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PostPosted: 12.22.12 
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Godlike
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Joined: 09.28.08
Posts: 2318
Location: Solar System
I am either very lucky, or it is not possible to wait more than 7 seconds to respawn... I think respawn time is just ok, since if you put something like 5 seconds, you could've hit enymy in leg, die, respawn and still catch him. Or, take tohuga for example, i respawn when enemy takes my flag. I hit him, he kills me, which lasted some 3 seconds, and in two seconds i'm already up and can directly shoot at him, before he managed to bandage and start running. Generaly, shorter respawn, less flags will be captured. I presonaly dislike games that end 1-0, or 2-1, like it's football.

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PostPosted: 12.22.12 
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Ingame Mod
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Joined: 02.23.09
Posts: 537
Location: kn03xh
-----tdm:  
nick: pingo
skill: 1039.49
kills: 495
deaths: 461
ratio: 1.07
it was fun playing CTF after looooooooooong time. Everything worked well - including respawn times, although it seemed to me, that JRN respawned few times before counters went to 0 :lol: . Just need more people on the server to have even more fun. 8-)

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PostPosted: 12.22.12 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2943
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 948.582
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 927.242
kills: 526
deaths: 863
ratio: 0.60
JRandomNoob wrote:
Thanks to ... Natirips...
Don't thank me as I will probably never play CTF in UrT again except possibly 1v1. Due to it's fast-paced dynamics any respawn interval longer than 1 second feel so ridiculously looooooooong and frustrating. In BOMB I don't mind having to wait long because I'm not supposed to start running after someone who had a lot of time to run away from me. In CTF I found the respawn delay so frustrating that I ended-up typing /connect dswp.de:22222 at some point yesterday.

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PostPosted: 12.22.12 
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DSWP Meme Artist
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Joined: 12.05.10
Posts: 1832
Location: Estonia
-----tdm:  
nick: WidespreadPanic
skill: 1180.43
kills: 12260
deaths: 10971
ratio: 1.11
-----bomb:  
nick: SelfRescuingPrincess
skill: 333.885
kills: 219
deaths: 202
ratio: 1.08
10-second wave is a compromise — long enough to allow a flag runner to get away (the average skill level is going to be lower than in competitive play, so the players are slower, lack coordination and tactics, and most likely can’t catch someone equal who has a head start), short enough that casual players (including me:-P) won’t have to waaaaaaaaaaaaaaaaaaaiiiiiiiiiiiiiiiiiiiiiiiit the respawn. And yes, I changed it from 5 after just a round or two — even in 1vs1 on Abbey, the poor sod playing against me didn’t have a chance to get away, even if he managed to give me a “long” spawn. BTW, AimMe, it’s entirely possible to wait for the whole period — I timed one of my ’splosions slightly wrong yesterday and could enjoy it to the fullest:-P

Looking at the European 4.1(.1) CTF servers out there, we find that out of 36 other public servers (obviously ignoring jump servers), there are:

  • 18 servers with 15-second wave
  • 5 servers with 10-second wave
  • 1 server with 9-second wave
  • 1 server with 8-second wave
  • 1 server with 6-second wave
  • 1 server with 2-second wave

  • 3 servers with 8-second non-wave
  • 1 server with 7-second non-wave
  • 2 servers with 6-second non-wave
  • 1 server with 4-second non-wave
  • 1 server with 3-second non-wave
  • 1 server with 2-second non-wave

Draw your own conclusions, if any.

About teamkilling: there’s a slight problem in that by default, the servers are configured with g_maxTeamKills — you can be forgiven, but at some point the server itself is going to kick you. Either g_maxTeamKills has to be 0, or g_friendlyFire 2 — this leaves keeping TKers at bay to B3 only. Yes, you’ll have to !fp every TK, but that’s the nature of public servers, I really don’t think B3 could be taught to distinguish TK types.

As for figuring out who can be TKed and who you can expect a well-timed TK from, I’m going to spam messages explaining the opt-in mechanism — those who can’t understand or don’t want to would be left alone (med them if you want…). The main problem here is what the opt-in tag would be — it has to be short and clear. TKme looks too provocative — maybe medTK?

"Want to be killed not healed? Use the ^2medTK- ^3tag"
"^1Never ^3TK someone without the ^2medTK- ^3tag"
"Say ^2!fp ^3to forgive a teamkill, unless made in bad faith" (needs a good short and unambiguous wording:-S)

(Would be nice to have B3 spam them, plus some basic CTF tactics — when low, drop the flag for a mate to pick up; drop the kevlar to escape with the flag; what hot potato is and where you can see the timer; explaining timer awareness and how to exploit the different parts of the wave; etc.)

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PostPosted: 12.22.12 
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Ingame Mod
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Joined: 02.23.09
Posts: 537
Location: kn03xh
-----tdm:  
nick: pingo
skill: 1039.49
kills: 495
deaths: 461
ratio: 1.07
JRandomNoob wrote:
About teamkilling: there’s a slight problem in that by default, the servers are configured with g_maxTeamKills — you can be forgiven, but at some point the server itself is going to kick you. Either g_maxTeamKills has to be 0, or g_friendlyFire 2 — this leaves keeping TKers at bay to B3 only. Yes, you’ll have to !fp every TK, but that’s the nature of public servers, I really don’t think B3 could be taught to distinguish TK types.
As for figuring out who can be TKed and who you can expect a well-timed TK from, I’m going to spam messages explaining the opt-in mechanism — those who can’t understand or don’t want to would be left alone (med them if you want…). The main problem here is what the opt-in tag would be — it has to be short and clear. TKme looks too provocative — maybe medTK?

Maybe if some script could be made which recognizes TK of player with less than 30% HP as non TK? Also it won't be bad to put some adv messages on TDM server inviting people to CTF server ... there's already enough unnecessary adv's on TDM server anyway, so deleting them and putting those would be more useful ;)

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PostPosted: 12.22.12 
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/connect
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Joined: 12.06.12
Posts: 7
I love g_friendlyFire 2 ;)
Never been big wave lover but 10 sec looks ok.
Main problem with wave is when opposite team are more experienced they just look the timer.
In non-wave you don't have numbers running on screen and respawn is more randomized.



 


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PostPosted: 12.22.12 
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Godlike
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Joined: 09.28.08
Posts: 2318
Location: Solar System
I'm not medTking fan at all. Actually, it feels like cheating to me. If he is wouded, well heal him. If you have no time for that: well let him die. It's not like he'll never respawn. If he really needs to die, well "/kill". I don't see nay purpose in medTk...

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PostPosted: 12.22.12 
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Ingame Mod
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Joined: 04.07.10
Posts: 233
-----tdm:  
nick: Anatidaephobe
skill: 962.183
kills: 966
deaths: 1191
ratio: 0.81
-----bomb:  
nick: Anatidaephobe
skill: 601.94
kills: 481
deaths: 756
ratio: 0.63
Wave respawns greater than 5 seconds are boring, but on the other hand, 1 second is not enough.



 


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PostPosted: 12.22.12 
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Ingame Mod
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Joined: 02.23.09
Posts: 537
Location: kn03xh
-----tdm:  
nick: pingo
skill: 1039.49
kills: 495
deaths: 461
ratio: 1.07
AimMe wrote:
I'm not medTking fan at all. Actually, it feels like cheating to me. If he is wouded, well heal him. If you have no time for that: well let him die. It's not like he'll never respawn. If he really needs to die, well "/kill". I don't see nay purpose in medTk...

if u do /kill you respawn after 9sec + time on the wave respawn clock. It's not cheating just tactics :)

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PostPosted: 12.24.12 
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DSWP Meme Artist
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Joined: 12.05.10
Posts: 1832
Location: Estonia
-----tdm:  
nick: WidespreadPanic
skill: 1180.43
kills: 12260
deaths: 10971
ratio: 1.11
-----bomb:  
nick: SelfRescuingPrincess
skill: 333.885
kills: 219
deaths: 202
ratio: 1.08
HALP! Sometime tonight the CTF serwer switched back to TS!

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Daily Deadnade (last updated September 9, 2016)



 


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