VanZy

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  1. Thanks
    VanZy got a reaction from TinkerBell in Report for BASSEL   
    Banned.
    Thank You.
  2. Thanks
    VanZy reacted to TinkerBell in Report for BASSEL   
    Players' name:
    BASSEL Players' PlayerID:
    2310346615066572925 Server:
    Hardcore HighXP Proof:
    Please describe what happened:
  3. Like
    VanZy reacted to KMB in HC HighXP server update   
    All these gameplay updates aside, is there anyway we can get a new map rotation? These maps are getting quite old and a lot of players are asking for new maps, as admins we can change the maps ourselves but the players cant without having half the players voting yes and when it's full of 36 people, it's very difficult to actually get the map to change.

    There is quite a few maps where it is literally impossible to get out of the spawn trap , e.g. Vacant, chinatown ,crash  i actually switch to spectator during these maps(most of the time) due to not being able to get out. I'm not an inexperienced player either and even for me its extremely difficult when the spawns are being hard locked by campers and grenades. Or maybe a function that is able to be put in that gives the team that cannot move from spawn a chance to actually get out.
     
  4. Like
    VanZy reacted to CROdator in HC HighXP server update   
    I don't understand if this is on purpose, but noticed that this:
    is a lie xd
    timer doesn't reset to 10 seconds.
     
    Lets say you camp for 10 seconds and move 8 seconds and stop, you will have only 2 seconds until the damage says 67% again.
    Then you have to walk for ar least 3 seconds to get 100% for just 1 second until it gets back to 64%.

    In short you have to run almost as many seconds as you were camping for it to return to 100% and to be able to stay in place for 10 seconds,
    if you move less than that you will have less time with full damage.

    I mean it's effective, everyone needs to move at all times, hah
  5. Like
    VanZy reacted to ProXicT in HC HighXP server update   
    Ok, tested quite a lot today and the hitreg is... meh. Sometimes a player stands right in front of me, I put a bullet through his head but it doesn't register.
    And I totally have to agree with @CROdator that the lower the ping, the worse. When I play against someone with a ping around 20ms, I can barely hit him. When it's someone with ping above 100ms, I can hit him without any problem. I've also tried different `cl_packetdup` values ranging from 1 to 3 and sometimes 1 felt a bit "faster" if you will.
    And what's most surprising to me is that AKu is more accurate than AK. For me, AK is barely usable here.

    And for God's sake, remove the M21!  
  6. Like
    VanZy got a reaction from ProXicT in HC HighXP server update   
    Tested a little, this is a good idea, it became even more convenient to play. It even seemed that the perfect balance (maybe it is). As for the hitreg, it seems to have become much better, but I can’t give a definite answer (my ping and FPS do not give me the opportunity to fully assess this problem).
  7. Like
    VanZy reacted to CROdator in HC HighXP server update   
    that reminded me, I've heard that mostly people with ping lower than 60 have issues with hitreg, same when trying to hit someone that has ping low enough.
    Which I find weird but it seems true.
  8. Like
    VanZy reacted to KMB in TheRealSniper--_-- Wallhack   
    I did ask for the Demo provided and i personally thought he was using something such as No recoil&Wallhack, i even got a second opinion and they thought the same aswell, i didn't ban ban due to head admins being more experienced then i am and maybe they would choose a better decision other then i did.

    However due to him not being banned, i will personally take it upon myself to keep an eye on this player!
     
    I am happy to recieve any demo's or evidence regarding this matter
  9. Like
    VanZy reacted to Rem-Chan in HC HighXP server update   
    I would like to make a suggestion to tone down nade spam and generally balance nades alltogether.
     
    Have grenades deal a lower amount of damage when the player spawns. Not enough to 1 hit a player at full health, and over time (30 seconds - 1minute times can be adjusted of course) slowly have the damage increase back up to full. Either immediately after the time limit is up or progressively increasing. The damage resets back to minimum after you die, and each time you respawn you have to wait the time limit for the grenade to do max damage again. This won't restrict you from throwing the grenade as soon as you spawn, but if you do it won't do much damage. Its a risk / reward system. 
     
    Another idea would be to tie the acquisition of a grenade and the damage it can do based off kills, like a kill streak. You won't spawn with a grenade, 1 kill gives you 1 but it doesn't do much damage untill you get 2 or 3 kills. Or just make it entirely a kill streak and scrap the increasing damage model. Grenades do not carry over between deaths. Obtaining one and dying means you lose it. 
     
    The first option would probably take more time getting players to adjust to how the damage system works, its generally based around grenade balance more so then fixing nade spam, although I'm sure once players figure out how it works nade spam will decrease a bit. Second option could be both grenade balance and fixing nade spam, or just fixing nade spam. 
  10. Like
    VanZy reacted to leiizko in HC HighXP server update   
    Anticamp update attempt 2
     
    Ditching the complex math behind it and keeping it simple this time.
     
    Player health is now 30 again, wallbang damage does 67% damage. 
    Anti camp has 3 levels: 100%, 67% and 34%. Semi auto sniper rifles start at 67% damage. On average everytime you go down a level, you will need 1 more shot to kill a player.
    To drop a level you must be camping for 10 seconds per level. (10 seconds camp - 67%, 20 second camp - 34%). This timer will recharge 1.6s per every 1 real second you keep moving (you move a bit more than 6 seconds and you can camp for 10 seconds). The timer is invisible, you can only see your current damage.
     
    What counts as not camping: As long as you walk in a straight line you will not trigger the anti camp. Rapidly moving left and right or moving while ADSing will count as camping due to greatly reduced speed, however you can normaly crouch walk or even moving while prone will not trigger the anti camp. In a nutshell - if you are not ADSing and holding the W key down, it will not count as camping.
     
    Also curious if hitreg got a bit better.
     
     
  11. Like
    VanZy reacted to leiizko in HC HighXP server update   
    Quick update:
    HP has gone down to 45. I think this should be enough to keep deagle 1 shot at longer ranges (close range deagle does 50 damage) and ARs at 2 shots (most ARs do 40 damage).
    RPGs are no more!
     
    On the subject of hitreg, did you notice hitreg being worse after this update (initial anticamp update) or was it pretty much the same before?
  12. Like
    VanZy got a reaction from CROdator in HC HighXP server update   
    I agree and support @Milad.
    But to be honest, not every player playing the role of a sniper is able to storm an enemy respawn. Snipers should essentially sit back in the distance, but I think need to reduce damage after ~45 (or more) seconds not moving. This gives a slight advantage over other classes, but is also prone to nerf.
  13. Like
    VanZy reacted to CROdator in HC HighXP server update   
    -Maybe we could set the snipers to have same thing but with longer delay, so they can stay put but not for too long.
    Or as @Milad noted, some snipers are not so problematic.. so lower their dmg a bit or include semi-auto snipers to the anti camp.

    -Also we could increase wallbang damage to 50%, some weapons barely do anything through walls now.
    Some walls are easily penetrated, like in the killhouse map, there is no helping that map, hah.

    And I noticed that the percentage of damage sometimes starts at the value which was active when you died, don't know if it' is a visual or something else.
  14. Like
    VanZy reacted to Milad in HC HighXP server update   
    The thing is in our servers you shouldn't consider m21 a sniper!! It actually is an assault with a scope and a low recoil...
    it is really hard to kill some of these m21 campers in some specific locations (not in every map of course), especially now that you can't wallbang them either. so what to do?! one option is to make it hard for them to kill (like reduced damage to 30% so 4shots of m21 is needed for one kill)
  15. Like
    VanZy reacted to CROdator in HC HighXP server update   
    Snipers are a bit problematic in cod.. snipers are rarely in front lines hah
    so how to balance something that's not supposed to be there.
  16. Like
    VanZy got a reaction from ProXicT in HC HighXP server update   
    Useful update. I did not notice any special losses, everything suits me, BUT it seems to me that the damage through the walls should have been left somewhere by 30-35%, because in some places it looks like a too strong nerf. Of course, I am against spamming through walls, but for some maps this is a useful feature. Since there are many little things that interfere to hit the target. Well IDK. 
    What do you think?
    Good job @leiizko 
  17. Like
    VanZy reacted to ProXicT in HC HighXP server update   
    Thank you very much for this update, @leiizko, it's a noticeable change!
    I have a few notes based on a few gameplays.
    I would definitely apply the same rules to snipers, however, with a different rate. And maybe even based on if the scope is a bolt action (M40, R700), or semi-automatic (M21, SVD, Barret) rifle. The DMG status should be reflected in the killcam. Now when someone kills me with apparently lower DMG, I can still see my DMG status. The wallbang damage got decreased way too much, I think. If you see a player running behind a fence made of sheet metal, it should be penetrable easily. Unfortunately, I don't think it's possible in CoD4 to differentiate between individual object entities and set the penetrability respectively. And even if it was doable, it would be so much hassle to go through all the objects. And during normal gameplay, wallbangs are inherently not the issue anyway, the problem is when campers start abusing them by shooting through one wall for the duration of one map (which should get mitigated by the anticamp feature anyway ). So, if at all, I would decrease the wallbang damage a bit less. Regarding the grenade spam situation - which can get pretty atrocious in a higher player count - it would be nice if the grenades were gained only by running a certain distance. For example, after running 500m, you'd get a grenade. This, I believe, would improve the gameplay significantly, as there are many players who throw random grenades right after they spawn, making the battle look more like a minefield. As it was already noted, I would also try doing something with the RPGs, either remove them from the mod altogether or at least reduce the number of RPGs; It's like with grenades, many players just tend to spam them into random places. Other than that, great job, @leiizko and thank you again
  18. Like
    VanZy got a reaction from ProXicT in HC HighXP server update   
    Useful update. I did not notice any special losses, everything suits me, BUT it seems to me that the damage through the walls should have been left somewhere by 30-35%, because in some places it looks like a too strong nerf. Of course, I am against spamming through walls, but for some maps this is a useful feature. Since there are many little things that interfere to hit the target. Well IDK. 
    What do you think?
    Good job @leiizko 
  19. Like
    VanZy got a reaction from ProXicT in HC HighXP server update   
    Useful update. I did not notice any special losses, everything suits me, BUT it seems to me that the damage through the walls should have been left somewhere by 30-35%, because in some places it looks like a too strong nerf. Of course, I am against spamming through walls, but for some maps this is a useful feature. Since there are many little things that interfere to hit the target. Well IDK. 
    What do you think?
    Good job @leiizko 
  20. Like
    VanZy reacted to leiizko in HC HighXP server update   
    Due to it being highly requested anti camp system has been added to the server. Rest of the updates will come in a patch at a later date.
     
    How it works: 
    You will see a DMG % number in bottom right side of your screen. Your shots do the shown % of base weapon damage. Moving will keep this % at 100. Minimum damage is 33%, snipers keep their full damage (subject to change).
     
    Additionally wallbangs now only deal 25% of base damage and are also affected by the anti camp damage modifier. Lastly player HP has been increased to 50, so a lot of weapons will no longer insta kill.
     
    The system is still in experimental phase and might require some tweaking to get the balance right.
     
    TL;DR:
    Anti camp added, if you camp you do less damage,
    Wallbangs do 75% less damage,
    Player HP increased from 30 to 50.
  21. Like
    VanZy got a reaction from ProXicT in TheCommunist's Ban Appeal   
    You buried yourself. It was definitely impossible to hear the sound of footsteps. But you started talking about sounds because you didn’t find a suitable argument and deceived without thinking. It follows that you have something to hide. Purely my opinion.
  22. Like
    VanZy reacted to Kenai in Keeeevin's Ban Appeal   
    Probably because the screenshots never caught you, Wonder why someone would cheat when they want to be an Admin... Sounds weird.
     
    Guess you got mad playing against me and thought I was cheating so you activated yours? xD
  23. Like
    VanZy got a reaction from KMB in Report for NINJA   
    Banned. Thx for report!
  24. Like
    VanZy got a reaction from KMB in Report for Ustasa   
    Banned. Thx for report!
  25. Like
    VanZy got a reaction from KMB in Report for Like_A_Boss   
    Banned. Thx for report!