Author Topic: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)  (Read 339157 times)

Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #210 on: April 22, 2012, 05:55:15 AM »
Changelog:
     o Class Restrictions:
            x Engineers, Scouts: 2 each per team (Gunslinger + FaN = the annoying duo)
            x Medics, Spies: 3 each per team (Medic trains can deter team efforts, and most VSH/FF2 servers limit Spies)
            x Soldier, Demo, Sniper under consideration

Noooooooooooooo...  :(

Demoman is definitely something that should be limited, as it's a very powerful spam and blockade class. 2 would be a good number in my opinion.

I'd say swap the limits on medic and scout, as 3 medics is a bit excessive with 12v12, whereas 3 scouts are not. Soldiers don't really need a limit, at least not a low one. I haven't seen too many Soldiers really ruining a game to date. As for sniper, I'd say 2-3 is a reasonable limit.

Side note, I haven't really seen any FaN scouts in the server. Mostly just the Scattergun, thankfully.

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #211 on: April 22, 2012, 01:21:04 PM »

     o Freak Fortress 2* (replaces VSH)


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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #212 on: April 22, 2012, 02:04:57 PM »
Noooooooooooooo...  :(
Hooray, MGE player gives rebuttal! As expected, since the limitations I put in are VSH/FF2-style.
Sure, it is possible to adjust them with map/gamemode changes but that requires typing in all those long cvars....

Quote
Demoman is definitely something that should be limited, as it's a very powerful spam and blockade class. 2 would be a good number in my opinion.
...in a way I would agree with this (8+ Demoknights are hilarious but no). I say 3 is an acceptable limit for both vanilla and FF2.

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I'd say swap the limits on medic and scout, as 3 medics is a bit excessive with 12v12, whereas 3 scouts are not.
I consider both excessive on 12v12, but Medics are much less so than Scouts.

In VSH/FF2 Scouts can really hold up a round, so limiting those was a priority.

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Soldiers don't really need a limit, at least not a low one. I haven't seen too many Soldiers really ruining a game to date. As for sniper, I'd say 2-3 is a reasonable limit.
I don't see a point to limiting Soldiers myself, since the major issue we have with them (crockets) is adjusted by another cvar.

Now, as for Snipers, 2-3 seems fine for vanilla (mostly to curb the Huntsman Snipers on Degroot), and possibly in FF2 as well (to encourage the existing Snipers to hit more accurately). But I've rarely seen a pub-style situation on the server where we had disproportionate amounts of snipers.

Quote
Side note, I haven't really seen any FaN scouts in the server. Mostly just the Scattergun, thankfully.
Haven't seen many either but the possibility is always there. And they are painfully annoying to deal with as Hale....

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Haha, yeah, Seeman is a bitch. :V
« Last Edit: April 22, 2012, 03:40:37 PM by デモパン Hat Traders »
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #213 on: April 22, 2012, 06:13:18 PM »
Would it be possible to make the class limits something you can shut off via a single command? I think everyone would like the ability to turn off class limits for times when we aren't having serious matches/don't care. And couldn't you make the FaN not accessable in Freak Fortress (I've seen such things before)? If you can manage the ability to turn on/off class limitations, then please put a limit of 4 on every class at least. Single class rushes are suprisingly effective (if you've never been heavy/soldier/scout/spy rushed by coordinated groups be glad). Quick thing to note if you're having issues with gunslingers; Huntsman (eww...) and the luck-n'-load can take out minisentry in a single hit (mini's have 100 hp but seem to take ~125 to destroy in most cases). :/
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #214 on: April 22, 2012, 06:26:59 PM »
Yeah, Class Restrictions can be toggled by cvar or SM commands.

FaN unavailable in FF2...personally, I'd rather add another drawback such as 15% lower jump height to that, while penalizing Sandman further with 10% slower movement speed. But this would probably involve either making global changes via TF2items or modding the plugin itself and risking compatibility with others' custom bosses.

Single-class rushes are fun, but usually discouraged.

Minis...well, they're not hard to take down, just bloody annoying to see them used en masse.

As for gScramble and Freak Fortress settings and cvars I'm wanting to utilize, seems I'll have to get the config files written and uploaded or something...
« Last Edit: April 22, 2012, 07:53:15 PM by デモパン Hat Traders »
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #215 on: April 22, 2012, 10:01:00 PM »
Quote
Hooray, MGE player gives rebuttal! As expected, since the limitations I put in are VSH/FF2-style.
Since when was I labelled as "the MGE player"?  :V

Well, those class limits are balanced all-around. I just have a problem with it because I love to play Scout, and never seem to be able to get it in Hale until quite a few rounds pass by. Of course, once I do, I tend to drag the round out a bit, so it's understandable that it'd be limited.

Quote
FaN unavailable in FF2...personally, I'd rather add another drawback such as 15% lower jump height to that, while penalizing Sandman further with 10% slower movement speed. But this would probably involve either making global changes via TF2items or modding the plugin itself and risking compatibility with others' custom bosses.
I'd say global changes for the FaN, but -10% movement speed on the sandman seems a bit excessive out of VSH/FF2.

Quote
Single-class rushes are fun, but usually discouraged.
Haven't seen too many of these, but they're usually GLORIOUS.
But still generally a bad idea.

Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #216 on: April 22, 2012, 10:21:45 PM »
Quote

Since when was I labelled as "the MGE player"? 
Alpha you frequent MGE servers. Most of the people here do not. :V


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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #217 on: April 22, 2012, 10:27:21 PM »
Since when was I labelled as "the MGE player"?  :V
I think you did suggest us to put MGEMod on the server once, hence this label.

What I will say about MGE here is that while it's more likely than installing Surf, VSH Deathrun, or Zombie Fortress, I'd rather put Dodgeball or CrabMod first.

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Well, those class limits are balanced all-around. I just have a problem with it because I love to play Scout, and never seem to be able to get it in Hale until quite a few rounds pass by. Of course, once I do, I tend to drag the round out a bit, so it's understandable that it'd be limited.
Talking about the extra Demo and Sniper restrictions, right? I'll put those in, though they won't be auto-executed on server load. :\

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I'd say global changes for the FaN, but -10% movement speed on the sandman seems a bit excessive out of VSH/FF2.
Unless we turn the server to 24/7 FF2 I'm not considering global changes. As if that will happen; 95% of us are primarily vanilla players (Gamecubic and I being amongst the major exceptions), so we're catering to that.

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Haven't seen too many of these, but they're usually GLORIOUS.
But still generally a bad idea.
I'll add that Demoknight rushes in VSH/FF2 are just damned hilarious. :V

EDIT: Hilarious. Even with FF2 unloaded and disabled our server still broadcasts Freak Fortress 2 as the gamemode. Oh, and it got updated to 1.04 recently, so guess we should update that soon.
« Last Edit: April 23, 2012, 12:39:41 AM by デモパン Hat Traders »
C:DOS> ayayaya.mid
Bad command or file name

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #218 on: April 23, 2012, 12:44:32 AM »
Alpha you frequent MGE servers. Most of the people here do not. :V
Pretty sure this was actually posted while I was fighting Shady in a MGE server, heh.

I think you did suggest us to put MGEMod on the server once, hence this label.
I did at one point, though with all the triple-digit pings, it's probably not practical.

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What I will say about MGE here is that while it's more likely than installing Surf, VSH Deathrun, or Zombie Fortress, I'd rather put Dodgeball or CrabMod first.
Ack, dodgeball. I always end up either dying first, or surviving till the end and ending up against someone much better than me. CrabMod is fun, though.

Quote
Talking about the extra Demo and Sniper restrictions, right? I'll put those in, though they won't be auto-executed on server load. :\
Just talking about the whole setup in general. Except for Scout.

Quote
I'll add that Demoknight rushes in VSH/FF2 are just damned hilarious. :V
Sadly, I've never seen a demoknight rush. I have, however, participated in a huntsman rush.

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #219 on: April 23, 2012, 01:03:21 AM »
Only I was gonna disagree on was the class restrictions

I WANT TO DO A CLASS RUSH ONE DAY :3

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #220 on: April 23, 2012, 01:22:01 AM »
The sheer amount of BOOLET involved in a heavy rush is hilarious.
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #221 on: April 23, 2012, 02:01:17 AM »
Just talking about the whole setup in general. Except for Scout.
I see, then.

Only I was gonna disagree on was the class restrictions

I WANT TO DO A CLASS RUSH ONE DAY :3
We can easily disable Class Restrictions with a cvar you know :V

The sheer amount of BOOLET involved in a heavy rush is hilarious.
Agreed. Did this a few times on Hale but it makes the game too easy. :\

Also I'll add that mobile server utility use is a success and should help with things if needed.
« Last Edit: April 23, 2012, 03:14:49 AM by デモパン Hat Traders »
C:DOS> ayayaya.mid
Bad command or file name

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #222 on: April 23, 2012, 07:35:54 AM »
Pfft. Class restrictions. Hardly necessary. How dare you deny the people the prestigious awesomeness that is ALL RED SPY DEFENSE :V

Class rushes are fun, if not chaotic and confusing..

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #223 on: April 23, 2012, 01:25:35 PM »
The sheer amount of BOOLET involved in a heavy rush is hilarious.
Was playing on a random server on Friday.  After a couple rounds me and a couple other people with mics agreed we were going all heavy/medic pairs.  We spent the next five rounds or so all switching to a single or pair of classes.  It was pretty fun times!

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #224 on: April 24, 2012, 03:28:27 AM »
For me, stuff like this is the result of a good day.

That's right, we have a new Freak Fortress boss in beta testing on our server, since offline listen server testing doesn't address balance or sound issues. So far, aside from the rage being too powerful (the results weren't how I wanted but I liked them anyway - great for a future boss >:D) and the occasional problems with sounds (encoding, maybe?), it works beautifully.
« Last Edit: April 24, 2012, 03:32:53 AM by デモパン Hat Traders »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #225 on: April 24, 2012, 03:43:30 AM »
I can't count to 3 :V

Fuck

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #226 on: April 30, 2012, 12:51:33 AM »
I can't count to 3 :V
Like Valve?
Hey EP could you add in the smacking buildings for ubercharge as a plug-in? For science of course >.>
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #227 on: April 30, 2012, 01:27:26 AM »
Nope, not doing that since it's a 'bug'. :V

Here's a preview of an upcoming boss BTW. >:D
C:DOS> ayayaya.mid
Bad command or file name

C:>_

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #228 on: May 01, 2012, 03:59:35 AM »
Let's get this over with. There's a white shark waiting for me in my office!
- Saxton Hale

It's that time again...we announce yet another meeting!

Nothing too fancy, just vanilla and FF2 (plus several custom bosses, some made by yours truly) are planned and that's about it.

TIMES: 10-12 May, 20:00 / 8:00PM GMT-5 (-4 for DST/summer time-free areas).

Any takers? :D



Oh, and Aya boss works wonederfully for a first go, aside from sporadic model download issues and a few balance tweaks I'll have to do.
« Last Edit: May 01, 2012, 04:21:22 PM by デモパン Hat Traders »
C:DOS> ayayaya.mid
Bad command or file name

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #229 on: May 01, 2012, 05:23:32 AM »
why must you make a meet on thursdays and fridays? =-=

I have summer classes, so I can't attend. Shame.


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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #230 on: May 01, 2012, 05:29:59 AM »
I might be able to make it. It's right during finals here. We'll see if I have the time.
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #231 on: May 01, 2012, 12:26:16 PM »
It will be 1:00 am here at the time of the meeting, so I am not sure if I will be able to attend.
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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #232 on: May 01, 2012, 03:48:44 PM »
I say we add in Saturday as well EP. I'll host it around if you can :V

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Re: [TF2] MotK Meetups (NEXT MEET: ????????)
« Reply #233 on: May 01, 2012, 04:21:16 PM »
All right, we'll add that in. I should be free that day too.
C:DOS> ayayaya.mid
Bad command or file name

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Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #234 on: May 01, 2012, 10:33:03 PM »
Saturday is fine, thank you.



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Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #235 on: May 01, 2012, 11:59:13 PM »
Way to plan the next meet-up during Flowering Night. : P

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Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #236 on: May 02, 2012, 12:00:46 AM »
Way to plan the next meet-up during Flowering Night. : P
See EP I told you I wanted it this weekend :V *shot*

Nah, EP wanted it this weekend because it's right before his birthday

Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #237 on: May 02, 2012, 02:03:12 AM »
I'll probably only be able to attend on Thursday, as usual. Not sure if I'll be out of town or not that weekend.

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Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #238 on: May 02, 2012, 02:18:06 AM »
I should have the free time to play each day.

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Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
« Reply #239 on: May 11, 2012, 03:27:17 AM »
Seems that this meetup was anticipated highly enough that we actually had an impromptu meet yesterday as well, though it just consisted of Freak Fortress 2 madness. Ironically, that had a larger turnout (9 players max) than today's (7).

It didn't help that the item server was down for quite some time, so I had to bring on the weapon-giving commands, leading to Frypan and Zatoichi fights, even in FF2.

Stuff I'm considering to put on:
 - MGEMod - we have 0.0.5 on our server already but I want to push it up to the latest version, and we can allow users to choose that to better allow for quick 1v1 play and training.
 - Boss Battles - VS Admin Mode is much easier to start up in this manner.
 - Add time - because typing !cvar mp_timelimit xx is getting annoying.
TF2Fix was considered briefly but removed after it caused many problems with FF2 bosses on my offline test server.

Lastly, Alpha brought up an interesting idea - we could possibly create our own Steam group and announce TF2 and other games' (mostly MC) server meets/events there. Now I know about the existing Shrinemaiden group, but at the moment it's just sitting there and doesn't look like it'll get much attention. I'm increasingly for this proposal, but would like extra comments on the idea.
« Last Edit: May 11, 2012, 03:28:59 AM by 巫女パン Trade Shrine »
C:DOS> ayayaya.mid
Bad command or file name

C:>_