Quick update:
* cp_reckoner updated to the rc1 version;
* cp_snakewater updated to the final1 version;
* scout classlimit: 2
* soldier classlimit: 2
* demo classlimit: 1
* cp_reckoner updated to the rc1 version;
* cp_snakewater updated to the final1 version;
* scout classlimit: 2
* soldier classlimit: 2
* demo classlimit: 1
Update:
I managed to get whitelists working without a tournament mode, but this is a tricky solution and can cause some issues. Hopefully everything is fine, but please let me know if anything strange happens.
I managed to get whitelists working without a tournament mode, but this is a tricky solution and can cause some issues. Hopefully everything is fine, but please let me know if anything strange happens.
Hiya! I got a few questions.
Can you perhaps enable random spawns? Fixed spawns are very annoying because if the teams are not very well balanced you risk getting spawncamped which is not good for practice.
Also on other servers if you deal damage to someone and you get an assist on them, you still get healed (partially) but not on this server. Could this perhaps be enabled? It's really annoying if I do like 90% of someone's health in damage and some other person steals the frag, that I don't get any health.
Can you perhaps enable random spawns? Fixed spawns are very annoying because if the teams are not very well balanced you risk getting spawncamped which is not good for practice.
Also on other servers if you deal damage to someone and you get an assist on them, you still get healed (partially) but not on this server. Could this perhaps be enabled? It's really annoying if I do like 90% of someone's health in damage and some other person steals the frag, that I don't get any health.
Random spawns are enabled here. I'm working on making it dynamic, i.e. based on map and amount of players as well as making voting possible.
Thanks for the tip, I'll play a bit with the hp regen and come up with a solution.
Thanks for the tip, I'll play a bit with the hp regen and come up with a solution.
Quick update:
* cp_reckoner updated to the rc2 version;
* time allowed for being afk has been reduced - a couple of friends of mine complained about people being afk for too long.
* cp_reckoner updated to the rc2 version;
* time allowed for being afk has been reduced - a couple of friends of mine complained about people being afk for too long.
any chance you can enable health gain on assist? other servers have it, and it's a bit annoying to have someone steal your kill leaving you to killbind or wait 20 seconds for regen
why do either of those? just keep fighting until you die. seriously, people who waste time trying to get health back in dm are the worst
^ which is why im asking for health gain on assist back, so you CAN fight meaningfully, not just trade 1 for 1 endlessly
gemmany chance you can enable health gain on assist? other servers have it, and it's a bit annoying to have someone steal your kill leaving you to killbind or wait 20 seconds for regen
I enabled it temporarily to test how things work, but personally, I don't like it.
The reason I don't like it is that teamwork is what DM is pretty much all about - if you see a soldier wasting 4 rockets to kill one scout, your teammate, you immediately know he should be either weak or out of ammo, so fighting him should be easier. And for that soldier, that should be lesson of trade-off's - it's either I fire that 4th rocket to kill the scout or I use it to get out of the situation, get a health pack, reload ammo and engage into fight again. When you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.
I enabled it temporarily to test how things work, but personally, I don't like it.
The reason I don't like it is that teamwork is what DM is pretty much all about - if you see a soldier wasting 4 rockets to kill one scout, your teammate, you immediately know he should be either weak or out of ammo, so fighting him should be easier. And for that soldier, that should be lesson of trade-off's - it's either I fire that 4th rocket to kill the scout or I use it to get out of the situation, get a health pack, reload ammo and engage into fight again. When you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.
_segfaultgemmany chance you can enable health gain on assist? other servers have it, and it's a bit annoying to have someone steal your kill leaving you to killbind or wait 20 seconds for regenI enabled it temporarily to test how things work, but personally, I don't like it.
The reason I don't like it is that teamwork is what DM is pretty much all about - if you see a soldier wasting 4 rockets to kill one scout, your teammate, you immediately know he should be either weak or out of ammo, so fighting him should be easier. And for that soldier, that should be lesson of trade-off's - it's either I fire that 4th rocket to kill the scout or I use it to get out of the situation, get a health pack, reload ammo and engage into fight again. When you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.
i like this and having 8 stickies on this server just because it's different and gives me some options when i want to dm
I enabled it temporarily to test how things work, but personally, I don't like it.
The reason I don't like it is that teamwork is what DM is pretty much all about - if you see a soldier wasting 4 rockets to kill one scout, your teammate, you immediately know he should be either weak or out of ammo, so fighting him should be easier. And for that soldier, that should be lesson of trade-off's - it's either I fire that 4th rocket to kill the scout or I use it to get out of the situation, get a health pack, reload ammo and engage into fight again. When you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.[/quote]
i like this and having 8 stickies on this server just because it's different and gives me some options when i want to dm
_segfaultWhen you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.
[img]https://wiki.teamfortress.com/w/images/thumb/9/9b/RED_Crusader%27s_Crossbow.png/250px-RED_Crusader%27s_Crossbow.png?t=20111210174036[/img]
Since when is dm supposed to be realistic ? Health on assist should be enabled, it's quite retarded to get someone really weak and before you can kill him (and get regen) a scout comes in, -3 and steals the frag. You did 90% of the job and you're now sitting at low hp. Is that also a lesson ? Shoot no one and just clean up ? Is this what dm is about ?
tr1pSince when is dm supposed to be realistic ? Health on assist should be enabled, it's quite retarded to get someone really weak and before you can kill him (and get regen) a scout comes in, -3 and steals the frag. You did 90% of the job and you're now sitting at low hp. Is that also a lesson ? Shoot no one and just clean up ? Is this what dm is about ?
Imho yes, it doesn't matter who gets the frag, scouts actually do cleanup. And even if you die, you're gonna respawn immediately anyway.
knsume_segfaultWhen you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.https://wiki.teamfortress.com/w/images/thumb/9/9b/RED_Crusader%27s_Crossbow.png/250px-RED_Crusader%27s_Crossbow.png?t=20111210174036
The difference between crossbow and getting extra hp for an assist is that you can actually see that your opponent has been healed.
Imho yes, it doesn't matter who gets the frag, scouts actually do cleanup. And even if you die, you're gonna respawn immediately anyway.
[quote=knsume][quote=_segfault]When you fight somebody and he suddenly gets extra 50 hp for an assist, it's not quite representative.[/quote]
[img]https://wiki.teamfortress.com/w/images/thumb/9/9b/RED_Crusader%27s_Crossbow.png/250px-RED_Crusader%27s_Crossbow.png?t=20111210174036[/img][/quote]
The difference between crossbow and getting extra hp for an assist is that you can actually see that your opponent has been healed.
damage based hp regen encourages hitting big shots and discourages baiting and chipshotting for frags
it also increases the time to kill of everyone in the server, which is good because the point of dm is to constantly be fighting
dying, respawning and walking back to the fight, especially on larger maps, can be a not-insignificant amount of time
i also think its a bad argument to make based on what is realistic in game. no aspect of dm is realistic, and its worth making it as unrealistic as possible while maintaining the core idea of the mode if it results in a better platform for training
it also increases the time to kill of everyone in the server, which is good because the point of dm is to constantly be fighting
dying, respawning and walking back to the fight, especially on larger maps, can be a not-insignificant amount of time
i also think its a bad argument to make based on what is realistic in game. no aspect of dm is realistic, and its worth making it as unrealistic as possible while maintaining the core idea of the mode if it results in a better platform for training
Yeah DM's point by no means is to be realistic, but rather actually practicing and improving your aim with having as much constant action as possible. You should practice game sens related things in actual scrims/matches by watching your demos afterwards, not in DM.
It's already annoying when people run for the health packs all the time, scouts especially, and not having damage based hp regen encourages that a lot more. Surely you respawn immediately, but soldiers already need multiple jumps just to get to fight and then die because scouts clean up their damage and get no reward. It just makes scouts stronger and more frustrating for others to play against.
It's already annoying when people run for the health packs all the time, scouts especially, and not having damage based hp regen encourages that a lot more. Surely you respawn immediately, but soldiers already need multiple jumps just to get to fight and then die because scouts clean up their damage and get no reward. It just makes scouts stronger and more frustrating for others to play against.
Ok, I get the point. 50% of damage dealt will be returned as HP to whoever attacked a victim.
Another question: would you like to have some maps that are not in the ETF2L pool during off-season? Like bagel, logjam or cardinal? http://www.strawpoll.me/12722635
Another question: would you like to have some maps that are not in the ETF2L pool during off-season? Like bagel, logjam or cardinal? http://www.strawpoll.me/12722635
Small update:
* added koth_bagel_rc2a to the pool to let you practice for the One Night Cup;
* health and ammo packs will be disabled since tomorrow.
* added koth_bagel_rc2a to the pool to let you practice for the One Night Cup;
* health and ammo packs will be disabled since tomorrow.
Even with health gain on damage, it seems like you still get half of your HP back from killing an enemy. Is this intentional or a mishap to have both on at the same time?
Also tftrue_no_hats is on, but tftrue_no_misc is off, can either both be on or off and not only one in the server?
Also tftrue_no_hats is on, but tftrue_no_misc is off, can either both be on or off and not only one in the server?
BloodisEven with health gain on damage, it seems like you still get half of your HP back from killing an enemy. Is this intentional or a mishap to have both on at the same time?
_segfaultOk, I get the point. 50% of damage dealt will be returned as HP to whoever attacked a victim.
BloodisAlso tftrue_no_hats is on, but tftrue_no_misc is off, can either both be on or off and not only one in the server?
I mean does this really matter? and also i dont know if its just me but i prefer this over having the other settings.
[quote=_segfault]Ok, I get the point. 50% of damage dealt will be returned as HP to whoever attacked a victim.[/quote]
[quote=Bloodis]Also tftrue_no_hats is on, but tftrue_no_misc is off, can either both be on or off and not only one in the server?[/quote]
I mean does this really matter? and also i dont know if its just me but i prefer this over having the other settings.
I think you got me wrong. You get BOTH health on damage/assist (which was added recently) and health on kill (which is the norm that people wanted to get rid of). I reckon it should only be health on damage/assist only like it always was in the TF2Pickup/Kuferl DM servers, and not combine these two together so that chipshotting a scout gives you 63+3 HP instead of just 3 HP.
Update:
* health and ammo packs are now effectively disabled (sorry for the delay);
* I'll change the whitelist to the global one (http://whitelist.tf/competitive_6v6) and see how it works. Please let me know about any retarded sets;
* i'm also removing koth_bagel due to it not being in the map pool for season 27. Sorry :(
* health and ammo packs are now effectively disabled (sorry for the delay);
* I'll change the whitelist to the global one (http://whitelist.tf/competitive_6v6) and see how it works. Please let me know about any retarded sets;
* i'm also removing koth_bagel due to it not being in the map pool for season 27. Sorry :(
_segfault* I'll change the whitelist to the global one (http://whitelist.tf/competitive_6v6)
I pretty strongly disagree with this change. I think a more restrictive whitelist should be used in 6s, but I still understand that allowing unlocks has positives - they can open up new strategies, give the potential for new surprise plays and generally allow for innovation.
None of these things are considerations in DM. The only thing that matters for DM is how well you can practice your aim and movement, and the majority of unlocks don't help with this - it requires the exact same skills to aim most of them as it does with stock weapons. All you add with this whitelist is additional potential for cheese plays and trolling, without actually improving the experience for people who want to improve their DM, which is what the server is for.
If an unlock requires some kind of different skill to aim, and as such people might want to practice with it in a DM server, then whitelisting it is fair enough. Otherwise please keep it to stock.
I pretty strongly disagree with this change. I think a more restrictive whitelist should be used in 6s, but I still understand that allowing unlocks has positives - they can open up new strategies, give the potential for new surprise plays and generally allow for innovation.
None of these things are considerations in DM. The only thing that matters for DM is how well you can practice your aim and movement, and the majority of unlocks don't help with this - it requires the exact same skills to aim most of them as it does with stock weapons. All you add with this whitelist is additional potential for cheese plays and trolling, without actually improving the experience for people who want to improve their DM, which is what the server is for.
If an unlock requires some kind of different skill to aim, and as such people might want to practice with it in a DM server, then whitelisting it is fair enough. Otherwise please keep it to stock.
Freud_segfault* I'll change the whitelist to the global one (http://whitelist.tf/competitive_6v6)
I pretty strongly disagree with this change. I think a more restrictive whitelist should be used in 6s, but I still understand that allowing unlocks has positives - they can open up new strategies, give the potential for new surprise plays and generally allow for innovation.
None of these things are considerations in DM. The only thing that matters for DM is how well you can practice your aim and movement, and the majority of unlocks don't help with this - it requires the exact same skills to aim most of them as it does with stock weapons. All you add with this whitelist is additional potential for cheese plays and trolling, without actually improving the experience for people who want to improve their DM, which is what the server is for.
If an unlock requires some kind of different skill to aim, and as such people might want to practice with it in a DM server, then whitelisting it is fair enough. Otherwise please keep it to stock.
Aim and movement are main focuses on MGE, whilst DM is about using that skill in practice, in combat. It is just different set of skills and allowing different weapons will let you practice your DM skill better. For example, your movement is different when the opposing demo is using loch'n'load or a soldier is using the direct hit. I understand there are a couple of retarded, gimmicky plays that wouldn't usually happen on 6s and can cause a headache in DM (i.e. rocket jumper + market garden), but I want to make sure there is no weapon blacklisted that can be viable in actual 6s match.
I pretty strongly disagree with this change. I think a more restrictive whitelist should be used in 6s, but I still understand that allowing unlocks has positives - they can open up new strategies, give the potential for new surprise plays and generally allow for innovation.
None of these things are considerations in DM. The only thing that matters for DM is how well you can practice your aim and movement, and the majority of unlocks don't help with this - it requires the exact same skills to aim most of them as it does with stock weapons. All you add with this whitelist is additional potential for cheese plays and trolling, without actually improving the experience for people who want to improve their DM, which is what the server is for.
If an unlock requires some kind of different skill to aim, and as such people might want to practice with it in a DM server, then whitelisting it is fair enough. Otherwise please keep it to stock.[/quote]
Aim and movement are main focuses on MGE, whilst DM is about using that skill in practice, in combat. It is just different set of skills and allowing different weapons will let you practice your DM skill better. For example, your movement is different when the opposing demo is using loch'n'load or a soldier is using the direct hit. I understand there are a couple of retarded, gimmicky plays that wouldn't usually happen on 6s and can cause a headache in DM (i.e. rocket jumper + market garden), but I want to make sure there is no weapon blacklisted that can be viable in actual 6s match.
Last I saw there were still some health packs left on the one side (I wanna say red) of product, at cliff and grass.
Lord_Maximus_WillhammerLast I saw there were still some health packs left on the one side (I wanna say red) of product, at cliff and grass.
Yes, it may be a bug in the soap DM plugin. I'll take a look at it later today.
Yes, it may be a bug in the soap DM plugin. I'll take a look at it later today.
DrummerThanks so much, man.
Edit: did people seriously get to the point where I get downvoted for everything I say? I can't even thank people?
downvoted
Edit: did people seriously get to the point where I get downvoted for everything I say? I can't even thank people?[/quote]
downvoted
WaTeRMeLoNDrummerThanks so much, man.downvoted
Edit: did people seriously get to the point where I get downvoted for everything I say? I can't even thank people?
What the fuck? How old is that shit? Wooooaaaww
Edit: did people seriously get to the point where I get downvoted for everything I say? I can't even thank people?[/quote]
downvoted[/quote]
What the fuck? How old is that shit? Wooooaaaww