Originally posted by Tuck
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+1 the HC server is a vast improvement for the thinking man, this is more of a skill game!
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Any chance we could bump the respawn to 3 seconds?
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I like the spawn delay. It creates an incentive for players to stay alive, thus cutting down on the mindless running and gunning. In truth, I'd rather see it 20-30 seconds, but I'm sure that would run some players off.
The whole point of the hardcore mode (I think) is to make the game a little more realistic. Well, it's unrealistic for a soldier to run around with reckless abandon. I think a spawn delay rewards players for being smart and staying alive, while simultaneously penalizing RNGers who place no premium on their own lives.
I'd like to see it go further by rewarding players with points for staying alive. If you ask me, it's better to finish a round 12-2 than 20-18.
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flaran
I alternate between loving and hating the TK system. Sometimes when people run blatantly into shots it is annoying but then again I've played on servers where there is no reflect and there can be massive TK sprees. I like it overall. I pretty much like everything about the HC server right now. The settings are probably the best I've played.
Like Tuck said, spawn delay is useful in making you think about what you're doing at least a little.
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moe -
Yeah, that happened to me last night. I was firing at an enemy when a teammate ran right in front of me. Of course, I shot him and the TK system killed me. In the original server, teammates running in front of you was a nuisance. In the new server it gets you killed.Originally posted by flaran View PostI alternate between loving and hating the TK system. Sometimes when people run blatantly into shots it is annoying but then again I've played on servers where there is no reflect and there can be massive TK sprees. I like it overall. I pretty much like everything about the HC server right now. The settings are probably the best I've played.
Like Tuck said, spawn delay is useful in making you think about what you're doing at least a little.
Still, I like the setup. All the punishment for the TKs falls on the guy pulling the trigger, so the teammate who got shot or naded is unaffected. That's good because it means no hard feelings.
I also like that the reflected damage doesn't seem to be 100%. That means you can hit a teammate, but still live if you catch your error quick enough. Otherwise, even a single bullet hitting a teammate could mean instant death.
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{CLR} Naillik
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