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Poll
Question: cp_egypt or cp_egyptremix?
Egypt. - 11 (32.4%)
Egyptremix. - 23 (67.6%)
Total Voters: 26

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Author Topic: INS's Eastern 24/7 [Name changed, poll finally updated]  (Read 29357 times)
Zenuous - Lurking(stupid message limit)
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« Reply #255 on: November 12, 2009, 03:53:22 am »

I'm glad that there's no heavy limit, heavy is one of my favourite classes!
Although I'm not sure if I'm actually a good heavy or not!
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coolkid21
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« Reply #256 on: November 12, 2009, 03:56:01 am »

You are so mean. Heavies can't survive with only two medics.
 x8 x8 x8
« Last Edit: November 12, 2009, 03:57:06 am by A Nazi Zombie » Logged
Agh
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« Reply #257 on: November 12, 2009, 11:29:33 am »

I think the following class limits are not necessary:

Pyro limit:
The pyro's lack of range makes him easy to counter.
Deto limit:
One time I was part of a deto-rush and it was really hard to aim and time my stickies. I had to rely on my intuiton because I couldn't make out my own stickies between the others. Detos loose a lot of their effectiveness in groups.
Medic limit:
Having two medics on your team is a bless. Any additional medic won't help much because the two medics should be able to heal everyone fast enough. The more medics you have the less firepower has your team. Then you get easily killed by high-damage classes. One pyro or a heavy can nullify the damage of 4 healers.
Sniper limit:
Having 2 snipers on your team is really cool (if they are good), because they can cover large areas of the battlefield and they can take out enemies before they come near you. As with detos snipers don't really work in groups, you just block each other's shots.


Class rushes can be a lot of fun albeit ineffictive, with the exception of the scout rush,which is cheap and unpossible to counter, and the spy rush, which is a joke and will make you lose in a few minutes.
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Chicken Soup
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« Reply #258 on: November 12, 2009, 03:19:53 pm »

Medic limit:
Having two medics on your team is a bless. Any additional medic won't help much because the two medics should be able to heal everyone fast enough. The more medics you have the less firepower has your team. Then you get easily killed by high-damage classes. One pyro or a heavy can nullify the damage of 4 healers.
Sniper limit:
Having 2 snipers on your team is really cool (if they are good), because they can cover large areas of the battlefield and they can take out enemies before they come near you. As with detos snipers don't really work in groups, you just block each other's shots.
The limit should be 2, because as you said, they don't work well over that. And as we all know, the Gang Garrison 2 community is not mature or responsible enough to recognize this. The limit is there because people can't think on their own and limit the classes that way. Also no chat, etc..
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Quack
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« Reply #259 on: November 12, 2009, 03:38:05 pm »

Medic limit:
Having two medics on your team is a bless. Any additional medic won't help much because the two medics should be able to heal everyone fast enough. The more medics you have the less firepower has your team. Then you get easily killed by high-damage classes. One pyro or a heavy can nullify the damage of 4 healers.
Sniper limit:
Having 2 snipers on your team is really cool (if they are good), because they can cover large areas of the battlefield and they can take out enemies before they come near you. As with detos snipers don't really work in groups, you just block each other's shots.
The limit should be 2, because as you said, they don't work well over that. And as we all know, the Gang Garrison 2 community is not mature or responsible enough to recognize this. The limit is there because people can't think on their own and limit the classes that way. Also no chat, etc..

Yes. Sad part is: people don't get the class limit. My team had 4 engis and 3 pyros, and they all continued to run into the spawn room doorway, desperately attempting to get out of it. That's 3 players constantly running at the spawn door. Which made the whole match a 5v8.....

Chicken soup brings up a good point about the maturity level, but I don't even think the population of new people can handle the class limit prevention.
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« Reply #260 on: November 12, 2009, 03:56:10 pm »

that's a problem of the mod itself, not the community.

to many new and average players, it's not obvious why they are stopped at the spawn door. yes, some players switch class and realize that it's because there is too many of one class. but it also looks like a legitimate error. the only thing that indicates what class you are is the icon next to your name on the scoreboard, and those icons are not particularly intuitive, and the scoreboard itself is out of the way of the standard controls and not everyone looks at the scoreboard constantly. when people who are the same class as you die, you can exit the spawn room, so it looks like the 'unknown' error clears up, and they can get out of the spawn, to the woe of the respawning person.

the 'cant get out of the spawn room' solution is a workaround at best and is pretty easily abused. I dont know why it doesnt just use the class limiting from the communication mod (you simply cannot select the class) but that would be the best solution.
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Quote from: Wareya
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I consistently beat you during your prime days of playing Quote
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You have never displayed complex tactics around me. Not a single time
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If you don't think that a pyro rush is gamebreaking you seriously don't fucking understand gg2
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« Reply #261 on: November 12, 2009, 04:09:47 pm »

that's a problem of the mod itself, not the community.

to many new and average players, it's not obvious why they are stopped at the spawn door. yes, some players switch class and realize that it's because there is too many of one class. but it also looks like a legitimate error. the only thing that indicates what class you are is the icon next to your name on the scoreboard, and those icons are not particularly intuitive, and the scoreboard itself is out of the way of the standard controls and not everyone looks at the scoreboard constantly. when people who are the same class as you die, you can exit the spawn room, so it looks like the 'unknown' error clears up, and they can get out of the spawn, to the woe of the respawning person.

the 'cant get out of the spawn room' solution is a workaround at best and is pretty easily abused. I dont know why it doesnt just use the class limiting from the communication mod (you simply cannot select the class) but that would be the best solution.
It doesn't use it because the communication mod is entirely different,

However, the client will still be able to select that character, a workaround to that is simply making it so that deto's stickies and/or rockets have no knockback if there is too much of one class
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« Reply #262 on: November 13, 2009, 05:39:41 pm »

How about this:
1. The host needs to change his name to "class limiter"
2. If you touch a door, you die and lastDamageDealer gets set to the host
3. The kill log will display: class limiter (kill Icon) Superpyro

Where's ADM1?
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Teekytots [PC:CWD]
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« Reply #263 on: November 13, 2009, 05:41:17 pm »

No offense to Muddywater, but can we get rid of Egypt all together? The map sucks no matter what.
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Chicken Soup
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« Reply #264 on: November 13, 2009, 05:43:48 pm »

No offense to Muddywater, but can we get rid of Egypt all together? The map sucks no matter what.
Not without adding maps. There's little to no variety as is.
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Teekytots [PC:CWD]
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« Reply #265 on: November 13, 2009, 05:45:18 pm »

No offense to Muddywater, but can we get rid of Egypt all together? The map sucks no matter what.
Not without adding maps. There's little to no variety as is.
But Egypt is bad as it is. It'll make the server even better
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Chicken Soup
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« Reply #266 on: November 13, 2009, 05:46:42 pm »

No offense to Muddywater, but can we get rid of Egypt all together? The map sucks no matter what.
Not without adding maps. There's little to no variety as is.
But Egypt is bad as it is. It'll make the server even better
I think swapping it is better. It's the main reason people are flocking to the lulzserver.
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Teekytots [PC:CWD]
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« Reply #267 on: November 13, 2009, 05:48:07 pm »

No offense to Muddywater, but can we get rid of Egypt all together? The map sucks no matter what.
Not without adding maps. There's little to no variety as is.
But Egypt is bad as it is. It'll make the server even better
I think swapping it is better. It's the main reason people are flocking to the lulzserver.
What? Because of Egypt Remix? Most of the people there are pub-fags. Who cares about them? Let them go there and let forum-goers go to Anna's server.
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Agh
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« Reply #268 on: November 13, 2009, 05:48:59 pm »

I like egypt. It's a nice map for rifle-spamming, but it doesn't feel as cheap as in classicwell, because it actually has hills and boxes and stuff.
Being a medic is fun there too.
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Chicken Soup
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« Reply #269 on: November 13, 2009, 05:58:50 pm »

I like egypt. It's a nice map for rifle-spamming, but it doesn't feel as cheap as in classicwell, because it actually has hills and boxes and stuff.
Being a medic is fun there too.
This.

And I meant they go to lulzserver because of the large variety of maps. That's the only reason I visit it. Think about what the rotation would be without egypt. 2dfort, truefort, dirtbowl, zvector, waterway and conflict. That's it. All ctf, except one cp which everyone always ragequits. Some server.
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