Admin on SG server...

The time is right for a suicide!
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ShadowRunner
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Admin on SG server...

Post by ShadowRunner »

There is no teamswitcher mod installed on SG server.

Understand this please.

If you refuse to balance teams.
If you block a player.
If you teamkill deliberately, or repeatedly.
If you ignore requests to change team.

you are likely to be kicked without warning, since you have ignored the request three times already, or are already arguing about.

There will be no other way apart from these 4 rules above, until players are not repeatedly ruining the server and games.

Keep the fight active and fun please.
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SPAZ ROFELZ
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Post by SPAZ ROFELZ »

You teamkill with your lam plants/sclaws/neutrons all the time.
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Post by ~[FGS]SaSQuATcH~ »

Back when [ARM] had a 24/7 server hosted by Deja, he made me an autobalance mutator in 5 minutes, maybe you can ask him to make one so there shouldn't be problems about it anymore. (I can ask him too with FGS permission)
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Kothar
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Post by Kothar »

auto balance is usefull but annoying for SG server because there may be a time of peace where all on same team... but its up to shadow.
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~][FGS][Nobody~ wrote:Y U GUIZ ALWAYYS KILL TEH HOOKERS IN MY BASE???!!
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Post by ShadowRunner »

You teamkill with your lam plants/sclaws/neutrons all the time.
There is no evidence to support this.

I don't teamkill at all.

You seem to think all I do in SG is lam.

Shadowrunner is not the issue here. You teamkilled today. Don't do it again.
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Post by Kaiden »

Why not turn off team damage and get Team Switcher? :/ We had to ban so many people for TeamKilling eventually we just disabled team damage (Even then people just shot each others lams).
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Post by ShadowRunner »

Teamdamage is off...

But 2 problems.

1. Neutron teamkills. Players are not communicating with their team and planting with no respect or regard for their team in places where it is most likely to teamkill. It's not too bad, but under lockdown this becomes a nightmare.

2. Some aug vets have taken it upon themselves to teamkill dictate how players should fight. Players are shooting lams, even lams in corridors that are not hidden or in any way sneaky. One player in particular has developed an obsession, follows lammers on his team and kills them.

3. SCLAW is like bio rifle, it does to an extent cause problems to team. But the spectacle is worth it imo. It is quite easy to avoid being killed by SCLAW. Make sure the enemy dont get one, it requires teamwork, but it is easier.

4. Also there is a lot of this. Player on your team, goes to base when you are not there, destroys all your lams, replants his. Those players dont realize, but admin, even a normal player can know exactly when this is happening.
Some players would be happier if they realized they need their team.
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Post by ~][FGS][Nobody~ »

Wouldn't be realistic but would be useful, if players couldn't destroy the team mate's grenades.
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Post by ShadowRunner »

For an exciting game, I prefer having the risk of death, but you can not always guarantee your team are going to co-operate.

And it's handy to shoot your team's lam, when 6 enemy run past it.

So because of lack of guarantee, I would agree with you, I'd like to see it as an experiment, the inability to destroy traps which are not yours.

I notice thankfully, that on SG server you can not emp your team or their lams.
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Kothar
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Post by Kothar »

someone should make a mod that makes a teammates lam nonexploadable but you can disable them instead.
"Without deviation progress is not possible"
~][FGS][Nobody~ wrote:Y U GUIZ ALWAYYS KILL TEH HOOKERS IN MY BASE???!!
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Post by ShadowRunner »

that would be even worse.

A good SG fighter will kill in two places at once. Lam the base and fight outside. This is the crux of the issue, that a noob with bad attitude can walk into the base and explode all your lams while you are fighting outside, and replant his. If he can disable your lam, that is even worse, he hasnt even got to fetch lams, he can use yours and there would be even more incentive to ruin your traps, to get more kills or free lams.

The players who destroy team traps, imo, are playing the wrong game. I think it's one of the coolest things in DXMP, that you can set perimeters and traps or leaving presents to the enemy. And makes assaulting more realistic, no army ever went in without bombardment or engineers etc...

I think a lam with a slightly smaller blast, and which is impervious to any attack by your team, would be cool, but where do you draw the line, TNT, other lams etc... how unrealistic do you want to, or have to go...
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Post by chin.democ. »

I lik ethe fact that your own teams bombs can be blowed up by your teammates, playing DXSG you have to be careful about planting in the main hallway because of this, adds an element of danger, if your teamate mis-throws a lam then you have to run for your life as your lam is precariously placed near to your general area.
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Post by ~][FGS][Nobody~ »

Yes, right.
Never touch a running system.
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Post by ShadowRunner »

~Anyone throws a lam anywhere near my traps, I'll do what that guy did in "Platoon"... Armies tend to throw bombs, artillery, BEYOND their perimeter usually... People panic and start tossing off inside their own perimeter and that is how an enemy capture a base, own goal, the trap that would have killed them is destroyed.
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Post by chin.democ. »

Absolutely Shadow, It's part of the battle, the panicing, a good team will communicate with eachother and lessen the chances of panic mistakes, but mistakes are what make it interesting, no two games of DXSG are the same.
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