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Everything posted by Spiller
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December 02, '20 Changes on base [11] Old Haiti: Added obstacles to prevent straightaway M4 spamfest. Reworked the third plant site. (Image)
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Yep, agreed. We plan to fix all these problems asap. For the said base, I had similar suggestions.
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PS: KD whoring strictly disallowed on this topic.
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November 30, '20 [VU]Roystang has been accepted as admin associate.
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Accepted. Welcome onboard!
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This was already implemented a few days ago in the SqMod rewrite.
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Added Time deduction on every successful defuse
Spiller replied to MasterOz's topic in Feedback & Suggestions
Yep totally agreed, that attackers have a higher win ratio (considering from all the data we have). And to solve that, on every unsuccessful attempt of planting the bomb, there's a 20 seconds deduction from the (main) round timer unless there's less than 1 minute remaining. Since you posted these suggestions, I'd like to inform everyone that Attackers are going to be nerfed in the upcoming updates. Attackers will only get that 10XP if they make it past 5 seconds while planting, defenders will also gain 10XP if they make it past it 5 seconds. For bonus nerf, planter will ALWAYS blow hi -
1 round, and it doesn't ends when CP is bombed - Suggestion
Spiller replied to MasterOz's topic in Feedback & Suggestions
This idea is more like the "Powerplay" idea I had before for tiebreaker event matches where both teams attack simultaneously. I'll see to that, but surely it can not be implemented in casual matches and I think that's why you requested closing of this topic. About sites being unfair to attackers or defenders, we plan to solve that before the release of SqMod version. Nevertheless, closed. -
Suggestion has been implemented in SqMod rewrite, A screwdriver has been representing defusal kit, it's given to defenders at spawn. Follows the same animation procedure as detonator. Moreover, it can be hidden just like detonator. Thank you!
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Added something related to this in upcoming SqMod rewrite. Indicator on round time will light up if you have detonator equipped. You can hide the detonator using H key (and to bring it back). It will indicate that you have hidden your detonator.
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yep that would solve the problem. I liked Gohan's idea of screwdriver, and then we can just give the screwdriver when the player is starting to defuse, everything else remains same as detonator.
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Well first of all, calm down both of you. No need to drag irrelevant stuff here. Also, sorry for the delay, we had a similar case in RTV and we were trying to dig it up. This is a bug that rarely happens when the shooter is not in victim's FOV. It took us a lot of time to dig both POV of that case but here it is: A few bullets synced on Russell's screen and rest did not while tarko was shooting the car all the time. (notice Russell reversing the car and there are no bullets shot but tarko is shooting continuously). I tried reproducing it myself and I suc
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The person above you is arrested, What do you think they did?
Spiller replied to Aegon's topic in Forum Games
Annoyed Omarosh. -
Hey @cool3, thank you for waiting After a thorough discussion, the staff has majorly casted inconclusive votes because we don't feel that you meet the activity criteria. As I said earlier, we have no doubts on your potential and experience. With no disrespect, we are looking for staff members who can actively contribute to the server. Thank you for applying.
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Denied Analizator, [KFt]Burak, WhyHako - Spawn Killing.
Spiller replied to Pavonis's topic in Resolved Reports
Hi Pavonis! I certainly believe that you could have escaped from the spawn easily as no explosive weapons, molotov or chainsaw were used. Spawn protection was decreased from 3 seconds to 2 seconds because of late beta suggestions from several players but now I feel the need for it be increased again. However, the report has been denied with minimal warning for players to discourage camping at enemy spawn. -
Hi Gohan, thank you for reporting the bug. Yes, as ELK said, its fixed on the SqMod version. But since it can be problematic, I made changes to current script also. The bug should no longer be producible. About the checkpoint 3D model, it's height will be fixed soon.
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Well we had this discussion between staff earlier, that we should implement a tiebreaker for casual matches also (yes, the Tiebreaker will be hardcored for Clan Wars / Events). We discussed about suggestions #1, #2 and another powerplay suggestion, but after long discussions, it was decided that the tiebreakers are only good for events and as Lederhos said, useless for casual matches as it might disturb the regular gameplay. However, now that you have opened a public suggestion, everyone is free to cast their opinion about the said suggestions or add anything new. We'll for sure cons
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November 04, '20 [DU]VCPR_850 has been accepted as admin associate.
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Acknowledged. We'll be waiting for you.