Landmine TB/TK Damage

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c0rnn
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Posts: 355
Joined: Sun Aug 19, 2018 9:44 am

Re: Landmine TB/TK Damage

Post by c0rnn » Fri Mar 20, 2020 5:27 pm

Medics are nerfed too. No adrenaline.

hyperloop
Posts: 66
Joined: Sat Aug 25, 2018 6:21 pm

Re: Landmine TB/TK Damage

Post by hyperloop » Fri Mar 20, 2020 5:32 pm

c0rnn wrote:
Fri Mar 20, 2020 5:27 pm
Medics are nerfed too. No adrenaline.
Still, its the most powerful class imo. Haven't seen adre on this server for several years.

evirdrevo
Posts: 102
Joined: Wed Aug 29, 2018 6:10 pm

Re: Landmine TB/TK Damage

Post by evirdrevo » Sat Mar 21, 2020 2:25 pm

ALL classes should have their chargetimes reduced now that server is full with 13 vs 13 and sometimes 14 vs 14 players every night. The fast chargetimes cause complete and utter spamfest on maps like Goldrush with its small narrow spawn exits.
Like i suggested ages ago: limit fops to level 3 and increase the team fops charge. You'll have more airstrikes and no more 20 second arty spams, only regular arties.

For the record: i'm not agreeing with monty. Our opinions just coincide by accident.

c0rnn
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Re: Landmine TB/TK Damage

Post by c0rnn » Sat Mar 21, 2020 4:19 pm

Fops skill is limited on goldrush to 2 or 3.

DoodleBug
Posts: 9
Joined: Fri Feb 21, 2020 9:22 am

Re: Landmine TB/TK Damage

Post by DoodleBug » Sat Mar 21, 2020 5:12 pm

Well it's settled: Everything is fine. Carry on.

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Monty on the Run
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Location: The Outer Reaches of your Mind

Re: Landmine TB/TK Damage

Post by Monty on the Run » Sat Mar 21, 2020 5:19 pm

c0rnn wrote:
Sat Mar 21, 2020 4:19 pm
Fops skill is limited on goldrush to 2 or 3.
Yes, and Monty agrees with 1st map only (Goldrush) being limited to fops skill 2. However, there are still a plethora or riflenades and mortar shells flying towards the spawn exits on Goldrush. This spam was manageable back when Hirntot rarely had more than 12 vs 12 games... but now it's 14 vs 14 almost every night - sometimes even 15 vs 15! These extra players makes a huge difference, both in terms of spam and the amount of blocking and consequential raging going on at narrow passages (not mentioning any of evirdrevo's 200 nicks here). Like with China, you've failed to adjust for this increase in population. What we have now is chaos, especially on small maps like Frostbite that were never intended to host 14 vs 14 games. The logical solution would be to decrease charge times for all classes by 10-15% and see how it goes.

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Monty on the Run
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Re: Landmine TB/TK Damage

Post by Monty on the Run » Sat Mar 21, 2020 7:17 pm

evirdrevo wrote:
Sat Mar 21, 2020 2:25 pm
ALL classes should have their chargetimes reduced now that server is full with 13 vs 13 and sometimes 14 vs 14 players every night. The fast chargetimes cause complete and utter spamfest on maps like Goldrush with its small narrow spawn exits.
Like i suggested ages ago: limit fops to level 3 and increase the team fops charge. You'll have more airstrikes and no more 20 second arty spams, only regular arties.
Level 3 fops is needed to counter engis with flak jacket and packs of rambomedics with 150 health - otherwise they just run right through it.

Level 3 fops is also needed to counter the tank being given turbo speed on Fueldump (which some of our new players may not be aware is a custom setting created by the admins (presumably because the map was too hard for allies) and not how it used to be on Hirntot for almost 10 years prior).

The day you start chopping up classes and removing X to help Y, then it no longer feels like ET. It's bad enough that we are playing a Battery version where mines are disabled and mortars do not fall from the sky. Monty cringes every time he sees players not aware of these new customized (and unnecessary) settings.

The solution is to reduce the chargetimes of all classes by 10-15%, thereby keeping the feel of ET. Same way China combat overpopulation by reducing the number of babies one can produce, Hirntot should combat overpopulation by reducing the amount of spam one can produce.
evirdrevo wrote:
Sat Mar 21, 2020 2:25 pm
For the record: i'm not agreeing with monty. Our opinions just coincide by accident.
If it's one thing you do agree on, it's that being in the Monty team is always the preference :lol:
Last edited by Monty on the Run on Sun Mar 22, 2020 10:10 pm, edited 1 time in total.

c0rnn
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Re: Landmine TB/TK Damage

Post by c0rnn » Sun Mar 22, 2020 9:51 pm

Fop chargetime is already increased in all maps (45000 instead of 40000) and in some more than others (battery - 65000, oasis - 50000, frostbite - 50000, venice - 50000). It can't be changed during map without a restart to e.g. increase it when it's 13v13+, so it stays as is right now.

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