Title: new suggestions
<!> Death666 - December 15, 2010 09:14 PM (GMT)
1) Add 2-3 more jump pads. Ever since people started using them in their defense we've been running out fast or having to search to find one placed in a useful spot to launch from. Right now I think there is only 3 per team.
2) Make the jail gun less OP. I don't jail a lot, but I think you still end up getting jailed when the persons gun malfunctions. Shouldn't a malfunction send just them to jail alone? I know you guys tuned down the rate of assassinations so maybe throw us a bone and make the jailgun not work 100% of the time. Also the jail should be destroyable again. Any of these things would help.
3) Remove the thing that disables your turrets if you drop. It sucks to set up a good defense then lose connection and come back and all your turrets aren't firing so your base got raped. Also if someone does leave it leaves idle laser turrets which are usually buried under blast walls which people won't move to fix.
(=SK=)Zorak - December 15, 2010 10:25 PM (GMT)
The third thing can be changed in game by any admin I think. In tab menu, go to Equipment Options, Turret Option, then "Team Change Disable ON/OFF". I think that would fix the problem.
You still won't have control of your turrets if you crash or drop and come back in, but they won't be disabled in the meantime, ownership will just pass to someone else on your team.
perrinoia - December 16, 2010 05:33 AM (GMT)
You are correct that the option exists, but not correct about what it does.
If turrets are not automatically disabled when their owner leaves, they continue to shoot enemies but cause no damage, as they're owner id is not allied with a team.
There is already code in place to fix disabled turrets on an individual basis... Simply repair a friendly disabled turret, the turret is re-enabled and you become the new owner.
When ever I pass an exposed turret, I quickly repair it just to make sure it's enabled, and so that I can get me some more defender points if it wasn't.
I do wish that instead of disabling, it merely randomly selected a new owner from the same team... That would be far better than the current method.
DesoLaTion - December 16, 2010 07:03 AM (GMT)
I agree with death666 on the jump pads. it sucks to have someone use all of them on D when you need one to get to the enemy base in heavy.
And jail guns are just annoying!
(=SK=)Zorak - December 16, 2010 07:49 AM (GMT)
How does it work sometimes when I join a server and then I've already got turrets killing for me? I assume that the owner id that is vacant moves to somebody else, maybe the next name to enter the server.
I know this has happened before lol.
Erowid - December 16, 2010 01:50 PM (GMT)
|QUOTE ((=SK=)Zorak @ Dec 16 2010, 01:49 AM)|
| How does it work sometimes when I join a server and then I've already got turrets killing for me? I assume that the owner id that is vacant moves to somebody else, maybe the next name to enter the server.|
I know this has happened before lol.
i've had that happen to me quite a few times. and i've never noticed when the enemy turrets went down, they can't be vacant for very long
perrinoia - December 16, 2010 03:21 PM (GMT)
If a client disconnects, and then another client connects, and is assigned to the same team, nothing needs to be changed, and the new client owns the turrets as if he/she originally deployed them.
If the new client gets assigned to a different team, then the turrets get disabled.
manimal - January 16, 2011 03:41 AM (GMT)
|QUOTE (<!> Death666 @ Dec 15 2010, 09:14 PM)|
|2) I don't jail a lot, |
I'll keep that in mind next time I'm playing against you.
Jerry Garcia - January 21, 2011 07:15 PM (GMT)
Hmm, the jumppad thing is tough. It is annoying as fuck when they are all used inside, but having 3 only is part of the limitations of your strategy. I do not like adding more, I prefer people using teamwork to use them correctly.
Interesting to know exactly how the turrets work.