QuakeLive Insta Config v1.8
Please disable the slithery again.
wrote:edit: team knockbackTo me the best change in 1.8! One toy less for the retards.
One 's' too many Andy If you know what I mean
Furthermore, I've experienced the changes yesterday, feels good and smoother. I just can't understand the 0,00000001 seconds thawing time(as in all previous versions I've played). Imo, the unfreezing process by teammate should last around 3-5 seconds. I hope we'll see it changed in 1.9.
Anyway, good job on 1.8 Asp and friends
No I don't know what you are on about, Darko. There are some people doing teamshots, be it on purpose or by accident.
What is wrong with Slithery guys? Because instant knockback looks incredible sucks as well.
As solution, we could pay more attention on knockback settings in general, for example less of g_knockback
from 55
to 25
etc.
Anyway, unexpected knockback occurs in some cases, which is seems to be hard to fix by config only.
Changelog Hotfix : 02.01.2013 qlinsta 1.8
- FIX : set$g_forcerespawn = 3;
-> changed from$g_forcerespawn = 1;
becuase it was too fast
Updated Server and First Post!
It may provoke a bug, we have round delay which default value is not documented in change log of e+, but it seems to be around 2.5 - 3.0 seconds.
When we have g_forcerespawn
more than Round Delay
round may be finished while you was killed by spawn kill (in case if you didin't click fire earlier). And this is what execly was happens before time to time.
I would recomend try to set it by this way: to add cmd Round Delay = 3;
in Freeze Tag settings of config, to make sure we have it setted to 3 and g_forcerespawn 2.5
or 2.9
(which is enough long and in the safe range).
....... I just can't understand the 0,00000001 seconds thawing time(as in all previous versions I've played). Imo, the unfreezing process by teammate should last around 3-5 seconds. I hope we'll see it changed in 1.9.
That short thawing time, and 2 points for unfreezing, is just the appealing side of this config.
That is why it is so polular by many, despite of the slow-rail.
Even if you're not an ace-aimer, you can play along by super-duper-thawing mode
It makes the "teamplay" actualy real active..... just stand beside you teammate for a fraction, he is back in play and you gained 2 points.
In other freeze mode's with these long thawing times, last man standing is not taking a risk to even attempt to unfreeze, it's more of a lone sniper config with long thaws.
Spect some more games with 5vs5 or more, and see how vivid the maps are played, and you get into play, thawing in an instance
If you gonna mess with the thawing, it will ruin the config.
My 2 cents, as usual
I just noticed that movement is quite strange now. For example the tele to platform jump on T2 just isn't possible any more. It is possible in vq3 and is also possible with QLinsta v1.7 but with v1.8 you drop down to RL like a rock.
wrote:My opinion ;pIsnt it a bit ridicilous to make a ql cfg in e+? i think players just can go to QL for this cfg, this is e+ it should have it own cfg.
if you havent noticed, its a premium gametype, or it isnt now
i dont want to pay for what i can get for free, because all best things in life are free
lol ye nice said, but what would the world be if i had same opinion as you...
- ADD: Slithery is now optional
xp_slithery 1 = (enabled and include slithery effect -> Default is 1)
xp_slithery 0 = (disabled and set normal effect)
can work also!
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