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{Offline} Ballistic Conflict
http://www.runestorm.com/forums/viewtopic.php?f=12&t=51196
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Author:  SHAD0Wdump [ Tue Jan 22, 2008 2:01 pm ]
Post subject:  {Offline} Ballistic Conflict

We really could use a dedicated Ballistic Conflict server out there,I rarely see even one on the browser and if I join there is a absurd amount of mods on board.Big problem with that is I'm unlikely to ever see that server up again(at least for quite a while).

That is pretty much all I have to say,please don't hit me...

Author:  Kaboodles [ Tue Jan 22, 2008 2:56 pm ]
Post subject:  Ballistic Conflict

I've been going to the [HSP] Building/DM/AS Server with BWv2.1 server lately. They run Conflict, though not 24/7

70.188.160.216:7777

Also, they use Evolution, so you start out with only the RS8, X3 knife, T10 grenades, and Junkwar junk. Not a problem with me, but annoying for those who don't know how to use the RS8 or ninja with the X3.

Author:  SHAD0Wdump [ Tue Jan 22, 2008 4:55 pm ]
Post subject:  Ballistic Conflict

Kaboodles wrote:
I've been going to the [HSP] Building/DM/AS Server with BWv2.1 server lately. They run Conflict, though not 24/7

70.188.160.216:7777

Also, they use Evolution, so you start out with only the RS8, X3 knife, T10 grenades, and Junkwar junk. Not a problem with me, but annoying for those who don't know how to use the RS8 or ninja with the X3.

Not a problem with me either.
Still my problem is we just don't have a reliable 24/7 conflict server.So having those awesomely tactical matches just don't happen(enough).

Author:  Kaboodles [ Tue Jan 22, 2008 9:38 pm ]
Post subject:  Ballistic Conflict

Conflict just has too many issues to be a 24/7 gametype. What with the spawning issues, not switching map sides every round, weird issues with the end-game, that spectate-respawn bug, the fact that people can just fly around and report the enemies' movements after they die, lack of anti-camping measures, etc.

Author:  SHAD0Wdump [ Thu Jan 24, 2008 12:09 am ]
Post subject:  Ballistic Conflict

Kaboodles wrote:
Conflict just has too many issues to be a 24/7 gametype. What with the spawning issues, not switching map sides every round, weird issues with the end-game, that spectate-respawn bug, the fact that people can just fly around and report the enemies' movements after they die, lack of anti-camping measures, etc.

eh... good points

Possible solutions:
-find a small mod(or mutator) that stop people from viewing the map(preferrably unless you just joined).
-remove railgun.
-select more 'tactical maps' that are balanced when running BC(for example blackhawk is great but the team that spawns way out over by the ruined palace are neigh screwed(lack of cover overall)).
-(Theory/unconfirmed)multiple spawnpoints being picked up by BC and used if close together.
-limit 6 or 8 people

I think these will help a bunch(and if the spawn theory is false well people will have to deal with it).
As for the camping issue those 'balanced' maps should always have more than 2 ways to anywhere,as well as thin walls in prime camping spots.
This would most likely mean all custom maps but if it can be done...
And these end game issues?What are they,I've never experienced anything strange.

Author:  Kaboodles [ Thu Jan 24, 2008 12:31 am ]
Post subject:  Ballistic Conflict

SHAD0Wdump wrote:
Kaboodles wrote:
Conflict just has too many issues to be a 24/7 gametype. What with the spawning issues, not switching map sides every round, weird issues with the end-game, that spectate-respawn bug, the fact that people can just fly around and report the enemies' movements after they die, lack of anti-camping measures, etc.

eh... good points

Possible solutions:
-find a small mod(or mutator) that stop people from viewing the map(preferrably unless you just joined).
-remove railgun.
-select more 'tactical maps' that are balanced when running BC(for example blackhawk is great but the team that spawns way out over by the ruined palace are neigh screwed(lack of cover overall)).
-(Theory/unconfirmed)multiple spawnpoints being picked up by BC and used if close together.
-limit 6 or 8 people

I think these will help a bunch(and if the spawn theory is false well people will have to deal with it).
As for the camping issue those 'balanced' maps should always have more than 2 ways to anywhere,as well as thin walls in prime camping spots.
This would most likely mean all custom maps but if it can be done...
And these end game issues?What are they,I've never experienced anything strange.


By "end game", I mean that the game doesn't end properly. In our server, it pretty much never ended, even when the goal score was reached. In the HSP server, it ends a round after the goal score is reached.

Also, why the Railgun?

Author:  Treadhead [ Thu Jan 24, 2008 6:45 pm ]
Post subject:  Ballistic Conflict

Possibly because a few players could sit back with railguns and fire away, while the main force ties em up, railgun fire rips the enemy to pieces. Countersniping could be done, but, due to multiple Railgun snipers then the counter-fire could be, ironically, countered itself. Although the same could be used with G5s or by HAMRs if the players know how to use them well enough.

Author:  SHAD0Wdump [ Fri Jan 25, 2008 1:39 am ]
Post subject:  Ballistic Conflict

Kaboodles wrote:
By "end game", I mean that the game doesn't end properly. In our server, it pretty much never ended, even when the goal score was reached. In the HSP server, it ends a round after the goal score is reached.

Also, why the Railgun?

1.Gah... that puts a big stopper on it... only hope now is to debug the damn thing and use it as a separate version,and we know how fun endless temporary downloads are. :(
2.As treadhead said.

Author:  Kaboodles [ Fri Jan 25, 2008 3:36 am ]
Post subject:  Ballistic Conflict

The weapons really depend on the map. Sure, the Railgun is powerful, but it at least requires some skill. The Lightning gun, Minigun, FP9 bombs, Flamethrower, and Staves can be just as overpowering.

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