class limiter immunity does get out of hand as we have seen.

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PostPosted: 30 May 2009, 18:41 
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5 engie limit on dustbowl need to be NUKED FROM ORBIT WITH NUKES OF FIREY FIRE PAIN

and replaced with, say 1 maybe 2 at most

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PostPosted: 30 May 2009, 18:51 
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Reducing the engie limit to one would mean that the engie becomes a suport class, used for teles and ressuplying. The sole sentry means the team can no longer rely on a covered back, one spy, demo, uber or soldier being enough to take care of it. It also only covers a small area. Teammates also need to protect the engie. This greatly affects the gameplay already present on our servers. It makes the game more dinamic, with players being those that hold the line, not 2-3-4-5 sentries and encourages teamwork toward the win.

This sounds great but I fear it will make more and more rounds turn into steamrolls because there is such a huge discrepancy in skill and motivation among the regulars on our servers.

However I can't mention the amount of times maps like well and badlands have been choked and turned into boring camping games because of a crapload of sentries on each side. If a team were organised, blowing another team with 5 engies would be a piece of cake but that doesn't happen with random groups. And don't tell me you've never seen a beaten team in a round swtiching to 5 engies who immedietly build at last point and camp because I woun't believe you, it happens a lot.

Lowering the limit however does little considering the class immunity option. I'd love to see it at 2 (max 3 on pl maps) and with no exception possible but that's only because I love dinamic games where the brawl swtiches from one zone to the next really fast.

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PostPosted: 31 May 2009, 01:24 
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Hmm just remember, the Spa servers became very popular with the old settings without classlimiter immunity.

Never change a running system. :mrgreen:


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PostPosted: 31 May 2009, 02:44 
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The Necromancer (4970)
But now I actually see much more people registering for SpA points and playing on our servers exclusively. I think Saint's decision on lowering the class limits in certain cases and introducing immunity to them was a stroke of genius. I find people I have on my friends list and who have been playing on SpA servers for MONTHS suddenly asking me how to register for SpA points on the site because now they finally do something useful.

Yes, the class limits will scare off some whiners and on-and-off SpA players BUT our "core audience" will stay - and this is what we want, isn't it? We want an elite (but not elitist) group of nice people having fun on our servers - not the majority of players because the majority sucks. ^^

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PostPosted: 31 May 2009, 08:59 
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I have to say i'm not sure on the current system because people are all buying immunity and we're still seeing 5 snipers. Yesterday a team of ten had 4 snipers, 3 spies and 2 assault classes and a medic.

We still won, but you know :roll:

It's quite annoying when you don't have immunity and you are booted out of a class you've managed to get on, especially with a limit of 2.

I know it's a little late to the party but the limiting of classes in very small games i disagree with, i hardly ever take a 3 v 3 "get the server full" game seriously, if an engi builds you go demo.

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PostPosted: 31 May 2009, 09:04 
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[SpA]MikeDH wrote:
I have to say i'm not sure on the current system because people are all buying immunity and we're still seeing 5 snipers. Yesterday a team of ten had 4 snipers, 3 spies and 2 assault classes and a medic.

We still won, but you know :roll:

It's quite annoying when you don't have immunity and you are booted out of a class you've managed to get on, especially with a limit of 2.

I know it's a little late to the party but the limiting of classes in very small games i disagree with, i hardly ever take a 3 v 3 "get the server full" game seriously, if an engi builds you go demo.
It happens most of the time in fact, yesterday, attacking on steel, yes steel, we had a team of 4 snipers, 3 spies (who did nothing), 2 engineers, 1 soldier, 1 heavy and 1 pyro (me) + sebas (medic). I had like 70 kills by the end of it, and still we didn't manage to get D after attacking it for 10 minutes and 6-7 ubers :x We only got A, B and C because of sebas's pro medic'ing.

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PostPosted: 31 May 2009, 13:00 
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Can't you have a limited number of "immune" slots ? A bit like the reserved slots ?

Let's say your normal snipers limit is 2, plus 2 immune slots. If a fifth player with immunity tries to pick sniper they'll still get booted out.
I reckon it sucks not to be able to play your class after you bought immunity but if you can't understand that 7 snipers in one team isn't the way to go, well... :roll:


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PostPosted: 31 May 2009, 13:59 
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5 is fine tbh

Engineers are not that hard to displace. One demo can easily take out 3 of em in an uber. You just have to rally the team to push together with you. Uber up front rest in the back.

I have done it plenty of times, you just have to motivate the rest of the people to join in on the push. (Sentries only target the closest by player so the uber up front would mean they get all the flak)

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PostPosted: 31 May 2009, 14:12 
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I have a pet cat

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