Well, spawn-killers are using 99,9% of time combo to frag (cause you know, having a decent aim is... well... hard for some players ;D). So, why not reducing the combo damage. Like dealing 90 or 95 damage. So, you won't die from them, and you'll have a chance to frag them back
Spawn protection or its pointless
reg
95 damage for a combo explosion is less than the damage that the shock rifle does with a combo explosion in normal weapons. I have a feeling people would be very upset at this change. I once changed the shock ball damage to 45, which is the stock damage of the balls in normal weapons, and players weren't happy about this one either.
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Oh, I was hoping he/she meant to (temporarily) reduce the damage when spawn-killing is detected
Edit: Ok, this would be useless anyway when there are 2 players spamming the same spawn point (unless you reduce it to < 50)
I don't know. Let's see ,)
I mean.. It's ComboGib. So from my point of view they should remain mortal - most of the times
(And yeah.. I would also say this if I had a decent aim - I guess)
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i disagree, some maps need spawn protection because they are badly designed xP
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reg
This should be possible and probably is a better option than disabling their weapon which might make them think something is broken. Suppose there still should be some sort of message informing them that their damage has been reduced due to excessive spawn camping or something like that.
Anyway, I like this idea. Who else thinks this sounds good for a spawn protection system and how many spawn kills should be allowed before lowering the damage of their weapon (this could be made to be configurable but it's still worth talking about). Maybe even all firing mode damages should be reduced in this case too so they can't just switch to primary fire or secondary ball spawn kills.
Edit: and for how long in seconds should the weapon be at reduced damage?
Hmm... Considering the fact that UT is a fast-fps.
You have to be really quick sometimes to frag the flag-carrier (or even holding a line).
So, if you get spawn killed like 3 times or more. It's already over.
So yeah, I would say 2 or 3 spawn kills.
About the damage reducing, it just has to be under 100%. Spawn killers are not meant to be good. If they fail their static "pro" combo, it's over for them.
So, I would say :
- After 2 or 3 spawn kills : damage under 100 (primary and secondary attack) for like 2 seconds.
As you said, we need more opinions from other players !
if that mechanic is there, great.
2/3 spawnkills is a bit low thou, i would say 5 or 6 spawnkills - i guess we dont want to punish the person who spawnkills because he/she is carrying the flag but only the people who sit there shooting at the spawn.
Imo, just remove their ability to perform damage for 100% for 5s and thats it,
zcbz Yes but no. The flag-carrier should not be punish by the spawn protection.
The flag-carrier can frag whoever they want, no damage reduction for them. Just for players
Talking as a defender, 5 or 6 spawnkills is... a lot. Your flag is already in the opposite base after 6 spawn kill :/
Count 1 spawn-kill as 1 second. Now, count 6 seconds. You can already say bye bye to your flag
bustacell Edit: Maybe define a small radius rather than checking for notMoved ?? As some of the experts tend to move back and forth while doing their "job"
Sorry but that's nonsense. Whether someone spawnkills and stands still or does it more or less "cleverly" shouldn't matter.
In my experience, modifications (mutators) that restrict the player's ability to act from a certain point in time are generally harmful and spoil the fun of the game. (I'm thinking of a Face server with a camping mutator activated, and after a few seconds I got a warning that I'm not moving and will soon be kicked. In addition, the damage from the sniper was ever reduced. At first I thought about not connecting my shots until I found out the Sniper was "disarmed").
Now to think about reducing the damage of the weapon at some point (in time)... well no, I think that's a terrible thought.
I think one should not ignore the circumstances of which players are on the server and what their preferred way of playing is (and I explicitly include myself in that). I'll take LOU_Sasolle as an example, he just likes to sit near his own flag and defend it. But he also plays with an average ping of 200, and it's probably difficult for him to play as a "normal" attacker. I've also played with 200 ping, and ZeroPing or not, you simply have disadvantages against ping 50 players.
But to be clear, Sasolle doesn't do anything illegal or offensive, he just plays his style.
I think it's much worse that there are very good players (I won't name players on purpose) who don't do anything, i.e. camp somewhere in midfield or in the opposing base and kill them (pure deathmatch). And - to my great regret - you Snowguy are intentionally playing blind and deaf here. My idea of how an administrator takes care of his server is different. For me you are not an admin, but rather "just" the person who set up the server. Otherwise the server runs along and is no longer administered.
Back to the topic at hand, what about players who want to kill spawns until a teammate catches the flag and then cover them. If they still have reduced damage and don't support the FC effectively, that will increase the frustration (take this just as an example).
Titan Whether someone spawnkills and stands still or does it more or less "cleverly" shouldn't matter.
True. Idea was not to differenciate there but rather catch both, still-standing and moving, as non-moving players are still within that potential "raduis", hence would be detected like moving players were.