Author Topic: Tactical Trenchwar!  (Read 31752 times)

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Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #100 on: November 13, 2007, 07:57:42 am »
Possible cheating? o_O
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Offline BombSki

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Re: Tactical Trenchwar!
« Reply #101 on: November 13, 2007, 11:23:34 am »
its the bugged serversided anticheat feature. many people get kicked without actually cheating, and ive barely seen it banning a real cheater, but i guess that could be because its disabled on my servers.. hmm.. ^_^

Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #102 on: November 13, 2007, 11:43:54 am »
As far as I know we've turned off the anti cheat kick. Only BE now.
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Offline spkka

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Re: Tactical Trenchwar!
« Reply #103 on: November 13, 2007, 12:23:27 pm »
yes, anti cheat kick is off its only BE.

Offline BombSki

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Re: Tactical Trenchwar!
« Reply #104 on: November 13, 2007, 12:32:02 pm »
well, then you should check your logs to see why he got banned ^^

Offline Norbo

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Re: Tactical Trenchwar!
« Reply #105 on: November 13, 2007, 04:23:57 pm »
This script is AWESOME! I LOVE IT!

Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #106 on: November 14, 2007, 07:07:28 am »
Bombski; will do, once the server is empty again (which hardly ever happens nowadays) :p

And Norbo, thank you, glad you enjoy it :)
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Offline BombSki

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Re: Tactical Trenchwar!
« Reply #107 on: November 14, 2007, 11:32:24 am »
why do u need the server to be empty to check logs? ^_^ and yea.. its only empty if the map has been bugging or your script is out of memory :P lol

Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #108 on: November 14, 2007, 12:18:05 pm »
Because I have to log in with a remote admin tool which causes severe lag for everyone playing :p
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Offline danmer

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Re: Tactical Trenchwar!
« Reply #109 on: November 15, 2007, 08:00:56 am »
Because I have to log in with a remote admin tool which causes severe lag for everyone playing :p
Don't you have ftp access o.O

Offline spkka

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Re: Tactical Trenchwar!
« Reply #110 on: November 15, 2007, 08:03:35 am »
i have ;) Doens't matter that much for the pings tho... I think its spiking once when you login remote

Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #111 on: November 15, 2007, 08:33:39 am »
Yes it matters man. Mstsc sends you the whole desktop background of the computer when you log in. That's your spike right there! :P
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Offline BombSki

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Re: Tactical Trenchwar!
« Reply #112 on: November 15, 2007, 10:06:09 am »
he means the FTP doesnt cause a spike, and remote connecting only when you connect.. :P

Offline ghg

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Re: Tactical Trenchwar!
« Reply #113 on: November 17, 2007, 09:13:22 am »
The gameplay seems to get really unbalanced because the following is possible:
The enemy takes the bunker right next to your base and sets up a stat gun. It's near unplayable when that happens. Just bullet curtain after bullet curtain.
-=Gradius wuz you=-

Offline spkka

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Re: Tactical Trenchwar!
« Reply #114 on: November 17, 2007, 09:25:04 am »
well were kinda working on that. Most of the time its because most maps have too little cover imo.
its not impossible tho. Might make the statgun a bit less strong. Like overhead faster

Offline sai`ke

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Re: Tactical Trenchwar!
« Reply #115 on: November 17, 2007, 09:40:08 am »
Admittedly, it can be really hard but try to use meatshields to get your saboteur through and try to let your general slip through in the confusion. It often helps to time things with the radioman and to have somebody with some heavy duty bunker clearing material like a SPAS or a chainsaw. Also, a strike or paratrooper can deliver just enough confusion to break the line. On most maps, it can also force the statter to leave his statgun for a while and the key is then to keep destroying the engineer so he can't rebuild. Snipers can also be really effective for this.

Also, the situation you sketch happens in the first place due to a weak defense. On almost all maps it's possible to rush during the start of the match and take at least one bunker towards the enemy. It is of vital importance that you hold that bunker at all cost and don't let a general slip through.

We have files that contain the number of flags on red and blue capped on each map to study potential imbalance. The numbers are as follows:
ttw_junkyard: 124 vs 105
ttw_limbo: 125 vs 138
ttw_myst: 135 vs 141
ttw_nomans: 156 vs 116
ttw_rage: 127 vs 140
ttw_village: 116 vs 145
ttw_anoxi: 118 vs 109
ttw_coldmorning: 143 vs 128
ttw_crecent: 181 vs 171
ttw_gloryhill: 153 vs 149

So as you can see, apart from nomans and village the balance is pretty good considering this is an open server. Another thing to note is that stationary gun kills do not increment score (except for the engineer), so the statgunners really don't get much out of it except defense.
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Offline spkka

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Re: Tactical Trenchwar!
« Reply #116 on: November 21, 2007, 02:38:10 pm »
Added autologin. Multiple players asked for this.

The radioman is now based on a supply points system. As a a radioman you will get points every few seconds and with it you can buy various supplies.

The options are:
Grenade pack [2 pts]
Cluster grenades [3 pts]
Bulletproof Vest [8 pts]
4 LAWS [8 pts]
Airstrike [10 pts]
Paratrooper [10 pts]
Missile that destroys your own statgun [10 pts]
Missile that destroys enemy statgun [12 pts]

Also new: Missiles to destroy your own or enemy statgun. Note that the statgun has to be targettable from the sky. If placed inside a bunker, the statgun cannot be destroyed.

Fixed:
Stay put --> Don't move
Radioman's tap messages can now automatically be heard by all your teammates.

Enjoy.

Offline Laser Guy

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Re: Tactical Trenchwar!
« Reply #117 on: November 21, 2007, 02:49:30 pm »
yay, finally all can hear the word :D
Text goes here...

Offline BombSki

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Re: Tactical Trenchwar!
« Reply #118 on: November 21, 2007, 03:05:08 pm »
awesome new options :) gotta try that enemy sg strike hehe

Offline spkka

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Re: Tactical Trenchwar!
« Reply #119 on: November 27, 2007, 09:50:26 am »
Added some more maps to the mapslist , they don't all work tho. Im not sure what causes this.
ttw_BattleField
ttw_Marsh
ttw_Verdun
ttw_tower
ttw_Rime

Those didn't work are removed again. Hope we can play them in the next soldat version!
Any others we might need to add?