{GD} Server Settings - Reinforcements Poll

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Eas/Server Reinforcements

  • Lots of Reinforcements - I never want to die!

    Votes: 3 13.6%
  • Like {GD} Was before, a few for each Side.

    Votes: 5 22.7%
  • Very Little, 1 perhaps 2 Reinforcements.

    Votes: 14 63.6%

  • Total voters
    22
  • Poll closed .

Aegis

More INF, less chit chat
Dec 29, 2002
37
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Herndon, VA
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Are these the current settings on the server? I had talked to odie about trying out 1 life to make it more like TAS, but having 2 attacker lives vs 1 defender life with 1 respawn doesnt seem to be working very well... It feels like the attackers have double the numbers every time...

Might I suggest that we try 2 ideas out? one is to have 2 or 3 lives for both A and D, without the 50/60% time limit. The other is to have 2 for A and 2 + 1 for D. On maps with multiple objectives the defenders get chewed up too quickly defending the first objective IMHO, generally attacking should be harder than defense, because the defenders had time to prepare positions, since we cant "prepare" a firing postion and dont have time to get into good spots on most maps, having the extra respawn would provide that extra challenge...

-Aegis
 
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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
Right now it is 2 for A, 1+1 for D. Made this change just before posting this reply. Before I had a different setting, I forget what it was but it was not what I wanted to set (I set it incorrectly).

For about a week or so, it was 1 for A and 0+2 for D. I think that was a little to ruff on D with that setting (most of the time).
 
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NTKB

Banned
Aug 25, 2001
2,858
0
0
New Jersey, U.S.A.
Sigh... well EAS was fun for a while. And along comes a single person and ruins it again. For the first time I was actualy scared to die in INF, but now I got 2+ lives! Why fear!?
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
Just trying different settings. There is no harm in it and it is not ruined. So far the players in the server (ATM) seem to like it. Before I could never find anyone *in* the server to ask if they liked the settings or not.

However, I was thinking trying this next:
A 1 then D 1+1
 

{GD}Ghost

Counter Terrorist Operative
Mar 25, 2001
1,453
1
38
Classified
home.attbi.com
Since it is the public who populates the {GD} server, I think that it is only fair to consider some suggestions from the public that may improve the playing experience. I'd rather not be playing on the server alone with Bartjevic. This is the {GD} server in name, but it is for the public. There is a sweet spot that we're trying to find and it won't be achieved if we never try different settings.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
I concur. I was playing that day on that Half Life looking research map and ran into closed doors everywhere. Apparently, when the Attackers blow up the powerstation, all the doors on the site remain closed. The only way out of Attackers spawn is by jumping onto a 10cm wide lamp post.

That, while nifty in game terms, hardly seems legitimate in "reality". As there was no ladder, stairs or otherwise non-electronic means of getting down, I think Beppo's satchel charges would have been most fun to blow an exit out. Not to mention, the mission involves using the charge to destroy the powerstation in the first place. This charge "magically" appears, like those on the new Sicily-like map with the two AA turrets to destroy.

Since GD seems to be the only North American EAS server, why not make it more "fun" by giving people access to special Mission-type items like Door Breaching charges?
 

NTKB

Banned
Aug 25, 2001
2,858
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New Jersey, U.S.A.
Problem with those charges is that you can use them on any mutator. This includes elevators etc. So if someone wanted to be a dick they could render an EAS map unwinnable easily...
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
True! So... Which map has the critical mover objective? LondonWentham has an elevator, but thankfully, it's not a critical mover. In fact, blowing it up could be a good viable tactic to force Attackers to use the stairs.

But I'm sure there are maps with critical movers... Like...

Edit: Actually, just tested it. Beppo coded it to only destroy Doors. Not any Mover, only Door type movers. Like Doors, Wooden Doors, Metal Doors, and the sliding doors on Silo. But not the Bunker doors on Frozen, because those aren't classified as Doors? =(
 
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keihaswarrior

New Member
Jan 7, 2003
1,376
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0
42
Seattle
keihaswarrior.home.icq
Ya, I thought Beppo fixed the ability to render elevators useless.

Besides, I can't think of any EAS maps that require a working elevator to win anyway...

Lastly, since you have the mutie switch thingy on your server, if the Charge mutator didn't work well on a map or two, you could simply disable it for that map.