Sniper/Spy Class Limits on Updates Discussion - Printable Version +- Be Right Back, Uninstalling (https://www.brbuninstalling.com) +-- Forum: Old Boards (https://www.brbuninstalling.com/forumdisplay.php?fid=8) +--- Forum: TF2 (https://www.brbuninstalling.com/forumdisplay.php?fid=45) +--- Thread: Sniper/Spy Class Limits on Updates Discussion (/showthread.php?tid=2849) |
Re: Sniper/Spy Class Limits on Updates Discussion - shoopfox - 05-19-2009 (05-19-2009, 06:46 PM)Benito Mussolini link Wrote: [quote author=Dave link=topic=2912.msg84332#msg84332 date=1242776600] (05-19-2009, 01:06 PM)Trace link Wrote: [quote author=Dave link=topic=2912.msg84149#msg84149 date=1242755923] #3: 2 of each. Relatively the same kind of play as #1 without the customs. Plus it'd just be more enjoyable without huge #s of spies/snipers during the next few weeks. Unless we choose to turn #3 into the whoring server(which will probably happen on #2 anyways). [/quote] 2 Is wayyy too low, even for normal play. 2 for one class is the limit for the usual 6-v-6 matchups (except for medic and demomen). Since the usual pub games are played with 12 players on each sides, I say we should put the class limit to at least 3 per classes. [/quote] 2 during update can remove it after that [/quote] Really? You're saying 2 max?! That's an awful idea. Chances are you'll get into the game and you won't be able to chose half the classes. [/quote] i meant 2 on spy and sniper thaught everyone else did too [/quote] What the hell are you thinking? There's a difference between keeping everyone from picking the same class and ruining a server. Of course people will want to play those 2 classes... why in England's hell would you ever want to set a limit only on those 2 classes only? [/quote] one of them is the sniper and the other one cause it takes skill to play, you dont want 3 useless spys going around [/quote] I don't want 3 usless scouts/soldiers/pyroes/demomen/heavies/engies/medics going around either, yet you don't want to limit them to 2. [/quote] Scout is limited to 2 on #1 already. Which is funny because Engie isn't. Re: Sniper/Spy Class Limits on Updates Discussion - Honest - 05-19-2009 (05-19-2009, 06:47 PM)Señor Pinchy link Wrote: [quote author=Benito Mussolini link=topic=2912.msg84336#msg84336 date=1242776778] (05-19-2009, 01:06 PM)Trace link Wrote: [quote author=Dave link=topic=2912.msg84149#msg84149 date=1242755923] #3: 2 of each. Relatively the same kind of play as #1 without the customs. Plus it'd just be more enjoyable without huge #s of spies/snipers during the next few weeks. Unless we choose to turn #3 into the whoring server(which will probably happen on #2 anyways). [/quote] 2 Is wayyy too low, even for normal play. 2 for one class is the limit for the usual 6-v-6 matchups (except for medic and demomen). Since the usual pub games are played with 12 players on each sides, I say we should put the class limit to at least 3 per classes. [/quote] 2 during update can remove it after that [/quote] Really? You're saying 2 max?! That's an awful idea. Chances are you'll get into the game and you won't be able to chose half the classes. [/quote] i meant 2 on spy and sniper thaught everyone else did too [/quote] What the hell are you thinking? There's a difference between keeping everyone from picking the same class and ruining a server. Of course people will want to play those 2 classes... why in England's hell would you ever want to set a limit only on those 2 classes only? [/quote] one of them is the sniper and the other one cause it takes skill to play, you dont want 3 useless spys going around [/quote] I don't want 3 usless scouts/soldiers/pyroes/demomen/heavies/engies/medics going around either, yet you don't want to limit them to 2. [/quote] Scout is limited to 2 on #1 already. Which is funny because Engie isn't. [/quote] Which is confusing because I'm pretty sure we're past the Scout update. I dunno, maybe some people haven't gotten their achievements or something but I'd really like to play Scout over the two dickheads with faster computers who sit there with single digit scores while I'm stuck body shotting everyone. Do you like getting body shotted? HUH DO YOU WELL IM GONNA KEEP DOING IT RAEHAKDH AOKJDAPKDJPIDJPKDJ Also Set limit to 3. Game's still winnable if you use teamwork, dead weight will always be dead weight whether it's a bad demo or a bad sniper. Re: Sniper/Spy Class Limits on Updates Discussion - Blues - 05-19-2009 (05-19-2009, 06:43 PM)Dave link Wrote: [quote author=Benito Mussolini link=topic=2912.msg84329#msg84329 date=1242776500] (05-19-2009, 01:06 PM)Trace link Wrote: [quote author=Dave link=topic=2912.msg84149#msg84149 date=1242755923] #3: 2 of each. Relatively the same kind of play as #1 without the customs. Plus it'd just be more enjoyable without huge #s of spies/snipers during the next few weeks. Unless we choose to turn #3 into the whoring server(which will probably happen on #2 anyways). [/quote] 2 Is wayyy too low, even for normal play. 2 for one class is the limit for the usual 6-v-6 matchups (except for medic and demomen). Since the usual pub games are played with 12 players on each sides, I say we should put the class limit to at least 3 per classes. [/quote] 2 during update can remove it after that [/quote] Really? You're saying 2 max?! That's an awful idea. Chances are you'll get into the game and you won't be able to chose half the classes. [/quote] i meant 2 on spy and sniper thaught everyone else did too [/quote] What the hell are you thinking? There's a difference between keeping everyone from picking the same class and ruining a server. Of course people will want to play those 2 classes... why in England's hell would you ever want to set a limit only on those 2 classes only? [/quote] one of them is the sniper and the other one cause it takes skill to play, you dont want 3 useless spys going around [/quote] Problem is a lot of times the 2-3 useless ones get on a server before the good one. When there's no class limits and a good player steps into a class, if he so chooses and just happens to be enough of a dick, he can do the job of all three of the other useless fuckwits by himself, then berate them until they switch, which happens a lot more often than people playing another class berating them does. In case it was still a question, I am saying this from experience. Re: Sniper/Spy Class Limits on Updates Discussion - Benito Mussolini - 05-19-2009 (05-19-2009, 11:50 PM)Pokemon Trainer Blues link Wrote: [quote author=Dave link=topic=2912.msg84332#msg84332 date=1242776600] (05-19-2009, 01:06 PM)Trace link Wrote: [quote author=Dave link=topic=2912.msg84149#msg84149 date=1242755923] #3: 2 of each. Relatively the same kind of play as #1 without the customs. Plus it'd just be more enjoyable without huge #s of spies/snipers during the next few weeks. Unless we choose to turn #3 into the whoring server(which will probably happen on #2 anyways). [/quote] 2 Is wayyy too low, even for normal play. 2 for one class is the limit for the usual 6-v-6 matchups (except for medic and demomen). Since the usual pub games are played with 12 players on each sides, I say we should put the class limit to at least 3 per classes. [/quote] 2 during update can remove it after that [/quote] Really? You're saying 2 max?! That's an awful idea. Chances are you'll get into the game and you won't be able to chose half the classes. [/quote] i meant 2 on spy and sniper thaught everyone else did too [/quote] What the hell are you thinking? There's a difference between keeping everyone from picking the same class and ruining a server. Of course people will want to play those 2 classes... why in England's hell would you ever want to set a limit only on those 2 classes only? [/quote] one of them is the sniper and the other one cause it takes skill to play, you dont want 3 useless spys going around [/quote] Problem is a lot of times the 2-3 useless ones get on a server before the good one. When there's no class limits and a good player steps into a class, if he so chooses and just happens to be enough of a dick, he can do the job of all three of the other useless fuckwits by himself, then berate them until they switch, which happens a lot more often than people playing another class berating them does. In case it was still a question, I am saying this from experience. [/quote] I think this is especially true with spies, since a good spy will make the other team spycheck a lot more, making the bad spies rage a lot. Re: Sniper/Spy Class Limits on Updates Discussion - CaffeinePowered - 05-20-2009 (05-19-2009, 06:47 PM)Señor Pinchy link Wrote: Scout is limited to 2 on #1 already. Which is funny because Engie isn't. Actually Ive been meaning to remove that, I set the scout limit to 2 before the sandman got nerfed, and Ive just forgotten to take it off Should be up to 3 now (please let me know if its not...for what ever reason) And In case anyone was wondering what they all were.... Scout - 3 Soldier - Unlimited Pyro - Unlimited Demo - Unlimited Heavy - 3 Engineer - 4 (2 on Mach4/2fort) Medic - Unlimited Sniper - 3 Spy - 3 Re: Sniper/Spy Class Limits on Updates Discussion - chronomaster - 05-20-2009 (05-20-2009, 05:17 AM)Caffeine link Wrote: [quote author=Señor Pinchy link=topic=2912.msg84338#msg84338 date=1242776860] Actually Ive been meaning to remove that, I set the scout limit to 2 before the sandman got nerfed, and Ive just forgotten to take it off Should be up to 3 now (please let me know if its not...for what ever reason) And In case anyone was wondering what they all were.... Scout - 3 Soldier - Unlimited Pyro - Unlimited Demo - Unlimited Heavy - 3 Engineer - 4 (2 on Mach4/2fort) Medic - Unlimited Sniper - 3 Spy - 3 [/quote] Do we really have a class limit on Heavy? Really? Three heavies? I have never seen a team want heavy so bad that they would all drop any sense of coherence to pick the thing. All that does is break up Sandvich parties as far as I can tell. Re: Sniper/Spy Class Limits on Updates Discussion - Radio Raheem - 05-20-2009 set a limit on pyros jesus christ a team of 6 pyros is stupid Re: Sniper/Spy Class Limits on Updates Discussion - JoKeRRRRRRRRRRRRRRRRRRRRR - 05-20-2009 On a 24-man it should be 3 everything, 2 engineers Re: Sniper/Spy Class Limits on Updates Discussion - Benito Mussolini - 05-20-2009 (05-20-2009, 05:17 AM)Caffeine link Wrote: Scout - 3 Keep it like that, looks perfect. Re: Sniper/Spy Class Limits on Updates Discussion - Wedge - 05-20-2009 (05-20-2009, 07:21 AM)JoKeRRRRRRRRRRRRRRRRRRRRR link Wrote: On a 24-man it should be 3 everything, 2 engineers Re: Sniper/Spy Class Limits on Updates Discussion - [fr31ns]Karrde - 05-20-2009 If we're still talking, 3 snipers/3 spies, no other limits except our standard engi limits, #1 only. Re: Sniper/Spy Class Limits on Updates Discussion - LV15GAMER - 05-20-2009 (05-20-2009, 05:17 AM)Caffeine link Wrote: Scout - 3maybe just remove the heavy limit, other than that looks good. Re: Sniper/Spy Class Limits on Updates Discussion - copulatingduck - 05-20-2009 (05-19-2009, 03:55 PM)Caffeine link Wrote: [quote author=Spore link=topic=2912.msg84202#msg84202 date=1242765849] If you code I could put it on for FNF, late night dicking, ect. I dont have the time to code something like that www.sourcemod.net[url=http://][url=http://] [/quote] It would take me 5 minutes to modify an existing plugin to have a vote after every mapchange. Since the community has always been so divided on limits maybe letting the server pop decide each map wouldn't be a bad idea? Lemme know if you would wanna try something like this out. Re: Sniper/Spy Class Limits on Updates Discussion - CaffeinePowered - 05-20-2009 (05-20-2009, 03:08 PM)CopulatingDuck link Wrote: [quote author=Caffeine link=topic=2912.msg84210#msg84210 date=1242766546] If you code I could put it on for FNF, late night dicking, ect. I dont have the time to code something like that www.sourcemod.net[url=http://][url=http://][url=http://] [/quote] It would take me 5 minutes to modify an existing plugin to have a vote after every mapchange. Since the community has always been so divided on limits maybe letting the server pop decide each map wouldn't be a bad idea? Lemme know if you would wanna try something like this out. [/quote] Not to switch topics....but is there any way you could try to fix the RTV plugin and how it completely seems to fuck over the nextmap, setting it to something random from the voting list... Re: Sniper/Spy Class Limits on Updates Discussion - Wedge - 05-20-2009 And while we're at it, add round limits to the time limits for the server. I think a random next map vote (out of a proper list that doesn't display maps that have been played for at least 10 rounds) + round limits would be awwwwesome. But that's just me. If we switched to voted next maps we wouldn't have the problems with the random next maps appearing in rotation at least. Re: Sniper/Spy Class Limits on Updates Discussion - KarthXLR - 05-20-2009 (05-20-2009, 03:17 PM)Wedge link Wrote: round limitsdo not want Re: Sniper/Spy Class Limits on Updates Discussion - Wedge - 05-20-2009 (05-20-2009, 03:18 PM)Karf the Walrus link Wrote: [quote author=Wedge link=topic=2912.msg84604#msg84604 date=1242850629]do not want [/quote] Why? Are you desperate to play a map 7 times in a row or be forced to rtv because the teams are a roll? Re: Sniper/Spy Class Limits on Updates Discussion - CaffeinePowered - 05-20-2009 Ill see about testing round limits, I know Source mod, at least in the past, has been horribly incompatible with them for TF2 Re: Sniper/Spy Class Limits on Updates Discussion - copulatingduck - 05-20-2009 (05-20-2009, 03:10 PM)Caffeine link Wrote: Not to switch topics....but is there any way you could try to fix the RTV plugin and how it completely seems to fuck over the nextmap, setting it to something random from the voting list... I can't actually code, I was just marginally clever enough to figure out where to cut and paste variables to modify an existing plugin. Which vote plugin are you using? Re: Sniper/Spy Class Limits on Updates Discussion - zaneyard - 05-21-2009 (05-20-2009, 05:16 PM)CopulatingDuck link Wrote: [quote author=Caffeine link=topic=2912.msg84601#msg84601 date=1242850258] I can't actually code, I was just marginally clever enough to figure out where to cut and paste variables to modify an existing plugin. Which vote plugin are you using? [/quote] thats how you learn to code bud. |