• Changes to Server go to this thread http://overzealousgamers.com/threads/etpub-changelog.6665/

Oz mod development

noobItUp

Super Moderator
Staff member
Fair enough, how about limiting the amount of mines a person can plant to say 6 or something
I dunno, 6 makes it a bit hard to troll some muppet that is camped on an MG and never moving. I used to like them the mouth of a mine smiley or drawing a big mine arrow at them if they are trying to hide. 6 will likely stifle this type of creativity.
 

Ulti

Well-Known Member
I dunno, 6 makes it a bit hard to troll some muppet that is camped on an MG and never moving. I used to like them the mouth of a mine smiley or drawing a big mine arrow at them if they are trying to hide. 6 will likely stifle this type of creativity.
or even 8! you have taken away the "general" players ability to see them, already enhancing imo the best class in the game. perhaps tone the damage down? ADREN for level 4 medic would also be seriously lol, if its not already in
 

Covert

Well-Known Member
4 mines
all classes can't improve passed 'level 0'
1rnade per 6 players
1panzer per 6 players
remove that ridiculous airstrike/nade push
30 sec spawn for axis 20 sec spawn for allies

You're welcome for the better server! xxx
 

TopCAt!

Well-Known Member
4 mines
all classes can't improve passed 'level 0'
1rnade per 6 players
1panzer per 6 players
remove that ridiculous airstrike/nade push
30 sec spawn for axis 20 sec spawn for allies

You're welcome for the better server! xxx

No thank you
Does the respawn timer alternate based on attack or defense?
Not sure on why classes cant go past level 0 though
Is that to stop getting a team of meds together and pushing hp up past 140?
 

cccdfern

Administrator
Staff member
I was actually wondering if it were possible to save total xp, but reset skills.

Not going past 0 would bring the server to a pro'ish state I think:
  • no more medic extra heath, autoheal or full heal allies
  • engineers would have to pick their shots with rnades + couldn't spam dyno
  • soldiers would be less of a threat, technically - affects refire rate, move speed with weapon and smg
  • covies would be the only ones to spot mines
  • cp chargeboost would be more noticeable
  • fops wouldn't be able to spam arty/strikes/ammo
Changing spawn times to that over all maps wouldn't work so well, some do need tweaking though.

By strike push I assume you mean the ability to turn an axis strike to allies by kicking it? Well, it appears you can disable kick outright - but this also disables grenade & smoke grenade kicks too. However there is a setting that I think may be what you want, kinda, its whether or not the kicker becomes the owner of the strikecan.

1 panzer per 6 is fair, though I think phill is trying to get it so that when there are 5v6 both teams should get access to it
1 rnade per 6, are currently on 30% of team

4 mines - might as well jack their damage and aoe up to compensate :et12: There are 12 atm, they used to be 15, 10 got quite a few complaints so this was the compromise. I would prefer mines to be dynamically based on amount of players, but I can't see any way of doing this.
 

Ulti

Well-Known Member
12 mines is huge really, especially if you cant see them.. explains why half the players sit back planting mines lol, how about buffing covert damage a little to encourage ppl to play it? up the sten perhaps?
 

Covert

Well-Known Member
as ccc said, level 0 stops meds from being able to spam 50 med packs everytime they get shot, also no dumb 9 rnade shots and instant cooldown same for panzer. Everyone wins, less meds running around with full health constantly and less people standing on the other side of the map pot shotting people with rnades etc
Tbh I can never see any need to plant 12 mines.. Even 10 is a ridiculous amount. Nothing worse than when you're an axis on goldrush and some twat has gone and placed 15 mins through your spawn. Could you get a setting where defending team gets 12 and attacking gets like 6 or something? Mines on spawn are more deadly than panzers and airstrikes so why allow the attacking team to just spawncamp the shit outta people with 12 mines? :/
Inb4 the hate :cigar:
 

cccdfern

Administrator
Staff member
I wonder if such a thing as: if over x players set mines to 10; if under 10 set to 5, is doable. I think sniper damage is just below 1 shot.

No mines in spawn area/exits would probably be a fair addition to rules, along with rnades.
 

Covert

Well-Known Member
would make sense.. 9 rnade shots in quick succession and 12 mines do a lot more damage than 4 panzer hits or an airstrike that you can just kick away and turn into your own anyway
 

cccdfern

Administrator
Staff member
Well, turning it into your own isn't always a good thing, especially near spawns, it can go both ways: goldy ~ axis throws, allies kicks = spawn arty. Or rather unfortunate tks.
 

Ulti

Well-Known Member
Not to mention its the only class which can camp spawn LEGALLY with a 1 hit weapon.. + mines (which can't be seen)... Yes, no class favouritism here lol
like covert said limiting class ability timers could be interesting, would honestly be pretty cool if medics got 1/2 the health from their own medpack as apposed to full health given to a teammate from a pack.
Perhaps bring the class ability timers down by a 3rd or so.
P.S should treat RNade like a panzer 1 per 6 ppl
 

phillgates2

Administrator
Staff member
There is a lot of stuff that has been metioned that we can do with current config just have to tweek settings
 

cccdfern

Administrator
Staff member
Make a list and check it twice~
  • Panzer able to be had by both teams when its 5/6
  • Rnades and mines to count as heavy weapon spawn killing
  • Medics can't self heal x time after being shot (may not be doable with present version)
  • Adjust teamdamage threshold, after x amount, kick
  • Bring back playdead
  • Reduce amount of panzer self kills for shooting medpacks
  • Lower mines - 10 - 6, dynamically based on amount of players would be preferable
  • Reduce charge times across the board
  • Airstrike cans do not change ownership when kicked
Interesting tid bits, A setting to: (may not be doable with present version)
  • Reduce a medics damage depending on how many other medics are near him or how many are on the team.
  • Make the attackers do less damage if they have no engineer
  • Make attackers do more damage when near their engineer
  • Set how far the panzer-medpacks go
 
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phillgates2

Administrator
Staff member
Make a list and check it twice~
  • Panzer able to be had by both teams when its 5/6
  • Rnades and mines to count as heavy weapon spawn killing
  • Medics can't self heal x time after being shot
  • Adjust teamdamage threshold, after x amount, kick
  • Bring back playdead
  • Reduce amount of panzer self kills for shooting medpacks
  • Lower mines - 10 - 6, dynamically based on amount of players would be preferable
  • Reduce charge times across the board
  • Airstrike cans do not change ownership when kicked
Might be able to do all
Medic self heal that is a unsure
team damage can reflect damage but not sure on kick
Interesting tid bits, A setting to:
  • Reduce medics damage depending on how many other medics are near him or how many are on the team.
  • Make the attackers do less damage if they have no engineer
  • Make attackers do more damage when near their engineer
  • Set how far the panzer-medpacks go
Not sure on this as requires lost of coding need someone bit more knowledgeable then me
 

phillgates2

Administrator
Staff member
The latest revision to pub is 2014 it got updated we have not done one since 2012 hence why was due time to get it done
 

Teddles

Well-Known Member
The reduction of mines is an incredibly single-minded and selfish suggestion by highly skilled players that are batting at a kd several times greater that of the low skilled players.

This server has low skilled players. It's pub. The majority of us here aren't good, and mines are very occasionally the only weakness of good players that conduct the nightly slaughter of the server's players using SMG. A slaughter which I don't mind, incidentally. It's actually a fun challenge. I suck it up and just keep trying, not lobby endlessly for tweaks that will improve my game at the expense of others'.

The richness of weapons currently available strikes a good balance and has helped create OZ's unique blend of both high and low skilled players together on the one server. Less than 12 mines will make a lot of maps far less defendable. Please leave them be.
 
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TopCAt!

Well-Known Member
The server has the team damage setting already, I got kicked for killing too many bots not long ago
Also on balance Im inclined to agree with ted, the higher skilled players are seeking to remove/weaken the only defences that less skilled players have essentially
Mining spawn can be equal parts annoying as amusing tbh
Also you dont get too many shots at it, rush there once, get a couple axis to slow them down but then you cant really get near the spawns again
Slowing the defenders down is the point, seems legit to me

What about abolishing spawnkilling rules entirely... If the panzer is limited and not often useable who cares? No one uses mortar and mg42 only gets 1 crack at it before he is spotted and rgren'd 99% of the time
Arty is really the only problematic one so maybe just enforce that
 
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