2022-03-18
MoonBot
CTF maps during regular rotation are now automatically shortened to 20min.
Why do we shorten CTF to 20 minutes? (asking for a friend.)
Posted 19 May 2022 - 04:11 PM
2022-03-18
MoonBot
CTF maps during regular rotation are now automatically shortened to 20min.
Why do we shorten CTF to 20 minutes? (asking for a friend.)
Posted 19 May 2022 - 04:25 PM
Nice to see aberdeen in the rotation. Fun Tank map.
How about some Jeeps® for both sides in order to race to the flags? Maybe a couple of spawnable APC's back at the mains?
On CTF maps:
The little cars, can we tweak them so that when you are shooting them with an MG or a tank they take damage?
Frustrating as heck to hit one dead on with a tank and it has no effect.
On Caen with the Jeeps® and MCs, you stand a chance shooting at someone close up with a thompson or an mp44, but with the cars on other maps, there's no effect unless you're using a bazooka.
For Stalingrad and the tracks damaging vehicles, I'm trying to find the mods I used back in the day to lessen that, but haven't been able to find them in my backups -yet.
Posted 23 May 2022 - 08:22 PM
Tobruk would make a decent CTF map. Should be a bit like Bocage.
Turbo speed Jeeps®, (not the flying cars pls.)
Maybe Spawner APCs like on Caen.
Posted 23 May 2022 - 09:14 PM
Nice to see aberdeen in the rotation. Fun Tank map.
How about some Jeeps® for both sides in order to race to the flags? Maybe a couple of spawnable APC's back at the mains?
On CTF maps:
The little cars, can we tweak them so that when you are shooting them with an MG or a tank they take damage?
Frustrating as heck to hit one dead on with a tank and it has no effect.
On Caen with the Jeeps® and MCs, you stand a chance shooting at someone close up with a thompson or an mp44, but with the cars on other maps, there's no effect unless you're using a bazooka.
For Stalingrad and the tracks damaging vehicles, I'm trying to find the mods I used back in the day to lessen that, but haven't been able to find them in my backups -yet.
For turbo jeeps, you need to aim far ahead. The hitboxes are weird, but not gone.
Posted 25 May 2022 - 07:38 PM
Nice to see aberdeen in the rotation. Fun Tank map.
How about some Jeeps® for both sides in order to race to the flags? Maybe a couple of spawnable APC's back at the mains?
On CTF maps:
The little cars, can we tweak them so that when you are shooting them with an MG or a tank they take damage?
Frustrating as heck to hit one dead on with a tank and it has no effect.
On Caen with the Jeeps® and MCs, you stand a chance shooting at someone close up with a thompson or an mp44, but with the cars on other maps, there's no effect unless you're using a bazooka.
For Stalingrad and the tracks damaging vehicles, I'm trying to find the mods I used back in the day to lessen that, but haven't been able to find them in my backups -yet.
For turbo jeeps, you need to aim far ahead. The hitboxes are weird, but not gone.
You are referring to having to aim ahead when they are moving - right? As in laws of trajectory/velocity?
I was mostly referring to the 'invincibility' of the Kurogane Type 95 'flying' green coupes.
What I was trying to bring up is when they are stationary, like when a player is going for the flag and has just jumped out.
They can take a direct hit from a tank and not even start to smoke. It's like the tank round passes through the model.
Players on foot using a bazooka can nail them.
And their speed/acceleration is immediate and the same whether forward or reverse.
Then once they are airborne, it's up to the pilots or a lucky AA shot.
Posted 25 May 2022 - 10:21 PM
Nice to see aberdeen in the rotation. Fun Tank map.
How about some Jeeps® for both sides in order to race to the flags? Maybe a couple of spawnable APC's back at the mains?
On CTF maps:
The little cars, can we tweak them so that when you are shooting them with an MG or a tank they take damage?
Frustrating as heck to hit one dead on with a tank and it has no effect.
On Caen with the Jeeps® and MCs, you stand a chance shooting at someone close up with a thompson or an mp44, but with the cars on other maps, there's no effect unless you're using a bazooka.
For Stalingrad and the tracks damaging vehicles, I'm trying to find the mods I used back in the day to lessen that, but haven't been able to find them in my backups -yet.
For turbo jeeps, you need to aim far ahead. The hitboxes are weird, but not gone.
You are referring to having to aim ahead when they are moving - right? As in laws of trajectory/velocity?
I was mostly referring to the 'invincibility' of the Kurogane Type 95 'flying' green coupes.
What I was trying to bring up is when they are stationary, like when a player is going for the flag and has just jumped out.
They can take a direct hit from a tank and not even start to smoke. It's like the tank round passes through the model.
Players on foot using a bazooka can nail them.
And their speed/acceleration is immediate and the same whether forward or reverse.
Then once they are airborne, it's up to the pilots or a lucky AA shot.
Most likely a result of the poor hit registration this game has. It happens in many other places too, but moving targets and projectiles can interact in weird ways that don't make sense.
Posted 26 June 2022 - 08:54 PM
Why was the AA on Market Garden at D5 removed? It was critical to stop planes from murdering all tanks especially if there was a lack of good pilots. Also can we add grenades back to the windmill at Bocage? Tanks get 25-30 ground, planes get 20 bombs, b17 get so many bombs, why only 3 nades for medic in the one place he can stay safe from planes? The windmill is not even a critical place to take.
Posted 26 June 2022 - 09:10 PM
Why was the AA on Market Garden at D5 removed? It was critical to stop planes from murdering all tanks especially if there was a lack of good pilots. Also can we add grenades back to the windmill at Bocage? Tanks get 25-30 ground, planes get 20 bombs, b17 get so many bombs, why only 3 nades for medic in the one place he can stay safe from planes? The windmill is not even a critical place to take.
The AAs in D5 on MG have not been touched...Axis base has 2 or 3 guns there right by the bridge. Allied side has none.
Grenade reloading is disabled at the windmill on Bocage because players would camp there and grenade spam. Sucks but a few players ruin it for everyone else
Posted 01 August 2022 - 04:15 PM
I am able to kill nade spammers with use of tactics or I just avoid the mill. Now medic, assault, sniper cannot kill tanks. It does not make sense for tanks to get 25-30 "nade" shells, but other units 3 nade limit no reload? Let's remove the limit and the admins can enforce the rule if there is abuse. Planes bomb spam, tanks shell spam, etc. I believe there is a 25 kill limit on planes as a result.
Also on Battle of the Bulge can we move the ammo crate so it's behind the windmill instead of in the line of fire.
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