Kicked...

Old server topics and posts from 2008, Read only
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Postby fUnner » Wed Apr 02, 2008 15:54

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Postby Smadje » Wed Apr 02, 2008 19:54

flms wrote:First @ natte:

that screenie you posted is about not being allowed to use a panzer or flamthrower to rush a capturable spawn (with a flag). I rest my case that its a *censored* rule. The reason i said this was because you just did it... so dont go *beep* on me I spawnkill all the time. The spawnkill rules the way I heard them a 100 times is that you cant spawnkill in the room where the enemy spawns. In Venice this means you can kill in the 2 little halls @ AT gun.
BTW Ive only been playing @ PS1 for 4-5 days so dont tell me I should know about this, because admins are spamming this for weeks now. Also most of the other regulars have no clue that this rule exists.



i thought you may spawnkill at a capturable spawn(flag capturable) only when you want to hit that flag, SC isnt allowed in this situation. and by the way this is oftopic, you dont know what to say and so you talk about SK in a forum thats about dual-pistols for meds

and i am a regular player. (one month playin on ps)

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Postby -Drag- » Wed Apr 02, 2008 20:20

henksmadje wrote:
flms wrote:First @ natte:

that screenie you posted is about not being allowed to use a panzer or flamthrower to rush a capturable spawn (with a flag). I rest my case that its a *censored* rule. The reason i said this was because you just did it... so dont go *beep* on me I spawnkill all the time. The spawnkill rules the way I heard them a 100 times is that you cant spawnkill in the room where the enemy spawns. In Venice this means you can kill in the 2 little halls @ AT gun.
BTW Ive only been playing @ PS1 for 4-5 days so dont tell me I should know about this, because admins are spamming this for weeks now. Also most of the other regulars have no clue that this rule exists.



i thought you may spawnkill at a capturable spawn(flag capturable) only when you want to hit that flag, SC isnt allowed in this situation. and by the way this is oftopic, you dont know what to say and so you talk about SK in a forum thats about dual-pistols for meds

and i am a regular player. (one month playin on ps)

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Exceptions
The SK rule does not apply to capturable spawns, such as flags or commandposts. As long as you are trying to (re)capture the spawn ONLY light weapons (SMG, knife, handgun, grenades etc.) are allowed!
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Postby flms » Wed Apr 02, 2008 20:24

good4you henksmadje, but if you would just read the whole topic, you would see that it wasnt me who brought up the spawnkilling issue, but your clanmate natte.

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Postby GoldenBullet » Wed Apr 02, 2008 20:46

I find this line amusing:
on PS1 MEDIC CAN USE ONLY ONE AKIMBO.


Its just pistol or luger or colt. Akimbo refers to 2-wielding pistols so the thing U mean there means completely vice versa ur trying to say kica :lol: same with other single akimbo users ._.

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Akimbo
adverb
with hands on hips and elbows extending outward; "she stood there akimbo"


More serious. If bow and seb has said medics cant use akimbo they cant and they can do what they want to deal with breakers BUT hopefully NOT too harsh. I also find it bit pointless that all-weapons and such rule is enabled at the same time. oh well.

Its also bit confusing that panzer is not allowed to capture spawns but rifle nades are so far allowed (as far as I know).

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Postby Smadje » Wed Apr 02, 2008 20:46

no u are the only one who found it necessary to reply on his screenshot.. and that has nothing to do with this topic. and this also not so plz close this topic

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Postby Sebbel » Wed Apr 02, 2008 22:02

to solve and hopefully end this discussion:

the idea of single luger / colt for medic is few month ago and was setted by neme....
we find this idea good to hold it when i took the server.
that we later allowed all heavy weapons (limited) has imo nothing to do with luger for medic.

Only argument i accept is that our aim was and is to let the settings as original NQ gives them (for example the rifle damage), so in this case we do not... i know and accept.. but thats it

since bow and me manage the server noone complains the single luger / colt for medic.. last hard discussion / poll u find here from begin of december.

we think this modification is good and a prolly filled server gives us backup in this point.
If i see this wrong everybody is welcome to discuss every setting or modification here in forum.

following possibilities are giving to us in that case:

we can just turn all default and medic got his akimbo when skilled enough in light weapons.. advantage: original setting + same condition for all
disadvantage: medic is more hard to beat

we can set insanity down to allow every class only weapons of its own, so no more medic with rifle, no fieldop with panza, no more covert with enemy weapon... and so on-----advantage: we can set single luger for medic without that scripts evade it, more "fair" gameplay because no more rifle-nading and/or sniping medics and so on ..
disadvantage: nq loses its funstyle, coverts again more easy to spot

3rd possibility: let it like it is
advantage: fungamestyle with all weapons for every class and a more weak medic cause of singel pistol
disadvantage: player with weaponscript can evade this, thats unfair against those who chose class "manual via limbo"

advantages and disadvantages are my personal view and sure others have other opinions, but dont care about that atm :D

fact is.. we want to let it like it is.
reasons i wrote above.. nearly no complains about it, people have fun on our server, we see it every day... i dont need more arguments.

now only stays this little problem that people with weapon scripts can use akimbo... and i think we can solve that with a little announcement.

it isnt that hard like it sounds in this topic that bow or others have to warn/Kick xxx people for using akimbo as medic every day.. so its possible to go on with our little ps1-special rule until majority of our regular players ask for another solution...

i will add it in server message and our members / admins go on telling people that we have more fun playing this way...

in case zombie had explained the little extra rule little more personal to flms this whole discussion would not appear anyway..

me for my part heard last week first time that akimbo is possible but didnt know how and didnt saw it as reason to do such an special server-depending rule.. well .. now you all have it :D

pls mates, give a little more time to explain players whats our goal with luger for medic before just global warn and kick and im sure all can go on happy playing at ps1


amen and

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Postby zombie » Wed Apr 02, 2008 22:34

Sebbel wrote:to solve and hopefully end this discussion:

the idea of single luger / colt for medic is few month ago and was setted by neme....
we find this idea good to hold it when i took the server.
that we later allowed all heavy weapons (limited) has imo nothing to do with luger for medic.

Only argument i accept is that our aim was and is to let the settings as original NQ gives them (for example the rifle damage), so in this case we do not... i know and accept.. but thats it

since bow and me manage the server noone complains the single luger / colt for medic.. last hard discussion / poll u find here from begin of december.

we think this modification is good and a prolly filled server gives us backup in this point.
If i see this wrong everybody is welcome to discuss every setting or modification here in forum.

following possibilities are giving to us in that case:

we can just turn all default and medic got his akimbo when skilled enough in light weapons.. advantage: original setting + same condition for all
disadvantage: medic is more hard to beat

we can set insanity down to allow every class only weapons of its own, so no more medic with rifle, no fieldop with panza, no more covert with enemy weapon... and so on-----advantage: we can set single luger for medic without that scripts evade it, more "fair" gameplay because no more rifle-nading and/or sniping medics and so on ..
disadvantage: nq loses its funstyle, coverts again more easy to spot

3rd possibility: let it like it is
advantage: fungamestyle with all weapons for every class and a more weak medic cause of singel pistol
disadvantage: player with weaponscript can evade this, thats unfair against those who chose class "manual via limbo"

advantages and disadvantages are my personal view and sure others have other opinions, but dont care about that atm :D

fact is.. we want to let it like it is.
reasons i wrote above.. nearly no complains about it, people have fun on our server, we see it every day... i dont need more arguments.

now only stays this little problem that people with weapon scripts can use akimbo... and i think we can solve that with a little announcement.

it isnt that hard like it sounds in this topic that bow or others have to warn/Kick xxx people for using akimbo as medic every day.. so its possible to go on with our little ps1-special rule until majority of our regular players ask for another solution...

i will add it in server message and our members / admins go on telling people that we have more fun playing this way...

in case zombie had explained the little extra rule little more personal to flms this whole discussion would not appear anyway..

me for my part heard last week first time that akimbo is possible but didnt know how and didnt saw it as reason to do such an special server-depending rule.. well .. now you all have it :D

pls mates, give a little more time to explain players whats our goal with luger for medic before just global warn and kick and im sure all can go on happy playing at ps1


amen and

enter

seb

Will keep it in my mind seb ;)
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Postby warren-the-ape » Wed Apr 02, 2008 22:54

Poor decision.


And not to mention contradicting. You already made medics the most powerful class there is; not only can they regenerate and heal themselves but they can also use all the weapons they want, talking about 'rambo' meds.. :roll:

2nd, i don't see what difference those few class script users make.

If you want to make medics less powerful and less rambo like, limit their regeneration or let them not be able to pick up their own medpacks..
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Postby Smadje » Wed Apr 02, 2008 22:58

thats what i want to see here 8)

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Postby FlowerPower » Thu Apr 03, 2008 15:43

warren-the-ape wrote:Poor decision.


And not to mention contradicting. You already made medics the most powerful class there is; not only can they regenerate and heal themselves but they can also use all the weapons they want, talking about 'rambo' meds.. :roll:


that's true, but medics who use other weapons like riflenade or panzer decreases their power to heal themselves (look at the bar in the right corner), plus panzer can be used by one player for each team (and it's almost always used by someone)... so rarely you can see a Rambo Medic like you mean Warren...

Concluding, i think that settings should stay like they are now, if someone uses akimbo, it's up to the admin to make him understand... simply...

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Postby Sebbel » Thu Apr 03, 2008 17:16

warren-the-ape wrote:Poor decision.


luckily its up to regular ps1-players to judge this

warren-the-ape wrote:And not to mention contradicting. You already made medics the most powerful class there is; not only can they regenerate and heal themselves but they can also use all the weapons they want, talking about 'rambo' meds..

yep and we reduce the rambo power by allowing only single luger.. i wrote big text about it... to have only luger after 6 shots shotgun or 10 shots rifle is definitely less power then having akimbo.. isnt it?

warren-the-ape wrote:2nd, i don't see what difference those few class script users make.


they make exactly "one gun" difference between medic and medic, or not? -.-



warren-the-ape wrote:If you want to make medics less powerful and less rambo like, limit their regeneration or let them not be able to pick up their own medpacks..


... or just steal them one pistol :!:
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Postby natte » Thu Apr 03, 2008 17:17

warren-the-ape wrote:Poor decision.

If you want to make medics less powerful and less rambo like, let them not be able to pick up their own medpacks..


i agree with you warren
i think its a good idea to let medics dont heal themselves.
then you got the real reason of a medic, thats to heal.
then you have no rambo's and you got no large advantage for the medics.
i think its worth a try :)

sorry seb i wrote this when you post yours :P

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Postby Sebbel » Thu Apr 03, 2008 17:31

no prob natte.. ur opinion is always welcome in forum.. but sorry... this option for me is too extreme intervention in the game itself..
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Postby Ninjadeer » Thu Apr 03, 2008 17:39

I think like flower, things should stay like they are now. I think medics aren't over powered, and there are only few who use that way to have akimbos, so admins can decide what to do with them.
I haven't seen any rambo medics around in long time... And i think it isn't even possible with full server, because there are many artillerys and mortars ect.
So please don't do any stupid changes to server :D

PS. i hope u understood me even a bit :P

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Postby Cata » Thu Apr 03, 2008 17:48

I agree with you Ninja,

the single pistol + the little amount of ammo for the medics are the counterbalances of their "healing power"

Soldiers are provided with destructive weapons
Engineer have grenade launcher and can make often win the map
Secret ops can disguised them and have silented weapons
Field ops have unlimited ammo + airstrike (nobody wants to retrain this class ?)
Medics in close combat have an advantage in the beginning but with the limited ammo lose it and the single gun is the weaker but only alternative.

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Postby Smadje » Thu Apr 03, 2008 20:54

it must stay as it is. I think that Et in PS1 is very balanced like Cata already said above. all classes on ps1 have their advantages and disadvantages( not on all servers) and that is why server is good. and of course the people:D

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Postby warren-the-ape » Thu Apr 03, 2008 23:09

Sebbel wrote:luckily its up to regular ps1-players to judge this


Yep, cause they know what they want ;)

... or just steal them one pistol :!:


This silly 'rule' originated cause you didnt realise 'insanity' overrules those earlier settings. You are now punishing normal players because they use a weapon you enabled yourself. Thats why i also made those other 2 suggestions, cause this rule is a poor attempt of fixing your own mistakes, to be honest.

Anyway i wont warn for it, and perhaps i need to test out my new class script on PS1 one of these days :P
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Postby Sebbel » Thu Apr 03, 2008 23:22

amen and

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Postby Oxyg3n » Fri Apr 04, 2008 1:23

C'mon guys....just see the real facts: you are talking of a problem that doesn't exists on ps1!

This topic is made only for an explaination of a kick not more....PS1 right now is (i think) the most frequented of PS servers and, as a regular, I don't see any rambo medics or someone that complaints about this...never seen since medics are setted to have only one pistol, and if u look at the members and the class they choose you'll se that the class of medic is not over chosen respect the other ones.

Just keep the things as they are now....and we will discuss about it if there will be some complaints.

Obviously is only the thought of a poor regular player that doesn't know what he wants right? :)
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Postby BOWDOWN » Fri Apr 04, 2008 1:38

Sebbel wrote:amen and

enter, warren


Halleluja and i think it s locky time now :wink: .

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