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Default spawn invulnerability ?

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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

Thoughts ? Opinions?

IMO it’s too long and it should be default. Respawn time is fast(broken) enough to compensate for spawnkilling and really with rules still being enforced to disallow heavy weapon SK I wouldn’t see default spawn invulnerability as a bad thing.

half your skill is in your config


   
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(@trigger-happy)
Noble Member
Joined: 16 years ago
Posts: 1460
 

Normally I would say yes, but since the server already has so many problems in terms of fairness it should stay the way it is.
Teams are getting stacked worse today than I’ve seen them in a long time and not many do anything about it. If people actually evened teams on the server instead of stacking them harder, I would be more open to suggestions, but all the suggestions I hear about coming from the “pros” is to make their frag count higher. You want lower invul so you can camp easier and get more kills, that is the simple fact of what you are trying to do here.

Cheers


   
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(@frogma)
Honorable Member
Joined: 15 years ago
Posts: 613
 

awww but trigger…


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

You want lower invul so you can camp easier and get more kills, that is the simple fact of what you are trying to do here.

Maybe so – but it’s more the fact that I want it default so it’s not retarded. Is it really that bad for it to be default? I don’t know why we shield noobies in a soft little blanket of flowers, kisses and kittens.

If people actually evened teams on the server instead of stacking them harder

It’s painful playing with various players and it’s a pub you can’t expect much more, it’s pretty universal on ET that axis gets stacked.

half your skill is in your config


   
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(@i0nwr1t3r)
Noble Member
Joined: 15 years ago
Posts: 1526
 

Thoughts ? Opinions?

IMO it’s too long and it should be default. Respawn time is fast(broken) enough to compensate for spawnkilling and really with rules still being enforced to disallow heavy weapon SK I wouldn’t see default spawn invulnerability as a bad thing.

From what I have noticed,Allies usually have to cover a fair amount of open ground to reach various exit points into the rest of the map whereas anyone who has played on both teams is aware this not the case in most instances for axis who are usually required to cover very little distance to reach exit points into the map(attackers-open ground, defenders-shortest & usually sheltered path).

But if you think I’m mistaken,by all means,upload screenshots per map & we’ll crunch the numbers,don’t bother with dunk or footy maps as we are all aware they are exceptions.

Default spawn time? Dis-able self-packing & up the regeneration time for meds instead,cool with that,but as you have stated previously blusky “IT’S GAME BREAKING” so is it worth pursuing that line of thought again? Probably not.

So IMO as a noob who gets SK’ed like a religion,until you change the way meds work or get ATB by K/D working, then spawn invulnerability been a bit longer may be an inconvenience to your stats,but it makes game more enjoyable for the non-leets,who get to see what a map looks like beyond those 5 feet of spawn exits.

Cheers

i0n

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(@trigger-happy)
Noble Member
Joined: 16 years ago
Posts: 1460
 

I didn’t say it was retarded, I said it was solely aimed at you getting more frags in spawn.
I don’t know why we should cater to the pros either? Why should we make it easier for you guys to get onto the same team while also making it easier for you guys to kill them while in spawn? The simple facts are that the noobies you speak of are the ones that actually donate to the server and therefore we tend to cater things towards those who actually help out the server. It is also painful playing against a stacked team and seeing as it is OZ, it is kind of universal that we cater to those with lesser skill and have lots of random settings ๐Ÿ™‚
Just as a heads up, the new mod I made and am testing will make you QQ harder than you currently are xD.

Cheers


   
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(@joker)
Noble Member
Joined: 16 years ago
Posts: 910
 

Why would your goal be to make ppl QQ?


   
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(@the-admiral)
Prominent Member
Joined: 16 years ago
Posts: 726
 

Default spawn time? Dis-able self-packing & up the regeneration time for meds instead,cool with that,but as you have stated previously blusky “IT’S GAME BREAKING” so is it worth pursuing that line of thought again? Probably not.

So IMO as a noob who gets SK’ed like a religion,until you change the way meds work or get ATB by K/D working, then spawn invulnerability been a bit longer may be an inconvenience to your stats,but it makes game more enjoyable for the non-leets,who get to see what a map looks like beyond those 5 feet of spawn exits.

Cheers

i0n

+1. Nice to see people standing up to the pros trying to make things worse for the average player.

I didn’t say it was retarded, I said it was solely aimed at you getting more frags in spawn.
I don’t know why we should cater to the pros either? Why should we make it easier for you guys to get onto the same team while also making it easier for you guys to kill them while in spawn? The simple facts are that the noobies you speak of are the ones that actually donate to the server and therefore we tend to cater things towards those who actually help out the server. It is also painful playing against a stacked team and seeing as it is OZ, it is kind of universal that we cater to those with lesser skill and have lots of random settings ๐Ÿ™‚
Just as a heads up, the new mod I made and am testing will make you QQ harder than you currently are xD.

Cheers

Yay, on behalf of the lesser skilled (and the pros like death and i pretending to suck), we thank you Triggz.

@Blusky: I don’t see why you’re upset over it. It’s not like it’d affecting your KD that much. It’s still always 3 or higher.

Maybe so – but it’s more the fact that I want it default so it’s not retarded.

Lets default medic charge time too then? And the charge time of all the other classes. If its default, either go all or nothing. You can’t have custom values for all the other timers and then want the default spawn invulnerability – it’ll just break it. You shield noobies because it is the guys like Bucket – the non-pros that donate, like Triggz said.

Could’ve sworn somewhere in OZ rules it said that OZ members were meant to even teams. Why bitch about it and refuse to do it while accepting the benefits of being OZ? Those benefits come with the responsibilities.

@Joker: Pretty sure his goal is to make it easier for the average player. Not for the players who get 10+ sprees and want to stack teams and camp spawns. One would assume that part of making it easier for the average player is making it harder for the ‘pro’ players. Things being hard for the ‘pro’s makes them QQ.

Feel free to rage me though for interfering in matters that have nothing to do with me, or whatever you use as your excuse to begin the mild insults.


   
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(@amacide)
Reputable Member
Joined: 16 years ago
Posts: 403
 

Trigger Happy is right and the spawn invulnerability is fine as is… It’s there for a very good reason.

To prevent the majority of players having their game ruined by pro players camping outside their spawn most the map.

No offence, the only people I’ve seen complaining of this, and no spawn-killing rules, have been high K/D players…

This is etpub – please stop trying to turn it into etpro.

Cheers.

Try not to become a man of success, but rather try to become a man of value.Albert Einstein


   
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(@blusky)
Prominent Member
Joined: 16 years ago
Posts: 853
Topic starter  

From what I have noticed,Allies usually have to cover a fair amount of open ground to reach various exit points into the rest of the map whereas anyone who has played on both teams is aware this not the case in most instances for axis who are usually required to cover very little distance to reach exit points into the map(attackers-open ground, defenders-shortest & usually sheltered path).

Arguable and as you said allies usually have various exit points.

Default spawn time? Dis-able self-packing & up the regeneration time for meds instead,cool with that,but as you have stated previously blusky “IT’S GAME BREAKING” so is it worth pursuing that line of thought again? Probably not.

DEFAULT SPAWN INVULNERABILITY is not equal to MEDIC REGENERATION TIME. Not at all. They have nothing in common. Medics not being able to self heal IS gamebreaking, while default spawn invulnerability IS NOT.

then spawn invulnerability been a bit longer may be an inconvenience to your stats

It’s not an inconvenience it’s just dumb to have it that long.

@Admiral
– I personally don’t see a problem if everything was defaulted.
If I donated does that mean you can cater to my needs? ๐Ÿ˜›

@amacide – The increased time is just silly and on some maps it screws around too much with gameplay. I mean, not even meaning to spawn kill but you can’t hurt them. For instance, off the top of my head, broken maps – Oasis 2nd axis spawn can pick off a few allies and run back to safety with invul
Goldendunk – nuff said
Frostbite – CP -> SERVICE xfire is non existent
Frostbite – Axis coming out of spawn can pick of a few allies not even in their ‘spawn’ zone
Goldrush – simply denies you of camping axis behind their spawn.
Goldrush – First phase, axis having long immunity coming out w/tank
Supplydepot – First phase axis defence around the flag just imbalances it
Supplydepot – Second phase axis invul will destroy any allies that come through the area(all of them)
Railgun – CP Spawn – Gamebreaking

etc etc etc

I didn’t expect things to be changed, just wondering what other peoples opinions are.

half your skill is in your config


   
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(@trigger-happy)
Noble Member
Joined: 16 years ago
Posts: 1460
 

Why would your goal be to make ppl QQ?

Your tears are the tastiest.
@blusky, if it isn’t game breaking, then leaving it as is shouldn’t do much ๐Ÿ˜› If you donated as much as the current ones do, then yes I would cater towards your needs too, till then I take what the “pros” say and analyse it well before implementing anything.
Your examples are good and all but on all those maps not once have those objectives failed when the good players all stack the attacking team, if they didn’t stack so much then we would look at lowering invul. It really is a simple concept.
Anyway, sorry if what I have said was too much walls of text/debating, just giving you the information of why things are as they are in my opinion ๐Ÿ™‚

Cheers


   
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(@black-racoon)
Member Admin
Joined: 16 years ago
Posts: 2007
 

I personally was expecting an intense rage atleast in one of the posts, I was holding my breath although it was peaceful the whole way while reading so +1 Sticker so far ๐Ÿ˜†

Anyway, The spawn shield is there for hte fact to cater to the needs of all players including the less skilled players, Ill admit such as myself. Being a noob myself it does suck when your being camped for 20 minutes in the same place and only see the left edge of the pillar in your fov for 20 minutes the blood splash of bullets pounding your ass… or more probably my head.

We are working on correcting it to have as fair server as possible.

Kind Regards, BR


   
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(@fkqthompson)
Estimable Member
Joined: 16 years ago
Posts: 95
 

I would agree to change the spawn invulnerability to default because of these three main points.

1. On maps where people sniper e.g. ET Beach and battery the offending sniper on the other team will get a massive advantage if they are killed. They get 5 seconds to line you up and take the shot.

2. If your running past a spawn and suddenly the enemey appears you practicality have no chance.

3. Sometimes spawn camping is the key to victory eg on goldrush when getting the gold. You don’t want axis to make it across the court yarn then loose their spawn shield… it also makes spawn camping easier for both noobs and pros. By increasing the invulnerability you’re just increasing the time it takes to be camped.



   
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(@nelots)
Noble Member
Joined: 16 years ago
Posts: 2047
 

Leave invul alone and let the new/lower skill players with a little advantage on their side.

You guys(main ones who want it changed to default) are more than experienced enough to hold back 2seconds to counter the longer spawn shield.
I’m also assuming most of you guys use spawn timer scripts etc so why bother swing the game to your advantage yet again?
If you dont use spawn timer scripts then its not hard to count from the in-game clock.

Your an inbecile full stop.

noobItUp <> sorry I started playing with butz again


   
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(@mortified)
Active Member
Joined: 15 years ago
Posts: 17
 

I personally don’t have a problem with spawn invulnerability either way.
But talkin about Medics not being able to heal themselves,,,, I was actually playing on a server the other night that had this and I must say it was one of the better games of ET I’ve played for a awhile… NO OFFENCE -OZ-..

You have to draw the line somewhere and as Trigger Happy has said -OZ- Server is for new and old a like.
Maybe do as -OZ- did with Spawn Killing? Do a week or two trial with Default invulnerability and have Medics at default recharge and with no self healing, maybe even have less medics so you do get a team full of medics healing each other… I don’t know, It may work out it may not. Just a suggestion..


   
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