Limi January 16, 2013 Share Limi Member January 16, 2013 So the cost for the spawn time reduction would be, 15 points, 30 points then 60? Link to comment Share on other sites More sharing options...
JackieChan January 16, 2013 Share JackieChan GC Alumni January 16, 2013 I was thinking of having it increase by 50%. So 15, 22, 33 (rounding down of course). Link to comment Share on other sites More sharing options...
drag January 16, 2013 Share drag Member January 16, 2013 I thought GC was all about keeping things on the server simple. Seems like a step in the wrong direction. I've played on several 10 v 10 servers that had the reduced spawn timer option. It's the first thing every team buys. Except the better teams buy it quicker as they amass points faster. The end result is a larger gap between more skilled teams and lesser skilled ones, and a feeling of teams being "stacked" more frequently. Link to comment Share on other sites More sharing options...
TheDude January 16, 2013 Share TheDude Member January 16, 2013 It can always be removed again if it doesn't work out. Link to comment Share on other sites More sharing options...
ctrlfrk January 16, 2013 Share ctrlfrk Member January 16, 2013 I think it's a fairly straight forward and understandable buy option. It will be a buff to the infected team, but not overly so. It's not like players will be respawning every 15 seconds now, you still have to select your class and position yourself. I still think the 25 point penalty for defibs should be removed though. Getting a defib off on a teammate should ALWAYS be a good thing. You shouldn't be penalised for it. Link to comment Share on other sites More sharing options...
drag January 17, 2013 Share drag Member January 17, 2013 I think it's a fairly straight forward and understandable buy option. It will be a buff to the infected team, but not overly so. It's not like players will be respawning every 15 seconds now, you still have to select your class and position yourself. I didn't mean it was a confusing option. Few of the mod upgrades are confusing. I meant that it's a further deviation away from the mostly vanilla style 10 v 10 that GC runs, which is something I really like. If you want a crazy server with sped up chargers, and smokers that can walk backwards with survivors and hyper fast spawn times, there are dozens of options out there. In any case, Dude is right, if it doesn't work out, it can be taken away. I just dislike seeing such an awesome server take steps towards what I see other 10 v 10's doing. The simplicity of the server is what makes it so much fun imo. Link to comment Share on other sites More sharing options...
MasterTalpa January 17, 2013 Share MasterTalpa Member January 17, 2013 I say completely take out the Ak and leave everything else alone. But then again it's my hate of that gun thats talking. Link to comment Share on other sites More sharing options...
Biggs January 17, 2013 Share Biggs GC Alumni January 17, 2013 I think it's a fairly straight forward and understandable buy option. It will be a buff to the infected team, but not overly so. It's not like players will be respawning every 15 seconds now, you still have to select your class and position yourself. I didn't mean it was a confusing option. Few of the mod upgrades are confusing. I meant that it's a further deviation away from the mostly vanilla style 10 v 10 that GC runs, which is something I really like. If you want a crazy server with sped up chargers, and smokers that can walk backwards with survivors and hyper fast spawn times, there are dozens of options out there. In any case, Dude is right, if it doesn't work out, it can be taken away. I just dislike seeing such an awesome server take steps towards what I see other 10 v 10's doing. The simplicity of the server is what makes it so much fun imo. For what it's worth, I also don't like this idea for our server. Link to comment Share on other sites More sharing options...
Jerkoff January 17, 2013 Share Jerkoff Member January 17, 2013 Drag got it right. We don't need any more additions to either side as will it stray from the server originality. What needs to be done is nerfing the survivor side such as the famous firecrate. That 3 point purchase can earn you back at least 5 points given the right situation and happens more often then not (boomers so to say). But if this was to get through, then it shouldn't be a team base reduction but a individual reduction. Infected can amass points more quickly, therefore making it a team purchase will only make this buy choice obsolete once it's max like any other class limits. And that's where it leads to another problem; buying choices for infected. Infected have very little variety/option when it comes to purchasing or more accurately only TWO options to make once the team maxed out the class limit (including the witch-respawn). Is either tanks or witches. Can't count on wiches half the time because they will either spawn in unreachable places, far away or behind the survivors, get crown or spawn too close to each other just to be all lit by one person. So the only reliable purchase is the tank. Just seems like infected purchases pale in comparison to the survivors. Link to comment Share on other sites More sharing options...
Cinkadeus January 17, 2013 Share Cinkadeus Member January 17, 2013 Whatever happened to the idea of fireproof hordes? Or hordes of riot cops? I thought that was a discussed thing. Link to comment Share on other sites More sharing options...
Avengers January 17, 2013 Share Avengers Member January 17, 2013 (edited) Well if the fire create is to be nerfed...then i could raise the issue of boomers earning ridiculous points, 2 for each survivor.... So if 4 players are boomed, thats 8 points.....and a fire-crate returns 5 points for the horde when purchased by 3. Pretty sure that is balanced already. Edited January 17, 2013 by Avengers Link to comment Share on other sites More sharing options...
cecurity January 18, 2013 Author Share cecurity Member January 18, 2013 That is the best case scenario for boomers. If I boom 4 players on average, then I can get a tank after 7 deaths, which is about two and a half minutes. In reality its more like 1-2 depends on the map. By that time many great players can amass enough points to revive themself twice. Let alone we have med packs on default. Link to comment Share on other sites More sharing options...
Fenix January 22, 2013 Share Fenix Member January 22, 2013 Let alone we have med packs on default. Ah ha....why not just get rid of med packs at the beginning, or only have 4-5 players have them instead of all 10?...or only have the mains carry them? Link to comment Share on other sites More sharing options...
Sky January 22, 2013 Share Sky Member January 22, 2013 On the topic of changes... Do you guys do map scoring for all survivors or only the 4 mains on the scoreboard? I guess my gripe with adding a lot of new features is that I play on gcftw when I want something more vanilla, since I have vanilla cravings every once in a while... and I think moving too far away from vanilla would void the entire purpose behind why the gc server was created in the first place... but that's just me. Link to comment Share on other sites More sharing options...
Fenix January 22, 2013 Share Fenix Member January 22, 2013 4 mains are counted for the score...and the rest of the survivors are just 50 pts each if they make it in. Link to comment Share on other sites More sharing options...
Sky January 24, 2013 Share Sky Member January 24, 2013 Geeze, that's bollocks. All players should be counted equally - that would get rid of the "He's not a main, leave him," comments that I occasionally hear. Link to comment Share on other sites More sharing options...
Lookback January 24, 2013 Share Lookback Member January 24, 2013 I thought GC was all about keeping things on the server simple. Seems like a step in the wrong direction. I've played on several 10 v 10 servers that had the reduced spawn timer option. It's the first thing every team buys. Except the better teams buy it quicker as they amass points faster. The end result is a larger gap between more skilled teams and lesser skilled ones, and a feeling of teams being "stacked" more frequently. This. Link to comment Share on other sites More sharing options...
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