analysis of some settings
Posted: Sun 15. Nov 2015, 19:50
analysis of some settings:
team damage makes hitscan weapons more useful and projectiles less useful
low (5s) weapon respawn helps the weaker team
dropweapon/powerup helps the stronger team in theory, in practise just funny thing
carrier dropping PUs (not sure about what dropping items means, invuln and tele?) benefits the stronger players
auto-thaw punishes campers
frozen reset benefits the stronger team, but it also makes optimal play less campy
weapon reset benefits the weaker team, and makes good players work more
health reset benefits the stronger team when teams are nearly balanced, otherwise depends a bit on frozen reset and suicide penalty, somewhat complex
armor reset benefits the weaker team, and makes good players work more
world death respawn should IMO be quite high (12 seconds?), because in many games with many players it is almost always beneficial to suicide often, and this isn't too fun. ideally a function of player amount
timelimit/roundlimit is ok, 2min=1point is ok conversion
timers i personally enjoy having in, benefits average players (not good not bad)
start countdown timer i personally dislike, but here are some points:
-countdown causes those annoying situations where you and opponent both sit on some armor (stronger team suffers??)
-countdown causes those annoying situations when multiple opponents near you have time to aim at you (lone spawns suffer)
-in 1v1, countdown helps newbies against good players
-in QL without countdown, the last guy to get frozen usually accidentally shoots at the start of the new round because he immediately spawns after action (q3 allowed a delay here)
based on these i would perhaps recommend something like 50ms countdown, if possible
i recommend disabling bfg
timeoutcount 0
inactivity drop around 80 seconds seems okay, could be slightly lower even
no round time limit "ties", at least if there is some sort of autothaw.. unless some very exotic camp scenario perhaps
personally i prefer weaker powerups, to make them closer to normal items. mainly much weaker battle suit, and slightly weaker quad
personally i find the current mg sg pg start an odd choice. sg is powerful with plenty of ammo which pushes people to focus on it. pg is one of the strongest weapons at max accuracy and also quite spammy even when they miss. not having rg at spawn also makes some maps extremely uneven at worst (think q3dm7).
personally i prefer low ammo self-defense weapons at start (standard mg + sg 3 ammo, rl 2 ammo, rg 2 ammo and no universal ammo boxes!). the idea is to keep spawned players dangerous, but to not allow sustained combat ability for them. also having to swap weapons is and feels uncomfortable (perhaps too much so for newbies? not sure), so the danger potential is lower than what the assortment of weapons shows. specifically low ammo rg allows to play maps like q3dm7 which have only one rg but a bit more rg ammo boxes.
slightly longer than default thaw time can be a good idea sometimes. it may make people slightly uncomfortable, but it is a major benefit to thaw someone, especially if starting weapons allow prolonged combat.
not sure if i forgot anything.
team damage makes hitscan weapons more useful and projectiles less useful
low (5s) weapon respawn helps the weaker team
dropweapon/powerup helps the stronger team in theory, in practise just funny thing
carrier dropping PUs (not sure about what dropping items means, invuln and tele?) benefits the stronger players
auto-thaw punishes campers
frozen reset benefits the stronger team, but it also makes optimal play less campy
weapon reset benefits the weaker team, and makes good players work more
health reset benefits the stronger team when teams are nearly balanced, otherwise depends a bit on frozen reset and suicide penalty, somewhat complex
armor reset benefits the weaker team, and makes good players work more
world death respawn should IMO be quite high (12 seconds?), because in many games with many players it is almost always beneficial to suicide often, and this isn't too fun. ideally a function of player amount
timelimit/roundlimit is ok, 2min=1point is ok conversion
timers i personally enjoy having in, benefits average players (not good not bad)
start countdown timer i personally dislike, but here are some points:
-countdown causes those annoying situations where you and opponent both sit on some armor (stronger team suffers??)
-countdown causes those annoying situations when multiple opponents near you have time to aim at you (lone spawns suffer)
-in 1v1, countdown helps newbies against good players
-in QL without countdown, the last guy to get frozen usually accidentally shoots at the start of the new round because he immediately spawns after action (q3 allowed a delay here)
based on these i would perhaps recommend something like 50ms countdown, if possible
i recommend disabling bfg
timeoutcount 0
inactivity drop around 80 seconds seems okay, could be slightly lower even
no round time limit "ties", at least if there is some sort of autothaw.. unless some very exotic camp scenario perhaps
personally i prefer weaker powerups, to make them closer to normal items. mainly much weaker battle suit, and slightly weaker quad
personally i find the current mg sg pg start an odd choice. sg is powerful with plenty of ammo which pushes people to focus on it. pg is one of the strongest weapons at max accuracy and also quite spammy even when they miss. not having rg at spawn also makes some maps extremely uneven at worst (think q3dm7).
personally i prefer low ammo self-defense weapons at start (standard mg + sg 3 ammo, rl 2 ammo, rg 2 ammo and no universal ammo boxes!). the idea is to keep spawned players dangerous, but to not allow sustained combat ability for them. also having to swap weapons is and feels uncomfortable (perhaps too much so for newbies? not sure), so the danger potential is lower than what the assortment of weapons shows. specifically low ammo rg allows to play maps like q3dm7 which have only one rg but a bit more rg ammo boxes.
slightly longer than default thaw time can be a good idea sometimes. it may make people slightly uncomfortable, but it is a major benefit to thaw someone, especially if starting weapons allow prolonged combat.
not sure if i forgot anything.