Limited weapon selection system?

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Should INF limit how many players can use certain types of weapons?

  • Yes, on all maps and situations

    Votes: 1 3.8%
  • Yes, but only on maps/gametypes that need it

    Votes: 8 30.8%
  • No, leave it like it is.

    Votes: 17 65.4%
  • Use a different method (please post)

    Votes: 0 0.0%

  • Total voters
    26

Rostam

PSN: Rostam_
May 1, 2001
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Leiden, Holland
Meh, I only once had a problem with everyone having a sniper rifle. I think that was in some ****ty desert eas map with only 2 entrances, both easily to be covered from 200 spots anywhere from 50 to 200 meters away.

Otherwise, attackers / defenders should realise that their objective is to win. Not to kill nessesarely. In RtK, the all snipers team will most likely lose sooner or later when that one dude they didn't see made it to the cd and go behind a rock. Otherwise, sniping in a map like RtK is boring IMO. It's not even sniping, it's more like taking some random shots at random people.
 

shan

www.clanterritory.com
Jan 29, 2000
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Portland, OR
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Off the top of my head, I can list maps where sniping is a problem:

DesertTacticsDawn
TigerHunt II
RoadToKandahar
ExtremePrejudice
Macedonia
etc, etc.

Again I do not have a problem with Sniping. It is real world. The only problem i have is with a team that has a bunch of snipers. That, to me, is no difference than your complaints against tanks and attack choppers in Inf 3.0. It is not real and it takes a lot of the fun away. There is a huge difference between playing Tigerhunt against 2 sniper rifles than against 5 and I see that everytime the server starts to empty because you either have people getting killed too quickly or long rounds with 12 people camping with their sniper rifles.
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
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Leiden, Holland
shan there I agree. It is weird though, because it is no fun taking a sniper rifle when 5 others on your team have it too. You would think that instead of still trying people would just take a real weapon and play, but they leave.

I blame it on the people playing the game, as always.
 

(SDS)benmcl

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May 13, 2002
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I do agree Shan but as stated my concern is how it is done. I firmly believe the more control an admin has in the setup of the server the better it is. Sometimes we may not ALL agree on the current setup but it has been more than proven you guys really know what you are doing.

And yes I know I am contradicting some of my earlier statments.
 

shan

www.clanterritory.com
Jan 29, 2000
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Ya Rostam, it usually is the people.

Sure Ben and I like your Idea. The problem is that it requires something on the client side. There also needs to be a plan for those users who join the server that do not have any kinf of mutator loaded....a default laodout, if you wish. I would like that loadout configurable so that the server admin can make an intelligent choice (as intelligent as any of us Server Admins can manage at least). :)
 

(SDS)benmcl

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May 13, 2002
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True. From what little I understand this won't work the way I would like. I was wondering though maybe spawn an armoury. In other words would it be possible to spawn in a selection of weapons, not everything needs to be there, that only those that have their weapons swapped out can pick up?

Could be as something simple as a couple of small creates marked with a "loadout" that a player can select. Also you may want to include an option for those to decline becoming snipers. Also it needs to be map specific. No point worry about snipers in CQB maps and such.

Anyways just tossing ideas at the wall and wondering if one would stick.
 

shan

www.clanterritory.com
Jan 29, 2000
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Portland, OR
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That would be awesome, but it would also be a lot more complex than a "scan for sniper loadouts, check INI for allowed number, check INI for last players to be allowed, select players to allow, write player names to ini, scan ini to find replacement loadout, replace loadout for remaining players, send message to players explaining why they do not have their loadout"

Another option that might be as simple is to allow players to create a loadout and call it a specific name, like "SniperReplace" and have the mutator automatically force them to that loadout or choose a default actually coded into the mutator.

But what do I know about any of this coding stuff. *Looks are Crowze. How you doing buddy? Any free time? :)
 

Crowze

Bird Brain
Feb 6, 2002
3,556
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Cambridgeshire, UK
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Ideally it would check the loadout before the player spawns, and stop them spawning with that loadout if it's not allowed. But, currently I have no clue how to do this.

The problem with a system like that is, people could spawn, drop their weapons, allow the rest of the team to spawn, and suddely the whole team has sniper rifles. Hmm, have to think about this one.
 
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Rostam

PSN: Rostam_
May 1, 2001
2,807
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Leiden, Holland
They can always do that, Crowze.

A nice mutator might be that if you don't spawn with a sniper rifle in your loadout, you can't use it. Because you are a very silly person and do not know how to operate a sniper rifle :p
 

Captain Colon

New Member
Jul 3, 2004
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shan said:
There is a huge difference between playing Tigerhunt against 2 sniper rifles than against 5 and I see that everytime the server starts to empty because you either have people getting killed too quickly or long rounds with 12 people camping with their sniper rifles.
Just a thought...but I have no problem with waiting 5 minutes for the round to end because someone is camping...as long as I'm not stuck in some goddamn locked chasecam staring at the back of the last person alive on my team D:
 

Bushwack

Avenged Sevenfold...
Jul 21, 2003
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i cant stand getting shot in a CQB situation by someone lugging a one hit kill weapon, IE sniper rifle, like several times on Siberia i was PSG'd or Robar'd, that irks me, although its just a personal peeve, i wouldnt want to see INF loadouts limited, AT ALL.
Unless the plans are to go to a unit based system of loadouts in INF 3.+, i rather like being able to choose what i want when i want and in whatever situation i want.
I do love when my whole team takes sniper rifles or scoped weapons, i tend to switch to the lowly MP5 and do some creeping and sneaking, nothing like sauntering up on someone with a limited field of view{read-SCOPED} and shooting them in the back ;)
 

shan

www.clanterritory.com
Jan 29, 2000
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Portland, OR
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I understand what you are saying Bushwack. My point is that, based on complaints and admin like myself is left with serveral choices:

1. Ignore the complaint and piss people off
2. Remove the map
3. Disable sniper rifles or scopes entirely
4. Use the perfect mutator developed by one of our knowledgable coders

I usually choose 2, but would like to choose 4.
 

Bushwack

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Jul 21, 2003
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Understandable, just giving my opinion Shan, although there ARE some maps you need to chuck off the server, like that one where everyone spawns in the bulding with one door :p
And some ludicrous camo choices , but hey, its your server bubba , i just play on it :D
 

Logan6

TC Vet
Dec 23, 2003
601
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One thing I would like to see, and may somewhat solve this problem, is there should be a minute or two at the beginning of a round where you can change your weapon. People coming in with a sniper rifle, realizing that five other people already have sniper rifles or that the map is too CQB for a large rifle, will probably change their loadout. I've spawned into a map with the inappropriate loadout before, because I didn't know what was coming. Sucks walking into a total CQB map with a sniper rifle and a pistol. A minute would be enough to quickly change your loadout. People who are team minded also would be able to change their loadout to more balance the teams weaponry for better support.
 

Turin_Turambar

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Oct 9, 2002
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I would kill for a briefing/practice time before the game begins, where to coordinate the attack (or defense) and to choose wisely the loadout.
 

shan

www.clanterritory.com
Jan 29, 2000
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I can very easily turn of the force respawn. This makes you click a button to respawn so you would have all the time in the world to change loadouts, etc. Some people don't like this being on tho.

Hey Bush we just redid all of the camos, so let me know if you still see some problems.
 

(SDS)benmcl

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As for the having the wrong loadout problem on map switch, is it possible to have a mutatro that will display the name of the next map in the rotation on the score board? I usually check manually if I get a chance but wondering how hard that would be.
 

Derelan

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Jul 29, 2002
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shan said:
I can very easily turn of the force respawn. This makes you click a button to respawn so you would have all the time in the world to change loadouts, etc. Some people don't like this being on tho.

Not only do i dislike this feature, but it isn't active when you connect to the server. The only reason i can think of experiencing Logan6's problem is when you snipe on one server, connect to another server with a CQB match already in play, and you spawn the moment you connect. Then, you have spawned with a sniper rifle.

However, if you can spawn the moment you connect and not have a chance in ghost to analyze the map, you can reselect your loadout and reconnect, and you will surely spawn again.

Generally in all other situations, such as after being killed, or after a map change, or after a round has ended, you will have some time to see what map it is and change your loadout.
 
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