Rem-Chan

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  1. Like
    Rem-Chan reacted to KMB in HC HighXP server update   
    After playing for a good few days, i feel the anti-camp is not working very well, i'm still getting one shotted by m21's sitting in the same place every game on a regular basis and they are avoiding the anti camp DMG system by simply using stopping power which i tried myself , i was very rarely getting hitmarkers.

    Also i think stuns need to be removed as by the time you actually can move or see when you get stunned your DMG is at 64 unless you constantly move but then you're at an even more disadvantage which i don't think should be the case.
  2. Like
    Rem-Chan 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.
     
  3. Like
    Rem-Chan reacted to ProXicT in HC HighXP server update   
    I totally agree about the map rotation! Some of the maps are really atrocious in TDM. For example, Ambush, Chinatown, Vacant... They are just way too unbalanced. Crash is fine in my opinion because it's balanced. Yes, there is a lot of campers on either side, but there is always a way to get out of the spawn and it's a well-balanced map.
    It would be nice to have some custom maps, too... For example, mp_marketcentre is a nice map IMHO. Or some maps from CoD MWII such as mp_favela, mp_highrise, mp_terminal, mp_scrap... It would bring something new to the server.
  4. Like
    Rem-Chan 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!  
  5. Like
    Rem-Chan got a reaction from ProXicT 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. 
  6. Like
    Rem-Chan got a reaction from ProXicT 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. 
  7. Thanks
    Rem-Chan reacted to ProXicT in HC HighXP server update   
    I would say the wallbang damage should be set back to what it was prior to this update. The walls being penetrable wasn't the root cause of the problem anyway. The problem is campers who just hold one spot that is hard to reach from the opposing team. Yes, on crash this very spot is also easily penetrable through a wall, but that's just in this particular case.

    And after many other gameplays, I think it's safe to say that the anti-camp feature should really be applied to sniper class, too, regardless of the weapon of choice. Since this update, so many players started using various sniper rifles, mainly M21, SVD and Barret. So half of the server consists of snipers now.

    Also, increasing the players' health resulted in people asking if this is still an HC server. Deagle isn't one shot one kill anymore, even with higher impact. And even though the health got increased, some weapons, such as M21, are still OP. So I would go the other way around, that is decreasing the damage of the problematic weapons.

    Nevertheless, it feels like we're getting into an XY problem here. And I think we should really focus on solving X, rather than trying to figure out ways to solve Y which is actually a problem caused by X.
    In other words, the problem was that on this server there are too many notorious campers. This problem is now being mitigated by lowering weapon damage in case the player doesn't move for a certain period of time. And although it could still use some polishing, I think it's this that we should focus on. After this issue is addressed, we can think about the other problems we've talked about, such as the problem with grenade and RPG spamming.
  8. Like
    Rem-Chan got a reaction from CROdator in HC HighXP server update   
    My thoughts and ideas.
     
    Love the anti camp idea, but some things should be changed. Firstly I feel the time it takes to get back up to full damage is too slow, maybe increase it 25%ish? 
     
    Secondly the the time it takes after starting to move for the damage to start increasing needs to be change as well, but also how much you need to move or how far you need to move needs to be increased too. This way you can't simply just ad back and forth behind cover without losing damage essentially its  still camping, just slightly moving back and forth though. Hope that makes sense.
     
    Snipers. Bolts and barret need to always be 1 shot kill to stomach chest and head, But should be 2 shot kill from wallbangs. Other semis need to be 2-3 shot kill and 3 shot + to wallbangs. The timings for for far you have to move and how fast damage increases and decreases needs to be tweaked too. Bolts and barret should be allowed to stand still longer to take shots and semis need to be less so. Watching angles with a bolt compared to a semi has its drawbacks because of rate of fire. Its a risk / reward thing. 
     
    Deagle is not 1 shot kill (when posting this message) at 100% damage and should be. 2-3 shots for wallbangs. Keep damage multiplyers the same just tweak the damage to meet this. If possible.
     
    Assult riles (all fully automatic) should be at least a 2 shot kill minimum. 3-4 maybe at super long range etc. G3 and G21 can be 1 shot, or maybe just 1 head shot 2 body as well. Numbers can be changed and played with. They should lose damage while standing still a bit slower then semi auto snipers and smgs. They are mid to long range weapons. 
     
    SMGs should get a tiny damage boost, ak-74u takes soo many shots at range sometimes they feel a bit worthless, up close its fine. Same for uzi, p90, and mp5. Time it takes them to loose damage standing still should be the fastest and time to regain the slowest of the gun classes. They are run and gun guns, move with them. 
     
     
     
    Don't really care about shotguns or other pistols do with them what you want.
     
    EDIT: So it seems that when crouch walking, damage will not go up, it continues to go down even while moving. Normal walking it just slightly increases. This is not good. Crouch walking should increase damage and normal walking damage increase is just simply to slow. Aim crouch walking is even worse, and normal aim walking is just worse then normal walking. Aim walking and normal walking/ crouching should both increase at the same rate imo. I also experienced some bad hit reg today while testing this but didn't record it sadly. Whole deagle mag, and half an ak mag into someone and it did NOTHING. Guy turns around and insta kills me. Will be playing with Lagometer on for now on and watching out for these as this is infuriating when it happens and hopefully can be fixed or lessened. 
     
    Also Nade spam, please for the love of god do something, anything about this, either remove them and only allow stuns and flashes, or have them on a universal timer after the first is thrown, maybe every 1-2 mins you get one? But something needs to be done. Maybe even drop the damage so that they cant 1 hit kill you unless you are already damaged. Take Csgos grenades for example. 
     
    Also also, just remove Rpg. Seriously who uses that as a main weapon? Why? Why!??
     
    Edit again: After playing a couple matches, it seems like this has not really effected campers at all. At least from what I can tell. Everyone still posts up in their spots and sits there the entire game. Sure the damage reduction has helped somewhat (very marginally), but with such low health anyways, and me always worrying about how much damage I am able to do now constantly watching that meter, always trying to keep moving, I cant aim walk around corners anymore without fearing I wont do any damage to an enemy I cant even fucking see before getting shot at. Semi snipers REALLY need a fucking nerf excuse my language but it is still INFURIATING dying to them while they STILL sit in the same fucking spots hiding away at the back of the map watching the most bullshit angles and I can't fucking do shit about it because I either die before getting close enough, or die to them. Sure, get good, I know, I'm not a bad player by any means so I wont take that as any constructive criticism. This has nothing to do with me or the way I play. 
     
    One more thing, please remove the annoying ass reload cancel fix please it has gotten me killed so many times.
    Link to video testing walking and damage increase - 
     
  9. Like
    Rem-Chan got a reaction from CROdator in HC HighXP server update   
    My thoughts and ideas.
     
    Love the anti camp idea, but some things should be changed. Firstly I feel the time it takes to get back up to full damage is too slow, maybe increase it 25%ish? 
     
    Secondly the the time it takes after starting to move for the damage to start increasing needs to be change as well, but also how much you need to move or how far you need to move needs to be increased too. This way you can't simply just ad back and forth behind cover without losing damage essentially its  still camping, just slightly moving back and forth though. Hope that makes sense.
     
    Snipers. Bolts and barret need to always be 1 shot kill to stomach chest and head, But should be 2 shot kill from wallbangs. Other semis need to be 2-3 shot kill and 3 shot + to wallbangs. The timings for for far you have to move and how fast damage increases and decreases needs to be tweaked too. Bolts and barret should be allowed to stand still longer to take shots and semis need to be less so. Watching angles with a bolt compared to a semi has its drawbacks because of rate of fire. Its a risk / reward thing. 
     
    Deagle is not 1 shot kill (when posting this message) at 100% damage and should be. 2-3 shots for wallbangs. Keep damage multiplyers the same just tweak the damage to meet this. If possible.
     
    Assult riles (all fully automatic) should be at least a 2 shot kill minimum. 3-4 maybe at super long range etc. G3 and G21 can be 1 shot, or maybe just 1 head shot 2 body as well. Numbers can be changed and played with. They should lose damage while standing still a bit slower then semi auto snipers and smgs. They are mid to long range weapons. 
     
    SMGs should get a tiny damage boost, ak-74u takes soo many shots at range sometimes they feel a bit worthless, up close its fine. Same for uzi, p90, and mp5. Time it takes them to loose damage standing still should be the fastest and time to regain the slowest of the gun classes. They are run and gun guns, move with them. 
     
     
     
    Don't really care about shotguns or other pistols do with them what you want.
     
    EDIT: So it seems that when crouch walking, damage will not go up, it continues to go down even while moving. Normal walking it just slightly increases. This is not good. Crouch walking should increase damage and normal walking damage increase is just simply to slow. Aim crouch walking is even worse, and normal aim walking is just worse then normal walking. Aim walking and normal walking/ crouching should both increase at the same rate imo. I also experienced some bad hit reg today while testing this but didn't record it sadly. Whole deagle mag, and half an ak mag into someone and it did NOTHING. Guy turns around and insta kills me. Will be playing with Lagometer on for now on and watching out for these as this is infuriating when it happens and hopefully can be fixed or lessened. 
     
    Also Nade spam, please for the love of god do something, anything about this, either remove them and only allow stuns and flashes, or have them on a universal timer after the first is thrown, maybe every 1-2 mins you get one? But something needs to be done. Maybe even drop the damage so that they cant 1 hit kill you unless you are already damaged. Take Csgos grenades for example. 
     
    Also also, just remove Rpg. Seriously who uses that as a main weapon? Why? Why!??
     
    Edit again: After playing a couple matches, it seems like this has not really effected campers at all. At least from what I can tell. Everyone still posts up in their spots and sits there the entire game. Sure the damage reduction has helped somewhat (very marginally), but with such low health anyways, and me always worrying about how much damage I am able to do now constantly watching that meter, always trying to keep moving, I cant aim walk around corners anymore without fearing I wont do any damage to an enemy I cant even fucking see before getting shot at. Semi snipers REALLY need a fucking nerf excuse my language but it is still INFURIATING dying to them while they STILL sit in the same fucking spots hiding away at the back of the map watching the most bullshit angles and I can't fucking do shit about it because I either die before getting close enough, or die to them. Sure, get good, I know, I'm not a bad player by any means so I wont take that as any constructive criticism. This has nothing to do with me or the way I play. 
     
    One more thing, please remove the annoying ass reload cancel fix please it has gotten me killed so many times.
    Link to video testing walking and damage increase - 
     
  10. Like
    Rem-Chan 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.
  11. Like
    Rem-Chan reacted to leiizko in TheCommunist's Ban Appeal   
    I suggest you learn some manners. 
     
    Any legitimate discussion flew out of the window when you started insulting our admins.
     
    For that reason alone Ban stays and the topic is locked.
  12. Like
    Rem-Chan got a reaction from ProXicT in TheCommunist's Ban Appeal   
    You're absolutely using either wallhack, esp, No-Smoke, or are abusing the Nvidia ambient occlusion bug. There is no justification for the kills you got other then that. Stop acting like you're innocent here, you're not and you know it lmfao. Just stop. Anyone with any form of intelligence can see this you are not fooling anyone here.

     
  13. Like
    Rem-Chan reacted to Own3d in Report for blackhawk   
    Players' name:
    blackhawk Players' PlayerID:
    2310346613466918033 Server:
    Hardcore HighXP Proof:
    IMG_1553.mov Please describe what happened:
  14. Like
    Rem-Chan reacted to Kenai in Report for blackhawk   
    Dear @^2Own3d
     
    Thanks for your Report, The player has been banned under the new name of 'urmumgae' for aimbotting.
     
    -IceOps Staff
  15. Like
    Rem-Chan reacted to BeL1NgO in BeL1NgO's Ban Appeal   
    Nickname:
    [G4L]BeL1NgO Your PlayerID:
    2310346615047755601 Ban type:
    Permanent Ban reason:
    hacking What happened:
    I don't use hacking. It looks like this because I'm a good player who knows all the places and knows which place to look first and so on so as not to die( im play from 2010) . And according to the uav, I saw the enemies on the map. I know how to aim really well with the automatic sniper and also kill him through the wall because I take about the player's time after I see him when he goes to the wall.
  16. Like
    Rem-Chan reacted to Kenai in BeL1NgO's Ban Appeal   
    Dear @BeL1NgO thanks for your ban appeal, you're not banned on our servers- Seems @Rem-Chan edited their ban on you to only 1 minute you should be able to play now, However if you have any problems connecting don't be afraid to ask me or another Admin.
     
    -IceOps Staff
  17. Like
    Rem-Chan reacted to IJzzo in HC HighXP server update   
    Should appear in the list soon.
     
    My bad it was not running promod as it should be. I think I used it for something else long time ago and then forgot about it. But this is fixed now.
  18. Like
    Rem-Chan reacted to leiizko in HC HighXP server update   
    The camping issue: I've been thinking about a different kind of "anti-camp" system where the player would receive a damage penalty instead of killing him. So in a event he camps for too long, his damage will be reduced by some number, making wallbang kills very difficult. 
     
    Nade issue: If delay doesn't help we can always try giving nades to people as 1 kill streak reward instead. This should eliminate a lot of nade spam.
     
    The hardpoints: The shop that was described was already present on the server a while ago. People disliked it so we removed it. Right now it will work kind of like "select a class". You will have extra menu in which you will be able to set your hardpoint loadout. And since players will be limited to 3 hardpoints, we can let them keep previously earned, so no more wasting them.
     
    Second smaller TDM server does seem like a nice idea. Perhaps switching the softcore one with 12 slot HC one.
  19. Like
    Rem-Chan reacted to ^5E^2l^4-^0D^1o^7Dz^5iii in Report guess who's back :)   
    Sure Kenai..:) on the other hand mate dont unban them they r hackers haha..! but Wolfman is going to give me more few hints i will follow after so:). THQ
  20. Like
    Rem-Chan reacted to {AD}RedRose in Report for rip_chester <3   
    Milad, it is Roccat
  21. Like
    Rem-Chan got a reaction from T O M in Increased number of maps in rotation   
    I agree, new maps/rotation would be great.
  22. Like
    Rem-Chan reacted to IceOps_Bot in Report for ||. Allen. ||   
    Players' name:
    ||. Allen. ||
    Players' PlayerID:
    2310346616232862708
    Server:
    176.198.x.x:29664
    Please describe what happened: 

    Proof:
    VID_20190610_212720.mp4
  23. Like
    Rem-Chan reacted to CROdator in Report for ||. Allen. ||   
    found this on him -->  BANNED


  24. Like
    Rem-Chan reacted to Lady_G94 in Report for Trihard   
    was just checking. thanks guys
  25. Like
    Rem-Chan reacted to leiizko in Why banned me ?   
    We do not remove bans for cheating. 
     
    Ban Appeal Denied.