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11-26-2006, 04:28 PM #16
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
Server has been restored to a 64p conquest server w/ bleed.
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11-28-2006, 05:45 PM #17
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
I second that suggestion. When playing with few people, AAS ensures we don't have people simply running from flag to flag in a jeep!
It also allows for interesting tactics, for instance, when a squad attacks a flag that is not the first objective and manages to hold off hostiles there while a second squads takes the primary objective flag. As soon as the first flag is taken, second squad moves in the second flag. Usually, the enemy never sees it coming!
Also, maybe reducing the "critically wounded" timer to 20 seconds might be good. 30 seconds can be rally long, specially when you spawn on your SL while he was in a firefight and you end up getting killed a second time before realizing what was going on! So by reducing it a little, we might be able to reach more players.TG-Irr BoldKiller0082
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11-29-2006, 12:45 AM #18
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
Unfortunately PR does not have plans to support both AAS and conquest. We do not have the capability to swap between AAS and conquest without actually change a python file on the server.... let alone between maps or map sizes.
The purpose of the spawn timer is to increase the awareness and threat of death. We actually have one of the smaller spawn timers amongst PR servers since we don't use the increasing timer.Also, maybe reducing the "critically wounded" timer to 20 seconds might be good. 30 seconds can be rally long, specially when you spawn on your SL while he was in a firefight and you end up getting killed a second time before realizing what was going on! So by reducing it a little, we might be able to reach more players.
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11-30-2006, 06:04 AM #19
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
Love the Conquest server.
I have a couple of things to note:
1) Since a lot of players are non TG I've noticed they zerg from flag to flag in the AAS order, leaving captured flags undefended (since the defenders can't recap them in AAS mode). Oops.
2) Some of the PRM custom maps are far too linear since they were designed with AAS in mind. Fallujah and that cursed wall, for instance. Is there a way to expand the out-of-bounds server side so that both teams aren't slugging it out in an area the size of a tennis court? There are a couple of other maps I can think of that just draw to a stalemate/fragfest at predictable locations, even in conquest mode.
One solution is to expand the out-of-bounds at those defiles so it stretches the defenders thin enough to give the attackers some hope of success.
Any other suggestions?|TG-1stMIP|Coridon

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11-30-2006, 11:08 AM #20
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
I don't know that we have the capability to change the out of bounds easily on Fallujah, so I recommend just keeping the player count below 30 for that map. That's more an admin issue than player issue though.
Beatnik

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12-06-2006, 11:01 AM #21
Re: TacticalGamer.com - PR.4 Conquest SERVER CONFIGURATION FEEDBACK
Well it was my first PR server, but I think things went well. I was on a winning team and losing team and had fun on both. The game went smooth and seemed fair and balanced. Can't ask for much more.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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