CROdator

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Posts posted by CROdator


  1. 36 minutes ago, Rem-Chan said:

    went an entire game aimwalking

    On 3/8/2020 at 9:25 AM, leiizko said:

    Rapidly moving left and right or moving while ADSing will count as camping due to greatly reduced speed

    Yup that's what he said, its considered camping

    36 minutes ago, Rem-Chan said:

    I always seem to be stuck around 34-67% most game

    Me too, buddy


  2. I don't understand if this is on purpose, but noticed that this:

    On 3/8/2020 at 9:25 AM, leiizko said:

    (you move a bit more than 6 seconds and you can camp for 10 seconds)

    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


  3. 1 minute ago, VanZy said:

    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).

    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.


  4. -Anticamp dmg should maybe be refiled just a small bit faster, rn it takes a lot of running to fill it back up.
    -If its not too much hussle, it would be nice to see killers damage modifier on killcam. If it would not break gameplay.

    Unrelated to anticamp system, someone asked to change the server map rotation, could you just re-arange the order of the maps?

    A lot of things to do, thank you for your time @leiizko.


  5. 16 hours ago, leiizko said:

    To disable forced fov simply type "$fovoff". I've just tested it and it works just fine (it does reset cg_fovscale to 1 fyi), you type it once and you are free to change cg_fov cvar to whatever you like. Server will not force higher fov unless you type "$fov" again. 

    It resets to 1.25 every time you die, or spectate or whatever. Then you can't change it back to 1

    but have to use $fov to cycle it back to 1.0 and then use $fovoff again.


  6. Now, I hear a lot of complains about something wrong with hit reg, can someone tell me what is that about?

    Some people suggested that it's because of the servers FOV locking "feature"..
    So now I'm asking here who else has issues with any of these issues and should we do something about it.

    I've hated this "fov" command from ever since it was implemented by leiizko I think.
    Recently I saw that there is an "fovoff" command to turn it off, but it doesn't really work.

    My choice would be to just delete this thing if it's messing with multiple things,
    and it's making everything complicated.

    People usually like to make their own choices on field of view and scale of it,
    depending on monitor and resolution and such. And usually its not so complicated..
    -For example you would usually use /cg_fov 80 for field of vision of 80 degrees or
    use /cg_fovscale 1 for scale of 1 so it doesn't look like you are on mushrooms.

    But here you cant change cg_fov because its locked to 80, unless you use "fovoff",
    so you want to turn it off, but here's the thing..
    You see, to be able to turn that feature off you need to
    -set your fov and fovscale outside of server,
    -then connect and hope it doesn't change, then you realize it did change to "default" as it does every time,
    -use "fov" command three times to switch fovscale to 1.0, which makes no sense as its fov command and not fovscale command..,
    -then use "fovoff" command to turn the darn thing off
    -and then use "cg_fov" command to switch to desired fov.
    -and then you realize... it is still not as you want because fovscale is set to 1.25 when you use "fovoff" command.. and better yet, its locked to that value..
    So basically you did a lot just to notice that you didn't do nothing, and can't do nothing about it.

    And then you remember that, without the "fov" server command everything would work as it should, without the locks and complications.


  7. -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.


  8. Oh yeah we actually do have Promod server.. why isn't it listed on forum server list tho?

    Btw i'm not entirely sure if it is actually promod on it, and its wrong gamemode somehow.. it can be vote changed