Can we just spawn correctly? - My rant.
Webtrance
US Join Date: 2013-11-08 Member: 189165Members, Reinforced - Shadow
So after not playing NS2 for a month I jumped on Luckyfkers server as a marine and spawned completely disoriented each time....random directions. I never once spawned looking in the direction I was looking. This problem is WAY OLD. I don't know if it's a server issue with Luckyfkers, but apparently spawns STILL haven't been fixed.
Comments
I think LuckyFkers is one of those servers that have a no-healthbar mod? Correct me if I'm wrong.
Maybe some of their modifications is interfering with some of the recent fixes?
No.
I've enjoyed games with you in the past and hope to play more of them in the future.
Correct. The Lucky server is running some mods designed to revert many of our balance changes, and inevitably some bug fixes get taken out with it too.
Or... just don't revert our bug fixes... :P
Edit: Relax Wooza, I didn't say it was bad. Just weird.
Well an option to revert the balance and gameplay changes without reverting the bug fixes would be nice
I think I speak for everyone by saying, we're a little weird. Weird is good, weird is life!
Yeah lack of ns2+ really hurts their server and it's sad.. Their enforced mod is extremely fun though, so it's worth playing there..
A server with ns2+, the enforced mod, current balance revisions, and configured like the tactical freedom server was (8v8 with bots for seeding) would be amazing!
That server was thriving with about 2 higher skilled players per team. Without those players fighting eachother with their teams the game quality went to shit at 8v8 causing many more rounds to cause multiple disconnects.
Sometimes you just need a short break after a bad game or a few. Sometimes you need a long break after a steady decline in quality games.
I loved playing competitive, I learned more than most newer players get to learn because of how active we were able to be in season 3.
When I came back to playing in April '15 the skill level of concurrent players was great for pubs and occassional gathers. I had aball again plauing tactical freedom (quick concedes, great steady players because bad games would simply concede and start anew. Underrated elemented for sure. The games all about the first 10 mins so if it goes shit it's way more fun to try again than slow down for 20+ minutes.
An NSL season hurt that A BIT and made me move more to NoRookiesPub where the captains and even higher skill introduce an element where you're able to carry your team through the skill ranks. I exploded in ELO from 1000 to 2500 very quickly and started to struggle because the picks would change due to my increasing skill, literally meaning that carrying the game existed and that you chances to carry decreased with skill. Made ELO very very realistic and fun.
Then it shrunk again so gathers became popular. PDT gave a huge boost to gathers that would have been far more appreciable in high skill public games, where lots of new learning players loved to try to contribute, happy to gorge and learn the ropes of the meta, which well mirrored competitive. So popular it became that 9v9 was allowed and game quality drastically decreased in a consistent type manner. The real goal is the ability to have 32 to players split evenly, but having a second server would ruin both due to the impossibility of having skills divided between games. The server naturally tends to higher skill because captains.
It just goes to show in my eyes that if the player base was large enough like it was with a 8v8 matchmaking like "PlayNow" system that I think it could have strived and kept rookies safe. But know where to go for true improvement. So many players moved onto NSL S9 from that server that it was exceptionally promising.
tl;dr need a place to growwwwww
Maybe he was DDoS'd ( ͡° ͜ʖ ͡°)
Again??? What's going on with that guy?
Maybe life?
they had removed the MG but i was still avaible to drop one as commander...
I'm fairly certain that's by design as part of the enforced mod... And it's technically the hmg there still. (That's why only the comm can drop it otherwise it would be op)
It was setup like that before UWE even added the hmg/mg.
12v12 is indeed where it starts to become a little bit of a clusterfuck at times. I myself try to limit to 10v10...
I like 6v6 best, but 8v8 doesn't change the gameplay/strategy much and allows a buffer for people leaving/joining or going afk during a match (something that happens frequently in pubs)
1 bazillion disagrees again...
yeah.. yeah...
"hey guys.. let's NOT use my knowledge to exterminate half of Japan" -A. Einstein ...
"hey.. maybe capitalism is not that great for the mental health of worker joe lil guy" - K. Marx
an opinion dosn't have to be popular to be correct.
That was 2 disagrees for that post first of all, second, you are triple posting, and 3rd, keep off political topics.