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.JRandomNoob wrote:Thanks to ... Natirips...
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?
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...
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