plusN.cfg | 2.4
Can we try one release without the air control? I doubt I've landed a single grenade or bfg jump since 1.03. You have this odd feeling and land awkward in every situation.
Hi again Fala,
A couple of things to suggest:
1) BFG - (Still way too powerful on splash)
2) General Weapon Switch - Because the weapons switch so fast, people are expecting them to fire as fast. When they can't shoot this fast (because of individual timings, they complain about 1.04 lag, or server lag) but in fact it's the cfg that makes them think rail is delayed etc. Id recommend slowing down the actual switch rotation of the weapons to make it more consistent.
3) QUAD - Still too powerful
4) BATTLESUIT - God Mode? I run away when i see someone with battlesuit because you have almost no chance of hitting 3 rails before they hit one.
5) Grenade Launcher - Still too powerful on direct hits. this encourages silly nade spam ftw.
Anyway those are my personal opinions.
regards
Suggestion: Remove $xp_matchmode = 2;
Kinda bad for public servers
thanks for increasing the switchtime, its just annoying if every noob spams all weapons. and pleeeeaaase remove nadejump from tournament, every nub can escape, its just annoying, this isnt e5r
No no.....leave nadejump in tournament....
1) but do u understand lowering the power more than it is now, will cause the BFG will be weaker than it was in plus.cfg or bro.cfg ? (since 6-7 years)
2) they just press fire before the weapon is actually pulled out, there is no delay at all, all weapons are ready to fire in nanoseconds. Current setting was to reduce the spam and all power type weapons switches were increased, to a moment when GL will have 240ms switch (plus.cfg switch time), before that change it was 190ms (10ms lower than nh_1v1.cfg has)
3) meant to be
4) oh come on! BS protection was decreased so much since first release o0, now BS wont protect anyone from death after 1 rail shot. The case when someone can resist 2 shots is, when he got not only BS but also ARMOR and HEALTH
(BS)
300/0/BS - 1/2 of damage :
1 rail shot = 0/0/0 (he’s dead)
(RA + BS) or (2x YA +BS)
300/300/BS - 1/2 of damage :
1 rail shot = 200/0/'1/2' damage
2 rail shot = 0/0/0 (he’s dead)
(MH + BS) or (many SMAL_HEALTH + BS)
600/0/BS - 1/2 of damage :
1 rail shot = 300/0/'1/2' damage
2 rail shot = 0/0/0 (he’s dead)
(2x RA + BS) or (4x YA + BS)
300/600/BS - 1/2 of damage :
1 rail shot = 200/300/'1/2' damage
2 rail shot = 100/0/'1/2' damage
3 rail shot = 0/0/0 (he’s dead)
(MH + RA + BS) or (MH + 2x YA + BS)
600/300/BS - 1/2 of damage :
1 rail shot = 500/0/'1/2' damage
2 rail shot = 200/0/'1/2' damage
3 rail shot = 0/0/0 (he’s dead)
(MH + 2x RA +BS) or (MH + 4x YA + BS)
600/600/BS - 1/2 of damage :
1 rail shot = 500/300/'1/2' damage
2 rail shot = 400/0/'1/2' damage
3 rail shot = 100/0/'1/2' damage
4 rail shot = 0/0/0 (he’s dead)
5) some are to keep the idea some against
wrote:Suggestion: Remove $xp_matchmode = 2;Kinda bad for public servers
Yep, also roundlimit appearances.
hmm, make me understand?
I need xp_matchmode 2 for CA
Well, xp_matchmode 2 makes random people on server able to "timeout", very annoying thing on public server
Nice changes (tho im an spammer myself so i can feel the changes on switch times xD but nothing which i cant get used to).
However, bfg is still overpowered, when i suggested you to lower direct grenade damage i didnt implied to increase splash to plus values, because values in plus are overpowered too because of its instangib nature. Imo 200 was fine for splash damage (i even think 150 could be better).
Also a suggestion for xp_freezeStyle 1: modify weapon ammos to small health. That way you wont useless spend healths and health-large when you have lost just a couple points of health.
Había una vez un barco chiquito...