Plus.cfg Download and Suggestions
well with individual weapon switch it will be possible to use a variety of weapons without spam occuring.
best way for spam to not happen is for people not to keep pounding the same spot with a bfg and rocket and perhaps even set anticamp up to combat this??
if someone keeps pounding a point on a map with bfg or nades you dont exactly move there do you - go round the back, and dont forget im talking on 1v1 not dm so maps are
generaly smaller and you usualy know where opponent is.
to make it easier to avoid you should then allow faster switching to allow faster moves.
but by doing that you increase the ammount of spam further.
its kindoff a dead loop wich pretty much results in more spam.
Lower switch time and increasing reload might work. (even throw per weapon switch in the game)
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I started working on a cfg a long time ago. As i realized that what i wanted to do was impossible, at least with the current version, i started screwing stuff and testing. Here is the latest version which isn't the best of all but since i didn't keep a back up of the rest...
Note that in the original i didn't have bouncy nades. This is just the "fucked up" version.
Some people played on that cfg and i had constructive feedback. (i built it having in mind 3 things: 1) asking more from the player 2) punishing mistakes (eg slow bfg cycle) EDIT: 3) I forgot to mention the most important: Give more weapons meaning. Not railgun dominated all the way AND you think before you click with the railgun due to the slow reload.)
best way for spam to not happen is for people not to keep pounding the same spot with a bfg and rocket and perhaps even set anticamp up to combat this??
they can run arround and spam the passgeway. what will stop them? if you politely ask them? right...
if someone keeps pounding a point on a map with bfg or nades you dont exactly move there do you - go round the back
q3tourney1
@tartaros: will check it out.
on tourney1 you dont use many multijumps maybe some spawn spamming goes on and i believe that everyone camps outside anyhow, so how would no multijumps affect this? try adjusting the anticamp to be relevant to the g/type, maybe a solution?
they can run arround and spam the passgeway. what will stop them? if you politely ask them? right...
no, when they keep getting killed and in 1v1 its winner stays on right?
so therefore the game would evolve, as in the point i was making, not whether it was right or wrong to have no mjumps, just that i would like to see this added element of competition set within this g_type.
lets not argue over this, lets agree to disagree:)
what im refering to in t1 is the folling scenario often seen on public servers.
lamer gets one frag.
lamer goes to the room with only one entry.
lamer spams the entry point.
good players only chance to get him is to use a bfg slide with multijumping to get over the spam.
and there is no camp protection that can stop that, the room is too big...
as i said - lets agree to disagree
so basically just cos removing multi-jumps would lead to huge spamming (which already occurs btw) which will occur because uve provided people with a vastly unbalanced, completely senseless weapon system with amazingly low switchtimes, u choose to stick with multijumps as the lesser of 2 evils am i right?
foksie on a serious note i disagree with the way u glorify bfg slides. theyre fun and all that but in most tactical situations, the finer points of bfg slides are basically useless, unless ur playing ctf. while its true that people often use bfg slides to gain positional advantage over the enemy, it's just as true that the end result of the bfg slide (with or without multijumps) is very easy to predict so if ur playing against a half decent enemy, any positional advantage u get throught execing the slide is mostly insignificant anyway.
however, i do agree that removing multijumps alone mite not solve all the spamming problems. but then the spamming isnt caused by the multijumps (arguing it is, is about the funniest thing ive ever heard in a long time).
the finer points of bfg slides are basically useless, unless ur playing ctf. while its true that people often use bfg slides to gain positional advantage over the enemy, it's just as true that the end result of the bfg slide (with or without multijumps) is very easy to predict so if ur playing against a half decent enemy, any positional advantage u get throught execing the slide is mostly insignificant anyway.
ever played a really good mover? try getting enha to play with you.
enjoy the feeling of helplesness as he slides and kills and you cant do shit
sure it is. except u cant really do that in the heat of the game all the time.
and foksie. thats like saying aw sure go play aph in cpma and watch as he beats the living day lights out of you. i bet enha also has a very good response time and rail accuracy.
about bfg slides "not in ctf"
they are not pointless for sure. u can decide where u land. uf u shoot directly in corner, u just fly linear away. If u shoot a bit away from the corner, u fly somewhere different. If u move and shoot a bit away from corner, ur direction will be changed.
so, u can decide if u go just in air, to gain a better position for kill or u can decide if u want to escape for example out of the room in a freezematch, if u c 3 enemys oposite u and u wanna fight them 1 by 1.
bfg slide, if u wanna do them precise is a small science of itself.