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TOPIC: Test-Server :: Spawnkilling allowed, No Red Zones

Test-Server :: Spawnkilling allowed, No Red Zones 04 Jan 2014 20:11 #48309

[english]
Please give Kernwaffe-Test-Server a try

/connect et.kernwaffe.de:27962

were we are testing some different Spawnkilling Rules and Server Settings - like
  • Spawnkilling allowed, NO Red Zones
  • longer Spawn Protection, five seconds
aaaand we would like to know how you think about it :)
So give us some feedback here. Thanks! :)


[german]
Schaut doch bitte mal auf dem Kernwaffe-Test-Server vorbei

/connect et.kernwaffe.de:27962
  • Spawnkilling erlaubt, KEINE Roten Zones
  • Längerer Spawn Schutz, fünf seconds
uuund wie würden gerne wissen wie ihr darüber denkt :)
So gebt uns hier ein Feedback. Danke! :)
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Last Edit: 04 Jan 2014 20:16 by lucky luke. Reason: dschjörman
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Test-Server :: Spawnkilling allowed, No Red Zones 04 Jan 2014 22:15 #48313

Thanks admin team, for putting in the work! :kiss:
And thanks fellow testers for testing with me! :laugh:

I kinda liked it!

The good
- These settings enable you to use the whole map. Before I always tried to avoid enemy spawn as much as possible. Now you can pass through it if you time it well.
- Had the feeling I had a bit more time before getting spawn raped. That is, as long as you don't shoot first. If everybody gets out of spawn quickly, enemies camping in spawn don't stand a chance so they'll soon get bored.

The bad

- I'm afraid certain players will start camping outside spawn more, now they no longer have to worry about making red-zone-kills. Mind you, I don't know how long these spawn-campers will survive when the server is full though.
- I can no longer !warn ppl for sking. :P

Conclusion
I think it's worth testing on KW1. At least for a couple of days. That's the only way we will be able to find the bottlenecks and work out the kinks imo.
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Test-Server :: Spawnkilling allowed, No Red Zones 04 Jan 2014 23:16 #48316

Nemesis wrote:
The good
The bad
And the ugly

Sorry but i couldn't resist :D



So I liked it too and I also would be interessted in to see it at KW1.
Could be totaly different to testserver (more arty-spamming and blocking (afk) teammates).
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Test-Server :: Spawnkilling allowed, No Red Zones 05 Jan 2014 09:29 #48322

imo the biggest prob will be SK with HW, like Mortar, Panza, Arty etc.
Players maybe were trying to rape at Spawn with HW more often then before, instead of going for Object.
but i like the settings

mfg bong
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Test-Server :: Spawnkilling allowed, No Red Zones 05 Jan 2014 10:31 #48323

I played yesterday , and imho the settings are very good .

Best regards.
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Test-Server :: Spawnkilling allowed, No Red Zones 05 Jan 2014 13:26 #48324

TL;DR
I like new rules, and would like to test them in real environment.

Normal text:
I like this settings and I see few potential problems.

1. Mines at spawn, guy who goes first with protection can activate mines and kill people behind him who lost due to adre/shooting/whatever.
But when we compare that to current 3 seconds,redzones and mines at goldrush at 2nd tank barrier spawn exit, i think protection 5s is better system in this case.

2. Panzer is overpowered. Protection is lost only when rocket leaves, not on "+attack" action. So while panzer is doing that "fijuuu" sound protection is still active.
This may give big advantages to players who want to abuse it and are skilled enough to do so.
It is possible to go far with 5s and have that perfect shot killing 5 or so people if you are invulnerable.

3. Potentical HW spawnkilling mortar,arty,air mostly. If this was tested when there were more players on test server, I was not there then, we only tested it with few and with few players and with 5s shield it is easy to escape all of it.
If this turns out to be a problem (can not know without testing on full server) I see only 2 solutions:
3.1 Forbid HW sk (we don't even need redzones, simplify it by stating "People must not be killed in non capturaeble spawn")
3.2 Increase protection to 6 seconds.
3.a Personally I think 6 seconds is way too much.

Advantages over red zone system:
1. I can run trough spawn when attacking.
2. I can run NEAR spawn without fear that someone will kill me from redzone and I cant shoot back him.
3. I have easier time leaving spawn.
4. No more arguments about assholes constantly calling arty/air on edge of red zone.
5. No more people spawncamping in safe zone.

Some resume:
I think that this way more people would leave spawn than with red zones, if 3-4 people cooperate, cutting of redzone exits with arty,air,mortar/panzer/flamer can be very easy.
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Last Edit: 05 Jan 2014 14:33 by GrizzLyCRO.
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Test-Server :: Spawnkilling allowed, No Red Zones 05 Jan 2014 14:16 #48328

Its the most simple way to run ET, there will be no arguing if sk or not, and we have a of maps where there are no red zones any way with no trouble.

Also we are free of campers in red zone shooting out.
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Last Edit: 05 Jan 2014 14:19 by Amadeus_Denmark.
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Test-Server :: Spawnkilling allowed, No Red Zones 05 Jan 2014 15:07 #48330

Quick question: What is the reason for this change?

I think the same as Bong and Grizzly. Main problem for sk are heavy weapons and grenades. Forbid the usage of those on spawn and spawn exits. IMO that would work better.

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Test-Server :: Spawnkilling allowed, No Red Zones 07 Jan 2014 03:28 #48358

I'm afraid certain players will start camping outside spawn more, now they no longer have to worry about making red-zone-kills. Mind you, I don't know how long these spawn-campers will survive when the server is full though.

This!
I like this server because more or less everyone is playing for map objective/teamwork. With sk allowed will be a major difference regarding that, granted. I been playing here for a short time but for what I've seen admins do a wonderful job dealing with sk rules, team balance and hardcore tk. So I see no reason for change. Ofc Im a minority, I have to go with the majority.
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Test-Server :: Spawnkilling allowed, No Red Zones 07 Jan 2014 09:09 #48359

i DIDNT play at KW for years cuz off the rules, just started to stay cuz Amadeus was/is such a nice guy and ask me for stay at KW when i was playing from times to times.
and so i learned to handle the rules (which r still not my fav settings)

so iff somebody left now or wanted to, iam sure we will have a lot off new players to try the settings.

i dont think that sk now destroys the teamplay, cuz the spawnprotection off 5 sec is long enough to prevent from sk (no fun for skers).
also u can escape mortar in spawn, iff we havent that much blocking bots (griz, hose :))

maybe its better to combinate it with:
"Forbid the usage of those (HW) on spawn and spawn exits. IMO that would work better (drei Kaese tief)", but then we still need red zones !

i would like to test it on kw1, with the limit of rifle and panza it could be a nice change.(nobody knows)


mfg Bong
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Test-Server :: Spawnkilling allowed, No Red Zones 07 Jan 2014 11:48 #48361

On most servers that i played, HW sk is forbidden, and it works perfectly fine without any kind of red zones or similar mechanism.
If someone is doing it too close to spawn, admins warn/kick/ban.

Also, I wonder that maybe people would argue less if there were no red zones.

I would also like to test it on kw1 with 5 secs and all SK allowed, if that does not work then maybe forbid HW sk.
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Test-Server :: Spawnkilling allowed, No Red Zones 10 Jan 2014 09:57 #48390

Lol, funny topic. You wan't to make test without red zones? There is some maps where you can't go out from your spawn when red zone is working... What will be if red zones will be deleted, after dead you will spawn again and dead, and again and again...
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Test-Server :: Spawnkilling allowed, No Red Zones 10 Jan 2014 16:07 #48395

Is this test server still working ? Couldn't connect couple of days ago.
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Test-Server :: Spawnkilling allowed, No Red Zones 10 Jan 2014 17:53 #48397

test server is only up when we actually have time to look over it.
it was more or less a test for us staff morons to see if and how
it would work out. if we take it online again for an evening, we
will definetly announce on hp and shoutbox again.

ps: we raised the spawnprotection time from 3 to 5 seconds in the
test setting to see if it would be sufficient to leave the spawn
with SP still enabled, so that it should be possible to leave
the spawn in time.

but of course if you plan on camping inside the spawn, it s
possible to kill you know there.
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Last Edit: 10 Jan 2014 17:54 by unterhose.
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