Jump to content

? servers

? players online

LargeAll

Regular
  • Posts

    152
  • Joined

  • Last visited

Everything posted by LargeAll

  1. I suggest doing some tests with the radar because for the longest time, I've suspected a cs go update broke radar from being able to been seen from anywhere in the map to only through 1 or 2 walls. Unless it's already been fixed and I haven't noticed it since I haven't played for a bit, most of these "innos delaying" thread stems from radar not being visible because the inno is across the map hiding.
  2. LargeAll no rank, level 111 no captain
  3. unfair advantages and power for players who pay over those who just play normally? That's like selling admin on your website, or selling unbans so you can skip punishments, or selling "instant revives" so you can keep playing even though you died, or giving VIP players health regen, no fall damage, more base health etc. I could go on and on how examples of paying for an advantage I've seen, because the things I've listed are actually in some servers and are not fun to play against. For example, you're fast enough to avoid ct's and get into the armory before they can? Nope, screw you, they can instantly tp back to armory and kill you. You finally get warden that you've been waiting for 10 rounds? Screw you again, the VIP called for a warday and guess you give up your warden.
  4. i dont think this is a good idea
  5. "this thing is overpowered, lets not ban it" No one in SG plays hoi4 Get ready to play at 2 speed for the rest of the game Player lead can be abused and will be since we will have low numbers no div limit is even more powerful because units get bonuses from generals + field marshals AND generals + field marshals get more traits than make them even more powerful If there's less than 15 people count me out.
  6. Trotsky Soviet Union is over powered (Removes the trotsky coup debuff and thus, removing the need for the great purge) China is broken with waking the tiger (Road to 56 already adds harsh debuffs, waking the tiger makes it worse) Player led peace conferences allows you to cheat out the AI No division limit creates unstoppable super generals for major nations in constant war No one plays hoi4, and if they want to, they will have to pay for a $40 game Get ready to play at 2 speed for the rest of the game I'll take Soviet Union btw can't wait to boost communism everywhere.
  7. I really do hope we get to the point where we have to have a !hideani command.
  8. Other communities have the admin for only one server thing, and from what I've seen, they have very poor unity. One community had a split between ze/ttt/warcraft where admins had no reason to go to the other gamemodes and just play on their own gamemode. It got so bad that the ze section of the community almost split from the rest of the community. In SG I see almost all admins play more than one gamemode and admin normally. If we encourage gamemode-specific admins, I fear the servers may go into their own little bubbles.
  9. The option to just be a rambo is strong enough already, and the fact that a T could just mow down a room full of people without a problem shows that we've strayed away from the focus of trickery that traitors could and should use to their advantage and be the main way traitors have a leg up over innocents and made ttt into a glorified deathmatch, except a few guys get armor + fancy items and gets to shoot first. It's not limiting options, it's just weakening an option that is more effective than others.
  10. the "because it's unexpected" excuse for balancing shouldn't be used when comparing a weapon to another. At this point in time, it is more effective to just buy kevlar and radar and commit mass genocide. Yes, but can you identify a T if they have a p90? An ak? An m4? Why do I say this? because they get the first shot. And like I said, considering the time to kill in cs go ranges from instant to 10 seconds, they could just land 1 headshot or 3 body shots, while you'll have to react to the traitor (depending on the situation, you might have to do a complete 180 and try to aim at him). No, just because you add more stuff for T's to buy, they won't buy different items. They're not robots randomly choosing different items, they use the most effective item for the situation. And because kevlar and radar is very powerful, they usually go for that. Besides, giving every free kevlar still gives traitors somethings, an extra credit to spend! If they still want to become a rambo, they can still buy an awp or radar, while innocents have a bit of a better chance to kill them with their armor.
  11. The point of ttt is trickery! In ttt, you should not win because you have kevlar, the other man doesn't, you have the first shot, the other person isn't even facing you, and you just kill him in 1-3 shots. Ramboing and gunning people down shouldn't be a valid choice as a traitor for winning the round, but as a last ditch effort because failed to hide their identity.
  12. We all know that in CS GO, it could take almost instantly to 10 seconds to kill someone. While this fine in comp cs, it brings some trouble for regular ttt. In gmod ttt, traitors usually don't go around 1 shotting everyone, but rather has to be clever in choosing their targets or using various items/voice chat to trick other innocents. While traitors picking who to kill and tricking people is still in cs ttt, it is not fully used and gone into as just the "rambo" type of traitors that simply kills everyone seems more effective. This is because of the main shooting mechanics of of csgo. Traitors has two main advantages in killing innocents, 1. They get kevlar and/or awp, which makes them immune from getting one shotted 2. They get the first shot, which considering the time to kill in cs go, is a very big advantage. Since innocents get no armor, they can be killed from weapons that could mass kill everyone, such like the p90. They have all the time in the world to prepare the perfect shot with any weapon, almost completely securing easy kills. This problem also limits the effectiveness of old ttt traitor items. In a situation where killing a mass group of people is hard and you need to carefully pick your targets, wouldn't a good ol matchbox to hide proof of the bodies or m4a1s to help hide where you are shooting from be more useful? At this point, those items are next to useless since just gunning people down with an smg and kevlar is faster and more effective. So what do I suggest? Give everyone kevlar by default and have the ak dmg reduced to 2 headshots to kill. By doing this, the goal of a traitor focuses less on killing everyone in a rambo frenzy and more on careful tactics on choosing your target and avoiding detecting through the use of body burning, careful avoiding of crowds of innocents, picking off straglers, etc.
  13. Fake bodies would just auto-kos you, with maybe a chance to stop the hunt for you, but at the same time you're giving up 1 store credit for armor or an awp. Plus it would be annoying to having to constantly keep track of "dead" traitors while at the same time counting traitors. But the true flaw in fake bodies is that once people get used to them, no one is gonna find a "random" dead traitor that no one else announced that they killed and assume "wow, he must of died of fall damage!" Poison Bomb would just increase the already huge reliance on detectives, forcing them to waste a credit on a healthstation under pressure or just lets the guy next to them die, and use their body to track the traitor (which is a much better option than wasting a credit for a healthstation, constantly updating location of the traitor!). Dead Stations will not only confuse new comers, it would be ANOTHER annoying thing to keep track of. Every detective would have to announce when and where they put their healthstations (again, just increasing reliance on detectives) and the common innocent has no way to see if the healthstation's a trap or not. It's not very much traitors being smart and tricking people, it's just traitors spawn a deathstation, now guess if you're gettin healed or not. And wasn't it said changes to ttt are not possible until the new plugin comes out?
  14. Yea, slowly going down a ladder "speeds up rounds". And because zombies can jump down a 20 ft ladder and you cant makes it fair, doesn't it? It's either disabling fall damage or make people jump and try to strafe into the bottom ladder, and I'd rather have the former than half the team getting trimmed because zombies could ignore ladders...
  15. /tts #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #. #.
  16. Maybe if you joined the server now and then... Ignore the fact I have more hours in ttt.
  17. Look what happened when we "tested" wesker v8. Bam a server full of tryhards from source that instantly left afterwards.
  18. If the ze team wants to play dirty, they could just do 24/7 event/tryhard maps to fill the server up with tryhards.
  19. You could recover from a -100 and -50 karma lost easily since accidents happen every 15 rounds or so if you truly do care about not rdming, and the intent of the karma system is to punish rdmers no matter if they're a regular or not. Letting people get their karma up to 10k defeats the purpose of the karma system. How about we actually create a system for those fancy point farmers instead of making a system not meant for point farming to point farm? The fact in itself that you could just be able to completely negate the system that's meant to punish rdm if you have enough karma isn't fair to any sense. A simple point system separate to the karma system would allow the karma system to apply to everyone and please the point farmers at the same time.
  20. Yea, because the risk of getting banned is not incentive enough to follow the rules... Giving people higher karma gives them a shield allowing them to rdm without consequences if there's no admin. It effectively makes them immune from the original purpose of the karma system, to punish rdm, wouldn't it be better just to give a max of 2k karma and if they decide to mass rdm and kill 6 innos, they get a huge hit on karma and actually get punished when there's no admin present?
  21. Could we just cap karma to just 1.5k or 2k and be done with it? Karma shouldn't be an incentive at all, but just a security feature against mass rdmers. And while we're at it, bring back the original -50 karma for killing another innocent as innocent and -100 for killing a detective, if you REALLY want an incentive for not rdming. ttt worked fine without an incentive system anyway and I don't see a reason why we would need one.
  22. I like teamspeak because it's much more customizable than discord and has more features.
  23. Healthshots arn't really needed since health station exist, and removes the weight of taking damage and being careful when you could just buy a healthshot after killing a traitor. Wall hack is completely overpowered and wouldn't make any sense since we already have radar. Make wallhack cost a low amount a credits then traitors could win easily. Make it cost a high amount of credits then why buy it when you could get radar, kevlar, and maybe a mine or two?
  24. Then how does it work?
×
×
  • Create New...