Welcome to Tactical Gamer

+ Reply to Thread
Page 2 of 3 FirstFirst 123 LastLast
Results 16 to 30 of 34
Discussion: Call of Duty Archives / Call of Duty 4 - General Discussion - New CoD4 Server rules - effective immediately! - I dont say they should, I just wrote down what my experience was after playing
  1. #16

    DeeJee.sl's Avatar

    Join Date
    Oct 2008
    Location
    Netherlands
    Age
    35
    Posts
    152

    Re: New CoD4 Server rules - effective immediately!

    I dont say they should, I just wrote down what my experience was after playing a few hours last night.
    I am not pointing fingers to bad SL's or bad planning or anything like that.
    Not saying the rules suck or what ever.
    Just trying to help by saying that things are different in the actual game then they are written down in the rules topic and signed by most of our players.

    to be honest I think the whole SL thing should be worked out more and be more of a standard then it is now.
    Most of the players get the fact the bomb carrier is the SL for the attacking round, but somehow on defence every one just flies off to their comfortable spots and the SL is no longer seen or heard from.
    The new rules are a nice change of things and good to make a uniform standard in the rule set on the different games.
    BUT they should only be changed after the not changing set of rules are completly clear and followed.
    By that I mean, the whole SL part of the rules should be a prime rule, after that works out nicely the new rules like these wont be such a problem.

    Again I am not breaking down rules or typing all this to make an argument, just trying to speak out my thoughts and how I think it might work out better and smoother.

  2.  
  3. #17



    P.Drona's Avatar

    Join Date
    Jun 2007
    Location
    Boston USA
    Posts
    3,495

    Re: New CoD4 Server rules - effective immediately!

    We had some very tense rounds last night and a lot of good action. I noticed that folks on defense were questioning their own as to their choice of positioning and there was a lot of defensive coordination. The attackers still managed to get some bombs planted.

    If all the maps were going 4-3, with all the round wins to the defense, I would be worried that things were out of balance too much in favor of the defenders but there were plenty of round wins for the attackers. To me that shows that it's really down to which team has the better coordination.

    Taking some thoughts from what's been posted here, plus some of my own, here are some things we can look at doing.

    1. Encourage all the non-TG regulars to register at the forum and read and sign the rules.

    2. Use the Tacticsforum for discussions of best practices.

    3. TS town meeting. - I prefer the forum in all honesty - does not require scheduling.

    4. Squad Leader training for interested individuals. - I'm working on TGU modules.

    5. Remove the smaller maps or change them to CTF or HQ - very successful on WaW. - Discuss.

    6. Move some sites/spawns around on a couple of maps. - Discuss.

    7. Implement the day/night cycle available in OWP 1.6. - in process - similar to WaW.

    8. Restrict Perks like claymores and bomb squad to Demo and SpecOps classes and limit planted clays to 4 per side.

    9. Reduce server 2 slots from 24 to 18, which would mean a max of 8 players per side plus 2 for the SM kick script to function.

    10. Implement Mumble for streamlined squad comms. Would require a high percentage of players actually using it for it to help.

    11. Reduce points awarded for kills and increase points awarded for planting and defusing. Increase the points taken away for TKs. Or...Remove scoring altogether and only show rounds won/lost.

    12. Add 2 minutes to the round timer. - Implemented.

    13. Weekly Captain's Matches were each side has a single SL for the whole match.

    14. Always have 2 bomb sites spawn. - Implemented as of this AM.

    15. Anyone with WaW that hasn't played on the SOGmod recently should give it a try and see how we play and coordinate.

    16. Revisit (again) some of the larger maps we no longer play.

    So, there's some stuff to mull over right there to helps us improve the game play. Please chime in.

    Possible CTF/HQ maps:

    Apesgorod
    Meanstreets2
    Old School
    Metro
    Fatal Morgana
    Docks

  4.  
  5. #18



    P.Drona's Avatar

    Join Date
    Jun 2007
    Location
    Boston USA
    Posts
    3,495

    Re: New CoD4 Server rules - effective immediately!

    Another thing for OWP 1.6 we can try is the Assassination game type. It's similar to VIP, where the attackers have to successfully get their VIP to the extraction zone. I'm working on 1.6 today and will add this mode to a couple of maps so we can test it out.

  6.  

     
  7. #19

    amu107.9's Avatar

    Join Date
    May 2006
    Location
    So close to Mexico I bathe in the Gulf and fish in the Rio Grande
    Age
    30
    Posts
    1,681

    Re: New CoD4 Server rules - effective immediately!

    Dude, some of the stuff that they have done in 1.6 are SOOooooo cool!

    attempt1 by Agapito_S, on Flickr

  8.  
  9. #20

    kin3's Avatar

    Join Date
    Jun 2005
    Location
    Mobile, Al
    Age
    65
    Posts
    1,890

    Re: New CoD4 Server rules - effective immediately!

    Quote Originally Posted by P.Drona View Post

    1. Encourage all the non-TG regulars to register at the forum and read and sign the rules.

    2. Use the Tacticsforum for discussions of best practices.

    3. TS town meeting. - I prefer the forum in all honesty - does not require scheduling.

    4. Squad Leader training for interested individuals. - I'm working on TGU modules.

    5. Remove the smaller maps or change them to CTF or HQ - very successful on WaW. - Discuss.

    6. Move some sites/spawns around on a couple of maps. - Discuss.

    7. Implement the day/night cycle available in OWP 1.6. - in process - similar to WaW.

    8. Restrict Perks like claymores and bomb squad to Demo and SpecOps classes and limit planted clays to 4 per side.

    9. Reduce server 2 slots from 24 to 18, which would mean a max of 8 players per side plus 2 for the SM kick script to function.

    10. Implement Mumble for streamlined squad comms. Would require a high percentage of players actually using it for it to help.

    11. Reduce points awarded for kills and increase points awarded for planting and defusing. Increase the points taken away for TKs. Or...Remove scoring altogether and only show rounds won/lost.

    12. Add 2 minutes to the round timer. - Implemented.

    13. Weekly Captain's Matches were each side has a single SL for the whole match.

    14. Always have 2 bomb sites spawn. - Implemented as of this AM.

    15. Anyone with WaW that hasn't played on the SOGmod recently should give it a try and see how we play and coordinate.

    16. Revisit (again) some of the larger maps we no longer play.

    So, there's some stuff to mull over right there to helps us improve the game play. Please chime in.

    Possible CTF/HQ maps:

    Apesgorod
    Meanstreets2
    Old School
    Metro
    Fatal Morgana
    Docks
    1. agree
    2. agree
    3. forum
    4. good
    5. yes remove the small maps
    6. agree...makes new maps out of old one
    7. yes it adds to the game and keeps something new going.
    8. agree....works in WaW
    9. don't know for or against
    10.no if enemy can hear you
    11.agree to try
    12.
    13. agree
    14.
    15.
    16. yes
    The Old Guy
    kin3



  10.  
  11. #21

    Mediator's Avatar

    Join Date
    Jun 2008
    Location
    Dallas Texas
    Age
    44
    Posts
    1,190

    Re: New CoD4 Server rules - effective immediately!

    #9 - Reducing the slots: Makes sense because the game play is better when having a maximum player limit. I like the idea but would we have people sitting on the side waiting. As it's been lately I don't think this would be much of an issue considering we don't have a full server that often.

    The only bad thing would be if it was filled up with SMs and we couldn't get any new blood in to play with us.

    We can talk more on the other parts of the list but overall seems doable.
    "The mind stretched to a new concept can never return to it's orginal dimension."
    "What the mind can conceive and believe..... it can achieve."

    The Mediator







  12.  

     
  13. #22

    amu107.9's Avatar

    Join Date
    May 2006
    Location
    So close to Mexico I bathe in the Gulf and fish in the Rio Grande
    Age
    30
    Posts
    1,681

    Re: New CoD4 Server rules - effective immediately!

    How about reducing the number of public persons that can join.
    So you have 18 slots be public and maybe another 10 slots that are passworded. These slots are only accessible via password and when you connect with the password you don't take up a public slots.
    This password can be placed in the SM sections of the forums.

    attempt1 by Agapito_S, on Flickr

  14.  
  15. #23
    Cap
    Cap is offline

    Cap's Avatar

    Join Date
    Mar 2004
    Location
    Riverside, CA
    Age
    32
    Posts
    1,140
    Blog Entries
    1

    Re: New CoD4 Server rules - effective immediately!

    comments in line

    Quote Originally Posted by P.Drona View Post
    1. Encourage all the non-TG regulars to register at the forum and read and sign the rules.
    - agreed

    2. Use the Tacticsforum for discussions of best practices.
    - agreed

    3. TS town meeting. - I prefer the forum in all honesty - does not require scheduling.
    - agreed

    4. Squad Leader training for interested individuals. - I'm working on TGU modules.
    - agreed

    5. Remove the smaller maps or change them to CTF or HQ - very successful on WaW. - Discuss.
    - agreed

    6. Move some sites/spawns around on a couple of maps. - Discuss.
    - agreed, not sure which ones, but I am willing to jump in game to review them and make changed when its time

    7. Implement the day/night cycle available in OWP 1.6. - in process - similar to WaW.
    - I am cool with this if it doesnt get as dark as it does in WaW, its toooo dark sometimes

    8. Restrict Perks like claymores and bomb squad to Demo and SpecOps classes and limit planted clays to 4 per side.
    - I am ok with trying this, though I think the more clays the better

    9. Reduce server 2 slots from 24 to 18, which would mean a max of 8 players per side plus 2 for the SM kick script to function.
    - I think this may be too low for some occasions, last time I played it was 10 on 10 and it was fun

    10. Implement Mumble for streamlined squad comms. Would require a high percentage of players actually using it for it to help.
    - this will be hard to get people to adobt and follow probably, but maybe it should be its own TGU course?

    11. Reduce points awarded for kills and increase points awarded for planting and defusing. Increase the points taken away for TKs. Or...Remove scoring altogether and only show rounds won/lost.
    - score is ok, and I like more for planting, the problem with rounds won/lost is that you can win by killing everyone and not planting

    12. Add 2 minutes to the round timer. - Implemented.
    - agreed

    13. Weekly Captain's Matches were each side has a single SL for the whole match.
    - agreed

    14. Always have 2 bomb sites spawn. - Implemented as of this AM.
    - agreed

    15. Anyone with WaW that hasn't played on the SOGmod recently should give it a try and see how we play and coordinate.
    - agreed

    16. Revisit (again) some of the larger maps we no longer play.
    - agreed

    Possible CTF/HQ maps:

    Apesgorod - would be crazy as CTF
    Meanstreets2 - worth trying
    Old School - def needs something chagned
    Metro - I liked S&D, but up for w/e
    Fatal Morgana - open
    Docks - open

  16.  
  17. #24

    badbest321's Avatar

    Join Date
    Jan 2008
    Location
    Schwenksville, Pennsylvania
    Age
    18
    Posts
    1,200

    Re: New CoD4 Server rules - effective immediately!

    Quote Originally Posted by Cap View Post
    7. Implement the day/night cycle available in OWP 1.6. - in process - similar to WaW.
    - I am cool with this if it doesnt get as dark as it does in WaW, its toooo dark sometimes
    Remember cap there is night vision cod4 and not in w@w. So maybe we have some epic dark fighting in the early mourning and late night with the night vision.

  18.  

     
  19. #25

    Balfa's Avatar

    Join Date
    Aug 2008
    Location
    Dallas, Texas, Ireland
    Age
    31
    Posts
    1,273

    Re: New CoD4 Server rules - effective immediately!

    I'll just talk about the ones where I have some to say beyond "agree"...

    3. I prefer forum.

    5. I know other people have said HQ and the likes aren't tactical enough. All I can say is that I've never played anything other than S&D on TG, so of course I'd be willing to try.

    6. I'm fairly happy with the current layouts. I'd be fine with change as long as we're willing to recognise a change for the worse and return it to how it was.

    8. And make clays kill friendlies :P Does OW allow friendly clays to appear on the minimap?

    9. That sounds good. I don't like when there are so many people on that we can't communicate. If this was the case I'd like server 1 identical to server 2, though. No point in having one server full and the other empty just because it isn't as good.

    11. Don't really care. Never been too bothered about kills or score. Never been bothered by anyone else with regard to this either.

    13. VERY much agree.

    17. Have visibility on minimap and nametags removed beyond 30ft. Pleeeeease. Having a soldier's name floating about above his head is an affront to all that is realistic and tactical.

  20.  
  21. #26



    P.Drona's Avatar

    Join Date
    Jun 2007
    Location
    Boston USA
    Posts
    3,495

    Re: New CoD4 Server rules - effective immediately!

    I hate to keep bringing up the SOGmod (no I don't) but over there, betties kill friendlies but there are only 2 classes that carry them. The friendly name tags are only on up close. It is much more immersive gameplay IMO and I'd like to bring more of that to server 2.

    Last time we tried it, folks got all up in arms over it but I'm willing to bring more tac/realism in. I'm punching up the OWP 1.6.1 files now and will make a few changes in this direction. Just like with the new rules, folks will have to adapt some to be successful. I'll start a different post with info on the changes in a shortly.

  22.  
  23. #27


    Mindkill's Avatar

    Join Date
    Jun 2008
    Location
    Michigan - Defending my objective
    Age
    40
    Posts
    2,768
    Blog Entries
    2

    Re: New CoD4 Server rules - effective immediately!

    Quote Originally Posted by P.Drona View Post
    Last time we tried it, folks got all up in arms over it but I'm willing to bring more tac/realism in.
    Well, isn't this Tactical Gamer? Aren't we supposed to be playing games in as tactical a manner as possible? Isn't that the whole reason we are here?

    From what I have seen, there are hundreds and thousands of pub RnG servers on the internet that can accomodate those that do not like to play FPS' tactically. I say, Bring on the Tactical and let the RnGers fall to the wayside.



  24.  

     
  25. #28


    Wookiie's Avatar

    Join Date
    May 2008
    Location
    Sydney Australia
    Age
    40
    Posts
    768

    Re: New CoD4 Server rules - effective immediately!

    Quote Originally Posted by P.Drona View Post

    1. Encourage all the non-TG regulars to register at the forum and read and sign the rules.

    =Agreed

    2. Use the Tacticsforum for discussions of best practices

    =Agreed

    3. TS town meeting. - I prefer the forum in all honesty - does not require scheduling.

    =Agreed

    4. Squad Leader training for interested individuals. - I'm working on TGU modules.

    =Yes Please

    5. Remove the smaller maps or change them to CTF or HQ - very successful on WaW. - Discuss.


    =Please (Old School)

    6. Move some sites/spawns around on a couple of maps. - Discuss.

    =agreed but which maps?

    7. Implement the day/night cycle available in OWP 1.6. - in process - similar to WaW.

    =Sounds great but do you leave night visison in as a perk?

    8. Restrict Perks like claymores and bomb squad to Demo and SpecOps classes and limit planted clays to 4 per side.

    =most people run with bomb squad any ways so isn't an issue.

    9. Reduce server 2 slots from 24 to 18, which would mean a max of 8 players per side plus 2 for the SM kick script to function.

    =is it posible to do what Amu said ?

    10. Implement Mumble for streamlined squad comms. Would require a high percentage of players actually using it for it to help.

    =don't know enough about it.

    11. Reduce points awarded for kills and increase points awarded for planting and defusing. Increase the points taken away for TKs. Or...Remove scoring altogether and only show rounds won/lost.

    =I think you still need some sort of score.

    12. Add 2 minutes to the round timer. - Implemented.

    =Agree

    13. Weekly Captain's Matches were each side has a single SL for the whole match.

    =Yes please!!!!!!

    14. Always have 2 bomb sites spawn. - Implemented as of this AM.

    =Agreed

    15. Anyone with WaW that hasn't played on the SOGmod recently should give it a try and see how we play and coordinate.

    =Agree

    16. Revisit (again) some of the larger maps we no longer play.

    =Great lets do it.

    So, there's some stuff to mull over right there to helps us improve the game play. Please chime in.

    Possible CTF/HQ maps:

    Apesgorod
    Meanstreets2
    Old School
    Metro
    Fatal Morgana
    Docks
    my coment are in the Quote



    Only the dead have seen the end of war

    Plato

  26.  
  27. #29

    Jack Bauer's Avatar

    Join Date
    Jun 2007
    Location
    Fort Myers, Florida
    Age
    30
    Posts
    3,647

    Re: New CoD4 Server rules - effective immediately!

    i like the idea of implamenting kits, so that we try and have a realistic load out for a fire team and with those kits gets restrictions. Wookies idea of night vision as a perk sounds like an awsome plan. as much as it pains me to say it right now due to the lack of an SM on my part, i belive that the reduction of max players is a great idea. In CS:S, we have it set to 7 v 7 (maybe a little small im thinking more like 9v9) but that does not limit the amount of SM's that can play. ive seen matches (CS:S) where we have had 9v9 and 10v10 all SM's. i think that it makes people want to play and when they cant, they crave it b/c then they have to go put up with a pubbie server untill a slot opens.

    i agree on the weekly captins matches. but we have to streamline the process a little more. i find that there is a lot of wasted time. on average our captins matches take over three hours to complete...PR matches dont even last that long..and instead of captins matches how about we try and implament our own "ladder" system with small teams?? have a league run for a month or so...

    As a community that loves Tactical Gameing, we have to realize that certin aspects come with that. i for one would love to see NO tags what so ever and i would love to see clays kill friendlies, but with that comes back to the kit selection and limitations!

    is there any way that we can implament new ranks?? i mean i love how it takes FOREVER to rank up in the SOG mod, but could we make those ranks mean something?? give advice about tactical gaming?? seinority in captins matches??

    for those who are not SM's if you feel that you would like to take an "extra" step into tactical gaming, remember that there are the Irregulars!!! Im in the process of talking to sonic about getting a platoon officer for the COD tittle but i need to know who is interested, if you are please PM me so that i can forward that information over to SOnic that would be great.






    Arma Irregular Platoon Information
    ArmA Platoon Code Irregular Applications
    TacticalGamer Arma Pathfinder - Callsign Spartan 14
    "...The scab is a traitor to his IHS, his fellow gamers, and his community....." ~ Jack London, Amended by ME!
    "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population....Tactical Gamer is not mainstream. We are not trying to attract mainstream gamers" ~ Apophis

  28.  
  29. #30

    Balfa's Avatar

    Join Date
    Aug 2008
    Location
    Dallas, Texas, Ireland
    Age
    31
    Posts
    1,273

    Re: New CoD4 Server rules - effective immediately!

    Quote Originally Posted by Jack Bauer View Post
    PR matches dont even last that long
    Ha, our recent scrim took about 5.5 hours from scheduled start time to finish...

    ..and instead of captins matches how about we try and implament our own "ladder" system with small teams?? have a league run for a month or so...
    I think a ladder is a good idea, but with the relatively small player population we have, I think the teams would have to be VERY small. If we were doing 5v5, just have 5 players on the team, instead of having an entire B-team as backup in your squad. If someone can't make a match, there'll be plenty of mercanaries around to fill up the numbers. No big deal.

    I think for a tournament like this to work, IHS affiliations will have to be largely ignored. Thinking of the attempted 5v5 tournament a few months ago... It seemed like some squads had waay too many players, and smoe were short one player, and instead of working together just to get enough teams, people wanted to retain IHS affiliations, etc. and the whole thing lost momentum and fell apart.

    i for one would love to see NO tags what so ever
    I don't think that's necessary. At a distance of 10 feet, soldiers who live and work with each other every day would be able to distinguish one team member from another with the exact same equipment. The name tags at very short distances are just a way to overcome an unrealistic limitation of the game engine. Last time we tried this, I didn't mind the TKs, but it made it very difficult to distribute orders at the start of the round.

    Im in the process of talking to sonic about getting a platoon officer for the COD tittle but i need to know who is interested, if you are please PM me so that i can forward that information over to SOnic that would be great.
    Very good idea! Sent.

  30.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top