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Respawning time for weapons
leave it as it is 50%  50%  [ 1 ]
change it (post how) 50%  50%  [ 1 ]
Total votes : 2
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 Post subject: Respawning time in DM
PostPosted: Fri Dec 05, 2008 8:09 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1314
Location: Zagreb, Croatia
Another silly poll... but I just want to be sure that I covered all... In DM games, noobs want to pick their weapon powerup without anyone shooting at them while they are doing that. I never hosted "safe" rule, nor I ever obeyed it when I wasn't a host. Yes, I'm a bad guy. :)

I stated many times that you can't call "MAG safe" on a map like Leap, map with many other weapons, map with SP stabber. Why would Stealth have advantage over BDog, just cause host is silly magger. When I was a noob I got in big fight with CF over that. He kicked me out of game for kicking his butt with my Bdog. He kicked me for being reasonable, for wanting the same right for every ship. Silly magger insisted on only MAG safe. The map was Leap.

DM stands for Death Match so fight for your power ups.

There's a way to make both noobs and pros happy, to get rid of that noob rule, but I'm not sure if I should do it... I could, on certain maps, lower respawning time for all weapons. Like that, nothing would really change, silly rule won't be needed cause there wouldn't be long waiting for needed powerup, so you wouldn't have to worry if you killed someone on MAG, SP, AT...

I was thinking on maps like Coli (AT-45secs), Leap (MAG-90, SP-90, AT-60), Pyra (MAG-60)... where respawning time is too high... I could set it up on let's say 15 seconds (like respawning time of ammo on Coli)...

It's just a silly thought... tell me what you think...


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 Post subject: Re: Respawning time in 1.5 DM
PostPosted: Sat Dec 06, 2008 6:56 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Yes, I agree that "MAG Safe" and other safe rules are silly.

Decreasing the weapon respawn time sounds like a GOOD idea though. You still have to drive your tank across the map and grab it.

DM is practice for strat, so lowering the respawn times will allow players to try out the weapons without having to wait forever to grab it if somebody else recently grabbed it and left the area.

That actually sounds like a cool idea. :)

How much to lower them? I'll leave that up to you in the event that you DO decide to do it.

It's just silly DM, are we worried so much about "balance"? Besides, change would be mutual, so all players will have same opportunity to grab weapons.

I also have some silly ideas for DM, that I mentioned in 1.5 patch thread, but nothing was said of them. (probably got buried in my massive post. :P)

One idea is adding a BDog Walker to vehicle selection, and equipping it with Dual SP-Stabber.

The ODF could be named bvwamp.odf, and it would come right after Sasquatch AG in netveh.odf.

With the missing .vxt files added in 1.4O, you'll need to edit those too or it won't show up.

Another idea is giving svwamp.odf 2nd Blast Cannon, just like CCA Walker in strat.


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 Post subject: Re: Respawning time in 1.5 DM
PostPosted: Sun Mar 22, 2009 10:28 am 
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team dummy member

Joined: Thu Mar 19, 2009 7:26 am
Posts: 95
Location: ARGENTINA (SORRY ABOUTH MY ENGLISH )
im fully agree . repair pack (coliseum the most played map) must be 5 second
ammo suplies 20 sec
high level weapons , sp -blast- mag -long colddown 90sec
normal weapon tag - at- mini/chain -specials- 30 sec

i think that will be good


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