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America's Army => General Chat => Topic started by: ELiZ on Friday, February 13, 2015, 11:12:55 AM

Title: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:12:55 AM
Use this thread to discuss the vote about Should SF forceclass/mod be tracked?

As I see it this vote is about allowing any built in mods that handles Forceclassing any weapon, and make them fully tracked.
Other random mods(Low gravity, 100point kills or something like them) is NOT included in the vote.

At the moment there is the following Mod included in 25Assist:
Normal FC, where everyone get the same weapon at start of the round.

I've started adding the following mods, so that if the vote passes, they will be available as included mods in 25Assist.

Random Weapons
Random Snipers
SF Mod

This is about the SF mod only.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:18:17 AM
Some basic information:

Todays situation is that the FC(same weapon for all) mod is included into 25Asisst with the following rules:
Points counts as 50%, no kills/deaths are reported to BT.

With the vote, all points of the included mods will be reported normally, including kills/deaths.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Friday, February 13, 2015, 11:22:15 AM
I would go for, I think normal weapons becoming boring and players will be more happy to have their weapon fc and would be happy if their count is normal towards tracker.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Friday, February 13, 2015, 11:29:04 AM
Good to make a new clean thread about this.

So it's about tracking SF + Forceclass. I suggest you add the word "Forceclass" to the poll in Assist.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:37:27 AM
Good to make a new clean thread about this.

So it's about tracking SF + Forceclass. I suggest you add the word "Forceclass" to the poll in Assist.
It should already be that, I just mirrored the poll directly.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:40:39 AM
This is the class description that are used for the SF Mod.
Code: [Select]
    ClassEquipment(0)="AGP_Inventory.Weapon_M4A1_Rifle_Mod";
    ClassEquipment(1)="AGP_Inventory.Ammo_556mm_30_Mag";
    ClassEquipment(2)="AGP_Inventory.Ammo_556mm_30_Mag";
    ClassEquipment(3)="AGP_Inventory.Ammo_556mm_30_Mag";
    ClassEquipment(4)="AGP_Inventory.Ammo_556mm_30_Mag";
    ClassEquipment(5)="AGP_Inventory.Ammo_556mm_30_Mag";
    ClassEquipment(6)="AGP_Inventory.Ammo_556mm_30_Mag";

    ClassEquipment(7)="AGP_Inventory.Throw_M14_Incendiary";
    ClassEquipment(8)="AGP_Inventory.Throw_M14_Incendiary";
    ClassEquipment(9)="AGP_Inventory.Throw_M14_Incendiary";
    ClassEquipment(10)="AGP_Inventory.Throw_M14_Incendiary";

    ClassEquipment(11)="AGP_Inventory.Throw_M83_Smoke";
    ClassEquipment(12)="AGP_Inventory.Throw_M83_Smoke";
    ClassEquipment(13)="AGP_Inventory.Throw_M83_Smoke";
    ClassEquipment(14)="AGP_Inventory.Throw_M83_Smoke";

    ClassEquipment(15)="AGP_Inventory.Throw_M84_Stun";
    ClassEquipment(16)="AGP_Inventory.Throw_M84_Stun";
    ClassEquipment(17)="AGP_Inventory.Throw_M84_Stun";
    ClassEquipment(18)="AGP_Inventory.Throw_M84_Stun";
    ClassEquipment(19)="AGP_Inventory.Throw_M67_Frag";
    ClassEquipment(20)="AGP_Inventory.Throw_M67_Frag";
    ClassEquipment(21)="AGP_Inventory.Throw_M67_Frag";
    ClassEquipment(22)="AGP_Inventory.Throw_M67_Frag";

    ClassEquipment(23)="AGP_Inventory.Ammo_40mm_1_Gren_Mod";

Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:42:47 AM
Random sniper is that you get one of these:
Quote
   wepclass[0]="AGP_Characters.ClassGuerrillaSniper"
   wepclass[1]="AGP_Characters.ClassSFSniper"
   wepclass[2]="AGP_Characters.ClassSniper"
   wepclass[3]="AGP_Characters.ClassSniper24_US"
   wepclass[4]="AGP_Characters.ClassSniperMos"
   wepclass[5]="AGP_Characters.ClassSniperSVD"
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 11:43:31 AM
Random Weapon is that you get one of these:
Quote
   wepclassa[0]="AGP_Characters.ClassAT4Rocket"
   wepclassa[1]="AGP_Characters.ClassAutomaticRifleman"
   wepclassa[2]="AGP_Characters.ClassAutomaticRiflemanRPK"
   wepclassa[3]="AGP_Characters.ClassSniper"
   wepclassa[4]="AGP_Characters.ClassDemolitions"
   wepclassa[5]="AGP_Characters.ClassGrenadier"
   wepclassa[6]="AGP_Characters.ClassGrenadierGP30_Op"
   wepclassa[7]="AGP_Characters.ClassGuerrillaAK74su"
   wepclassa[8]="AGP_Characters.ClassGuerrillaPSO"
   wepclassa[9]="AGP_Characters.ClassGuerrillaRPG"
   wepclassa[10]="AGP_Characters.ClassGuerrillaRPK"
   wepclassa[11]="AGP_Characters.ClassGuerrillaSniper"
   wepclassa[12]="AGP_Characters.ClassPistol"
   wepclassa[13]="AGP_Characters.ClassRifleman"
   wepclassa[14]="AGP_Characters.ClassRiflemanAK"
   wepclassa[15]="AGP_Characters.ClassRiflemanM4A1Auto"
   wepclassa[16]="AGP_Characters.Classrpg"
   wepclassa[17]="AGP_Characters.ClassSF"
   wepclassa[18]="AGP_Characters.ClassSFAutomaticRifleman"
   wepclassa[19]="AGP_Characters.ClassSFSniper"
   wepclassa[20]="AGP_Characters.ClassSniper"
   wepclassa[21]="AGP_Characters.ClassSniper24_US"
   wepclassa[22]="AGP_Characters.ClassSniperMos"
   wepclassa[23]="AGP_Characters.ClassSniperSVD"
   wepclassa[24]="AGP_Characters.ClassRecruit"
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: bollie on Friday, February 13, 2015, 11:52:52 AM
Ok i cant denie that the random weapons was a nice feature :)

Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Friday, February 13, 2015, 12:03:40 PM
It should already be that, I just mirrored the poll directly.

Yes you are right but the title is a little bit confusing. It looks like all the mods will be allowed and tracked. So without the clarification you made on the forums, it's hard for the people who don't visit the forums to know what this is all about. So perhaps you can sumarize it all in "Forceclass" instead of making a distinction between SF and the other guns ;)
my 0.002
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: HANG_JEBAT on Friday, February 13, 2015, 12:28:48 PM

As I see it this vote is about allowing any built in mods that handles Forceclassing any weapon, and make them fully tracked.
Other random mods(Low gravity, 100point kills or something like them) is NOT included in the vote.

------------------------------------------------

Some basic information:

Todays situation is that the FC(same weapon for all) mod is included into 25Asisst with the following rules:
Points counts as 50%, no kills/deaths are reported to BT.

With the vote, all points of the included mods will be reported normally, including kills/deaths.


Well Done Eliz & assist team.. kinda fair deal. Finally, we can get to same direction & hopefully long story come to the end.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [K][K].187 on Friday, February 13, 2015, 12:45:41 PM
VERY NICE TO SEE THIS THREAD..   VOTE YES 
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Friday, February 13, 2015, 12:50:48 PM
You can also post request of other weapon force request here, and I'll see what can be done.
or if you think any of the mods above is missing something.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Friday, February 13, 2015, 13:02:48 PM
shotgun by any chance?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Friday, February 13, 2015, 13:20:33 PM
Random Weapon is that you get one of these:
in the weapon_randomizer_v1_5  it was possible to select guns for random , it would be nice to do that to .
Some maps need a little balance .
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F905%2FhX8Epl.jpg&hash=16156e23aad30b0c640431f09d6fd74a) (https://imageshack.com/i/p5hX8Eplj)
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Spanky on Friday, February 13, 2015, 13:26:20 PM
I would just stick with SF and see how that goes, skip the random weapons and anything else, only make SF tracked. Take things in small steps. Sure, random snipers/weapons could be fair but there's not many if any people asking for them to be tracked and that would REALLY skew the gameplay.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Friday, February 13, 2015, 13:34:01 PM
I would just stick with SF and see how that goes, skip the random weapons and anything else, only make SF tracked. Take things in small steps. Sure, random snipers/weapons could be fair but there's not many if any people asking for them to be tracked and that would REALLY skew the gameplay.
You can be right !!!
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [K][K].187 on Friday, February 13, 2015, 13:41:42 PM
shotgun by any chance?

shotty yes
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Friday, February 13, 2015, 13:44:21 PM
I would just stick with SF and see how that goes, skip the random weapons and anything else, only make SF tracked. Take things in small steps. Sure, random snipers/weapons could be fair but there's not many if any people asking for them to be tracked and that would REALLY skew the gameplay.

It's very popular on Bridge Crossing I must say. Why would you make a distinction between SF and the other guns?

I mean if you're going to track SF, the tracking system will be already a bit messed up (no offence) so adding other guns to it won't really make any difference imo. It's not worse or better to give everyone a AK or a SF
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Spanky on Friday, February 13, 2015, 13:45:27 PM
Because SF is by far the most popular and it was default on many maps. You don't see AK or other weapons on other maps (aside from the enemy).
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Friday, February 13, 2015, 13:50:10 PM
Because SF is by far the most popular and it was default on many maps. You don't see AK or other weapons on other maps (aside from the enemy).

Your first point is the logical consequence of your second point.
The popularity of the SF gun is the logical consequence of the fact that you don't see other guns such as AK on other maps. There's not something as AK Pipeline :)

But yes you got a point that it's default on many maps so it's a bit of a smaller 'forceclass'
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: BiG_SerGiO on Friday, February 13, 2015, 14:55:49 PM
2 years ago we had 3 Pipeline servers with SF Mod, the change allowed us to revert it back and now we have usually 2 Pipeline servers and 1 SF Pipeline always with players, from those 2 Pipeline servers one is randomly changing weapons when admins are online. Do we really wanna go back to "Bridge SF"?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Bart! on Friday, February 13, 2015, 16:26:19 PM
I would just stick with SF and see how that goes, skip the random weapons and anything else, only make SF tracked. Take things in small steps. Sure, random snipers/weapons could be fair but there's not many if any people asking for them to be tracked and that would REALLY skew the gameplay.
I disagree, people like sf because it's the easier way to go.

In that way, people would get used to the sf only, and have a too hard time going to m16, and will not try it anymore.

It will not be good for the long-term imo.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: SASF-DarkShooter on Friday, February 13, 2015, 16:29:39 PM
I disagree, people like sf because it's the easier way to go.

In that way, people would get used to the sf only, and have a too hard time going to m16, and will not try it anymore.

It will not be good for the long-term imo.
It depends to be honest.

I started AA when 2.6.0 was in it's prime. Also known as modfest 2.6.0. I started playing BC with SF, UA with SF, border with SF etc etc.
Switching to M16 was hard, but doesn't take too long to get used to it. What I do think, is that people that have a hard time killing with M16, will only play on SF servers if they get tracked. Which will even create a bigger divide in the filled servers.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: darksoul__ on Friday, February 13, 2015, 17:29:22 PM
Finally...you guys came to your senses...i hope this really works and people come playing this beautiful game again....the last thing that i want, is that people actually leave....

-Soul
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Friday, February 13, 2015, 18:00:23 PM
Well now I found my way to THE THREAD.
How does it work majority wins?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Spanky on Friday, February 13, 2015, 18:36:47 PM
How does it work majority wins?
That's usually how these kinds of things work, yes.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Friday, February 13, 2015, 19:56:16 PM
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F673%2FZ6fc3m.png&hash=8c6910eef01308132f1c4cf97faf92c0) (https://imageshack.com/i/ipZ6fc3mp)
Thx for support :up:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Saturday, February 14, 2015, 17:47:40 PM
4-1 in favour of SF. No surprises there then guys. We were right all along. That would be Soul, Me and the other guy. Thats nice. Make it happen boys make it happen.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Alex on Saturday, February 14, 2015, 18:05:24 PM
4-1 in favour of SF. No surprises there then guys. We were right all along. That would be Soul, Me and the other guy. Thats nice. Make it happen boys make it happen.
We never said nobody wanted it. We only explained why it wasn't done. That's it.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Yahoo on Saturday, February 14, 2015, 22:42:15 PM
 Assist had sf modded servers a while ago why do not mod servers with m16/saw?


Oh nevermind, ironsights are much harder to handle...
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 04:36:28 AM
We never said nobody wanted it. We only explained why it wasn't done. That's it.

No one mentioned YOU or any other admin. What are you talking about?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Bart! on Sunday, February 15, 2015, 05:28:32 AM
Assist had sf modded servers a while ago why do not mod servers with m16/saw?


Oh nevermind, ironsights are much harder to handle...
That's the thing what still bothers me when this would happen, never have I ever seen people forceclassing sf servers to m16, the only thing I sometimes saw was pistol rounds.

I still think many of the people prefer sf because it is the easier gun. I do not understand why otherwise people like sf more on a map like bridge.

For me personally, it totally changes gameplay to a point that it is not enjoyable. I love playing bridge on assault on normal servers as that's a challenge. But as soon as there is sf mods, random 203s from all possible sides (normally you just know there can be one at a certain place) can totally ruin the fun, or you have to camp hard until all 203s are thrown out, because if you are yellow against green people with sf at def, it's almost impossible to do anything anymore.

As for insurgent camp. Normally you just know there is 1 203 at a certain area, and you can move in the other trying to shoot somebody. With SF mod, I see big scopes at the windows, and 203s from every place being possible. You have to camp a lot more in order not to be killed in a cheap way.

With sf mod, it becomes easier to get a higher fragrate on the easier side, it will change balance, and in that way it will alternate stats.

I am ok with tracking sf mods seperately, as it is a different thing compared to normal weapons. But tracking them in 1 bunch, together with normal mapstats, is just destroying the integrity of the tracker system.

Sadly enough, we do not have any control over BT, so I do not even see, if others would agree, how we would be able to do something like that.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Sunday, February 15, 2015, 05:55:57 AM
That's the thing what still bothers me when this would happen, never have I ever seen people forceclassing sf servers to m16, the only thing I sometimes saw was pistol rounds.

I still think many of the people prefer sf because it is the easier gun. I do not understand why otherwise people like sf more on a map like bridge.

For me personally, it totally changes gameplay to a point that it is not enjoyable. I love playing bridge on assault on normal servers as that's a challenge. But as soon as there is sf mods, random 203s from all possible sides (normally you just know there can be one at a certain place) can totally ruin the fun, or you have to camp hard until all 203s are thrown out, because if you are yellow against green people with sf at def, it's almost impossible to do anything anymore.

As for insurgent camp. Normally you just know there is 1 203 at a certain area, and you can move in the other trying to shoot somebody. With SF mod, I see big scopes at the windows, and 203s from every place being possible. You have to camp a lot more in order not to be killed in a cheap way.

With sf mod, it becomes easier to get a higher fragrate on the easier side, it will change balance, and in that way it will alternate stats.

I am ok with tracking sf mods seperately, as it is a different thing compared to normal weapons. But tracking them in 1 bunch, together with normal mapstats, is just destroying the integrity of the tracker system.

Sadly enough, we do not have any control over BT, so I do not even see, if others would agree, how we would be able to do something like that.
You talk about totaly ruin the fun in bridge .
If thats the case you are, i think not alone and other player will say the same
so on that point becose sf 203 will be unpopulair on bridge and the real bridge  classic lovers wil play bridge classic like Always. so nothing will change.   
I do understand that sf  ( 203) is on muliple maps a nice wapon for gaming and for sum maps its not good.
But people can choose now and thats the point.
Admins can choose for good gaming setting.
Players will choose to go to ther game fun.
I think ther will be not must change in assist whit this tracking for sf
Fun is more inportant than points !
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Bart! on Sunday, February 15, 2015, 06:05:04 AM
That's a good point Vanoke, I do agree with that.

The main issue I only see then is on maps where both ways could go, I foresee there sf taking it over because many players are too used to sf weapons/ do not want to change it.

The main question I actually have:
- Why is there no m16 mod on sf servers? What exactly is the reason people do not want m16? What is so bad about it?


Furthermore, now you mention it that way, I do not know how much effort it is for mAAppers of us, however, could it be a better idea, not to allow mods, but actually make an SF version of some maps, like we have pipeline sf already?
This will make sure people can see which server they join, slots can be made like on dockside, 3x C 1x Z, etc.

Or would this cost too much disk space/download time when somebody installs this game?
Just brainstorming of course.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Sunday, February 15, 2015, 06:50:52 AM
you can also ask your self that alot maps will be great to play whit only m9  2 smoke  1 flash , i am talking now over maps were the buildings are close to each other.  I also do not understand what fire granades are dowing in this game  ( yhea Burning the dead one) ( ore nice effect in yeti lair) !!
I think assist can gif advice about best setting for all maps.
Classic is not Always the nicest gameplay.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Sunday, February 15, 2015, 06:53:51 AM
Quoting Bart:
With sf mod, it becomes easier to get a higher fragrate on the easier side, it will change balance, and in that way it will alternate stats.

I am ok with tracking sf mods seperately, as it is a different thing compared to normal weapons. But tracking them in 1 bunch, together with normal mapstats, is just destroying the integrity of the tracker system.


I agree 100 % and if people are just playing this for fun , why not leave the system as it is.If you only want to have your so called fun. then you shouldn't be concerned about the tracking issue - so don't touch it
And yes the classic way is how this game is meant to be played - anything else is just childish and destroying the game

Lord-of-War  :style:

Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Sunday, February 15, 2015, 07:36:10 AM
Quoting Bart:
With sf mod, it becomes easier to get a higher fragrate on the easier side, it will change balance, and in that way it will alternate stats.

I am ok with tracking sf mods seperately, as it is a different thing compared to normal weapons. But tracking them in 1 bunch, together with normal mapstats, is just destroying the integrity of the tracker system.


I agree 100 % and if people are just playing this for fun , why not leave the system as it is.If you only want to have your so called fun. then you shouldn't be concerned about the tracking issue - so don't touch it
And yes the classic way is how this game is meant to be played - anything else is just childish and destroying the game

Lord-of-War  :style:


Its to get on the same level Sf is to a gameplay and alot like it, it would be unfar if you led them play and on the other hand you get a diffrent treadment. I will also atrackt players that don t like classic. its A way to led this game grow.  What i do think is that the new idear from merlin 2&2  ore meaby 3&3  tournament will be in classic form just like Big Clan Day.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Sunday, February 15, 2015, 07:49:52 AM
It will not let the game grow ! In the long term it will make it die off !

And another funny thing I just have to mention:
The 2 people that seem to be the most enthusiastic advocates or shall I say
staunch defenders of Forceclass are a known cheater and a notorious teamkiller lol.

Say no more

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 08:03:57 AM
What I am afraid of is that Assist is going to attract a new category of players i.e. not the kind of players that loved the oldschool Americas Army with M16 and Sniper etc etc, but people who like big guns with big boom boom and fast action (CoD style)

But I guess we will all just see how it's gonna be.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Sunday, February 15, 2015, 08:10:12 AM
exactly - I like the old School Americas Army and
that is the only reason why I am still playing it

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 08:57:37 AM
SO ganje and LOW want it there own way and dont care what anyone else wants. And that is exacytly who to two played the game for the majoity of the like in AA. They played on def for the same selfish reason. Ok Ganja now found that assault is actully more fun now . We know that. Every person has an agenda here. and the majority is for selfish porposes. That human nature self presevasion. It goes through there head so they type it with out thought processing. lord cant you see how selfish you sound? ts not all about you. lol, I have seen three balanced people in here Vanoke,spanky and Merlin. We can all learn from these three guys. You got two ears and only one tounge theres a reason for that. Shhhhhh.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 09:10:22 AM
SO ganje and LOW want it there own way and dont care what anyone else wants. And that is exacytly who to two played the game for the majoity of the like in AA. They played on def for the same selfish reason. Ok Ganja now found that assault is actully more fun now . We know that. Every person has an agenda here. and the majority is for selfish porposes. That human nature self presevasion. It goes through there head so they type it with out thought processing. lord cant you see how selfish you sound? ts not all about you. lol, I have seen three balanced people in here Vanoke,spanky and Merlin. We can all learn from these three guys. You got two ears and only one tounge theres a reason for that. Shhhhhh.

I don't want it my way. I accept that a majority might be in favor of tracking mods, I was just explaining my fears. You have 2 eyes too read also
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:13:12 AM
Your fears reveal what you are afraid off. And there for  expose what you dont want. So I was correct. You are still gibbering about what you dont want. Now you read and think before you post.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 09:14:26 AM
The 2 people that seem to be the most enthusiastic advocates or shall I say
staunch defenders of Forceclass are a known cheater and a notorious teamkiller lol.

I have to stop you right here.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Sunday, February 15, 2015, 09:16:18 AM
I have to stop you right here.
I see nothing wrong with the statement Lord did.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 09:17:36 AM
I see nothing wrong with the statement Lord did.

Yet, his statement has nothing to do with the thread/topic.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Sunday, February 15, 2015, 09:21:34 AM
As far as I know you are not a moderator here.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 09:23:19 AM
As far as I know you are not a moderator here.

But as far as I know now, we can talk off topic now a days.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:23:25 AM
So derialing is allowed nice. Lord who ruins the game most. everyone can have a stab at this to lol.
Campers who do everything they can to get the easy def side. and sit and kill noobs until there sick and leave . Or me as a tker. who tks clowns as long as they act like clowns. Who you think cause more to leave the game me or you. Its you and your typr of selfish play. And there are still many like you in the game. I let many noobs practice on me many time I anjoyed teaching noobs. Not as much as kicking campers asses of the bridge.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:29:05 AM
Eliz he never said he was mod. Why rub his nose in it. You and a few others here love that kinda thing. Spanky needs you and the others. That is why he doesnt get involved in the crap talk in here. Hes way above the rest of you for integrity. But he is stuck with the trash talk you and killa and wicked do. You lot actully put spankey in a bad place by the way you act. But he needs you as I said/ So it hurts him. That is plain to see. Any way If some one and there are many accusers in here. If your going to accuse anyone of cheating back it up or shut your mouth is my saying. So let them back it up.  Andf before you jump in and say who you telling to shut up. Read it again.
All the clowns making acusations back it up with evidence or dry your eyes.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 09:33:13 AM
Spanky is the only good admin here, spanky I bet just enjoys reading drama and laughs his tits out, his a chill dude, yet he had to change due to other admins, lets not say names because all the bla bla will start. True I never said I was a mod, and like everytime my words and meanings are changed just because i am a cheater bla bla bla, you have nothing more to say than a cheater? your defensive combats are outdated. Follow spanky plz, he is the true admin and hope he takes the privilege to run this game not like other SERIOUS admins.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 09:34:41 AM
Your fears reveal what you are afraid off. And there for  expose what you dont want. So I was correct. You are still gibbering about what you dont want. Now you read and think before you post.

What's wrong with me giving my opinion and explaining why I am scared to have tracked mods? You want it tracked, you explain why, I'd rather not see it tracked, I explain why. That's how a debate works right?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:36:53 AM
Well if ya cheated fine. were all cheats and liars and thives. all of us in hereincluding spanky. As much as I admire his integrity. Thats what we are.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:37:56 AM
What's wrong with me giving my opinion and explaining why I am scared to have tracked mods? You want it tracked, you explain why, I'd rather not see it tracked, I explain why. That's how a debate works right?
No one said it was wrong where did you read me saying its wrong quote me? Please quote me :)
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Bart! on Sunday, February 15, 2015, 09:39:43 AM
No-nonsense, just to clarify why they say these things. Armyanticheat is =IGC=Wolf, he was banned for cheating in the past,
http://battletracker.com/playerstats/aao/811180/ (http://battletracker.com/playerstats/aao/811180/)
http://aao25.com/forum/hall-of-fame/unreal-no-recoil-no-flash/ (http://aao25.com/forum/hall-of-fame/unreal-no-recoil-no-flash/)

So that's why you see those messages. He did get a second chance, and that's why he still plays with us, this is the only exception I know of.

But that's not the topic here, let's remain with SF forceclass mod being tracked.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 09:40:42 AM
Yet not a topic u still post it, make a different thread for that please.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 09:41:33 AM
SO ganje and LOW want it there own way and dont care what anyone else wants. And that is exacytly who to two played the game for the majoity of the like in AA. They played on def for the same selfish reason. Ok Ganja now found that assault is actully more fun now . We know that. Every person has an agenda here. and the majority is for selfish porposes. That human nature self presevasion. It goes through there head so they type it with out thought processing. lord cant you see how selfish you sound? ts not all about you. lol, I have seen three balanced people in here Vanoke,spanky and Merlin. We can all learn from these three guys. You got two ears and only one tounge theres a reason for that. Shhhhhh.

You might not say it's wrong but you're actually acting like the tough guy compared to "us defence whores" . And I have to admit Lord was looking for drama too when he called Wold a cheater. Why can't we just stay on the topic .

But there was already a drama thread about the mods so if you're not willing to debate why tracking mod are good or bad, go on the other thread and have fun calling people defence whores.

This topic was made to debate, to give arguments to why you are pro or against tracking mods, it's not about how hard you hate people who voted the opposite, so chill out guys and keep it serious, if it's not too late.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 09:57:48 AM
You might not say it's wrong but you're actually acting like the tough guy compared to "us defence whores" .

Not about being tough on assaault Its about integrity or selfishness. Good players should not be running to hide on the easy side.

And I have to admit Lord was looking for drama too when he called Wold a cheater.

If Lord started a drama post then tell him.


Why can't we just stay on the topic .
Like you always do?

But there was already a drama thread about the mods so if you're not willing to debate why tracking mod are good or bad, go on the other thread and have fun calling people defence whores.
Why are you alway trying to say things that poeple never said. Please quote me and stop lying. Please quote. Thats the second time I asked you to quote me in one thread. Quote me or stop lying. I am here and more than willing to debate SF.

This topic was made to debate, to give arguments to why you are pro or against tracking mods, it's not about how hard you hate people who voted the opposite, so chill out guys and keep it serious, if it's not too late.

Yes thats why were here. But dont be saying things people never said . Quote them.



Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 10:09:00 AM
Not about being tough on assaault Its about integrity or selfishness. Good players should not be running to hide on the easy side.

If Lord started a drama post then tell him.

Like you always do?
Why are you alway trying to say things that poeple never said. Please quote me and stop lying. Please quote. Thats the second time I asked you to quote me in one thread. Quote me or stop lying. I am here and more than willing to debate SF.
 
Yes thats why were here. But dont be saying things people never said . Quote them.





I quoted you in my previous post. I don't see how you are debating about mods in that post ...

But ofcourse I can show you the same quote again if that's what you like:

SO ganje and LOW want it there own way and dont care what anyone else wants. And that is exacytly who to two played the game for the majoity of the like in AA. They played on def for the same selfish reason. Ok Ganja now found that assault is actully more fun now . We know that. Every person has an agenda here. and the majority is for selfish porposes. That human nature self presevasion. It goes through there head so they type it with out thought processing. lord cant you see how selfish you sound? ts not all about you. lol, I have seen three balanced people in here Vanoke,spanky and Merlin. We can all learn from these three guys. You got two ears and only one tounge theres a reason for that. Shhhhhh.

So your post goes like this:
- Ganja and Lord want it their own way. What does that mean? We would like to see mods not be tracked, yes. Everybody wants it his way otherwise there's no sence in voting if you don't want it your way ...
- Ganja and Lord play defence because they are selfish
- Oh no wait Ganja play assault
- Everybody has an agenda, because everybody is selfish
- Ganja and Lord type without processing first (did we say something stupid? Not agreeing with us doesn't make our thoughts unprocessed ...)
- Lord you are selfish (again)
- 3 balanced people in here: Vanoke (who wants border SF since ever) Merlin and Spanky because he agreed to make a vote.
- you got 2 ears 1 tounge shhhh
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 10:10:28 AM
   And thanks Bart got it.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 10:11:35 AM
Please take your own advice and stop the drama man.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 10:12:22 AM
Please take your own advice and stop the drama man.

You started it. But you're too stubborn to admit it so I have to keep posting in order for you to understand.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 10:17:38 AM
Ok I will take the blame sorry. Now SF?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Sunday, February 15, 2015, 10:19:42 AM
SF mods will be tracked, the poll already won before it even got half through. Get over it or leave, simple as that.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Sunday, February 15, 2015, 12:21:41 PM
Unless you haven't noticed, I've started a fully tracked(full points, all kills/deaths counted) BC server, so that you can test it out.

Called "ELiZ's Test server", it will be running for a limited time.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Sunday, February 15, 2015, 12:57:55 PM
Thanks Eliz
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Spanky on Sunday, February 15, 2015, 13:30:51 PM
What I am afraid of is that Assist is going to attract a new category of players i.e. not the kind of players that loved the oldschool Americas Army with M16 and Sniper etc etc, but people who like big guns with big boom boom and fast action (CoD style)

But I guess we will all just see how it's gonna be.

I hate to inform you but AA is already this way. Rounds are short, players rush, little teamwork and tactics to be found.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: HauptmannDr. on Sunday, February 15, 2015, 13:32:29 PM
There is only one wish, if it is a regular server, admin shouldn`t change during game to sf mod. So everybody can choose sf or regular....
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Sunday, February 15, 2015, 13:33:54 PM
I hate to inform you but AA is already this way. Rounds are short, players rush, little teamwork and tactics to be found.

Well I have never thought myself on any server 'omg round time is so low' to be honest. There might be less teamwork then before , but it's still present. People report in, people report enemies on the radar. Players don't rush more than ever before imo ...
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Sunday, February 15, 2015, 13:35:30 PM
There is only one wish, if it is a regular server, admin shouldn`t change during game to sf mod. So everybody can choose sf or regular....
It is already that, mods are chosen before a server is started.
Only way to activate the SF Mod, is to restart Server.

Normal FC can any server do at any time.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: darksoul__ on Sunday, February 15, 2015, 16:10:25 PM
I don't want to say much, but EliZ did you see how fast the server fill :3
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Sunday, February 15, 2015, 16:14:00 PM
I don't want to say much, but EliZ did you see how fast the server fill :3
I also noted, that as soon as a few left, the rest lost interest and the server emptied.
 
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Sunday, February 15, 2015, 17:33:50 PM
There is only one wish, if it is a regular server, admin shouldn`t change during game to sf mod. So everybody can choose sf or regular....

Because I said that to the KK People , they just permanently banned me
off their server - so be careful what you wish for...

Maybe a good thing - cause I slowly get tired of having useless arguments with children.
I give up - you guys won
Enjoy your FC / SF whatever - I don't wanna be part of it

Lord-of-War  :style: 
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Monday, February 16, 2015, 05:12:27 AM
so i guess no one has to be scared about the sf modded servers.
there are still plenty of others to join, right?

but the good thing is, that there is a option more now that can be choosen for the gameplay. and at least for me, making this step is very good.

maybe its a hipe at the beginning, but it is up to all of us to "drive" that to the right part of it. clans can activate it or not, and this is just perfect.

thanks.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Monday, February 16, 2015, 17:23:02 PM
About sf bridge and the slots :
I did play today sf bridge  4 granades and 4, 4, 4  of all, I must say it was a  good balanced active gameplay
i did see teamscore 7 ass. - 5  def.
If you are a agrassive attacker and in this case you can do it  its fine to have 4 smoke and 4 granades  4 flash  (4 Barbequemansteake)
you can lure the enemy`s 203 and granades and if your team help you can make defence very difficult .
I would say giff the other bridge games to the   4x4  ore adleast the same.

But personal to make it a team game i would choose  in sf bridge 3 smoke 2 granades 2 flash 1 fire for BBM

Slots:
Make all maps same slots  26  if assist get200/ 250 players every day you can set it higher   28/29/30/31/ 32   ther are exceptions. small maps Poll  .....,...,

Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Tuesday, February 17, 2015, 05:12:26 AM
i did love it with that kind of ammunition and nades. but maybe its a bit to much, maybe :)

so the feedback about the settings from my side:
- 203's 2
- nades 2
- smokes 2
- fire 1

thanks for making this all possible.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Tuesday, February 17, 2015, 06:33:35 AM
My choice would be:

1 203
4 nades
2 smokes
1 incendiary

I like many nades because it might encourage people to go on the catwalk to nade the enemy catwalk, so we don't have hardcore campers.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Tuesday, February 17, 2015, 08:55:23 AM
I think one 203 would be enough.

I would like Ganja's if he also included 2 flashes :D
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: voras on Tuesday, February 17, 2015, 11:18:45 AM
Hey Guys I played sf mode too.. and i see it more easy assoulting with 4 smoke granades... so for me
1 -203
2-nades
4- smoke granades
2 flashes
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Tuesday, February 17, 2015, 12:23:58 PM
1 203
1 hand nade
2 smokes
2 flashes


And spam canopy/ban what ever is easiest.

If you go with 4 nades might aswell just give full 203s. 4 nades is far to many. 26 man server x 4 nades rediculas.
That would be 104 nades per round, crazy.
Clock 7 mins
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Tuesday, February 17, 2015, 12:43:29 PM
And spam canopy/ban what ever is easiest.
Do you mean to enable the 203 antispam(x seconds from spawn) protection, even if the admin hasn't enabled it specifically?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Tuesday, February 17, 2015, 13:06:53 PM
Do you mean to enable the 203 antispam(x seconds from spawn) protection, even if the admin hasn't enabled it specifically?

Make it default, admins could remove it if they would like to.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Tuesday, February 17, 2015, 13:27:16 PM
Why give a 203 if you're not allowed to spam it? You might have no other chance at using it, since there are 13 people scope-camping on the other side
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Tuesday, February 17, 2015, 13:29:46 PM
Make it default, admins could remove it if they would like to.
It would require a bit of redesigning, but if we are to let the server owners decide anyway, we can have it off and let server owners activate in if they want. Same result, and less code.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 13:58:02 PM
Why give a 203 if you're not allowed to spam it? You might have no other chance at using it, since there are 13 people scope-camping on the other side

lol
exactamente !
Por cierto, en Belgica tenemos experiencia con este tema.

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Tuesday, February 17, 2015, 14:03:19 PM
It would require a bit of redesigning, but if we are to let the server owners decide anyway, we can have it off and let server owners activate in if they want. Same result, and less code.

True, same result at the end
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Tuesday, February 17, 2015, 14:39:02 PM
Why give a 203 if you're not allowed to spam it? You might have no other chance at using it, since there are 13 people scope-camping on the other side
You could do dropshots.

It would require a bit of redesigning, but if we are to let the server owners decide anyway, we can have it off and let server owners activate in if they want. Same result, and less code.
I think the problem might be that not everyone knows it exists.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Tuesday, February 17, 2015, 14:56:15 PM
Why give a 203 if you're not allowed to spam it? You might have no other chance at using it, since there are 13 people scope-camping on the other side

Because you dont get to practice spam lines in real life.

At Eliz default I would say. But leave it up to admin if you like. Most people dont like spam.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 15:03:17 PM
In real life when leaning around a corner to shoot people you also
see a bit more than your little head (maybe the arms with the gun in
your hand would be a good feature lol) - this is really so unrealistic.
Just noticed that last night again on WC

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Alex on Tuesday, February 17, 2015, 15:06:35 PM
In real life when leaning around a corner to shoot people you also
see a bit more than your little head (maybe the arms with the gun in
your hand would be a good feature lol) - this is really so unrealistic.
Just noticed that last night again on WC

Lord-of-War  :style:
That's because of how viewpoints are handled in AA. You look from the top of your character's head. That's why people can shoot at you when all you see is the top of their head.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Tuesday, February 17, 2015, 15:10:56 PM
In real life when leaning around a corner to shoot people you also
see a bit more than your little head (maybe the arms with the gun in
your hand would be a good feature lol) - this is really so unrealistic.
Just noticed that last night again on WC

Lord-of-War  :style:
There's a lot in this game that isn't realistic.
Just look at someone crouch and zoom and move at the same time. Their legs will move at a different speed compared to the ground.
Now look at someone crawling and zooming. See how the gun warps left and right visibly. If it did that for the crawler he wouldn't understand what he's looking at.

And leaning is kind of wrong in this game anyway. If you moved like you do in this game, you would fall over. Your center of gravity is shifted too much. Even if you managed to stay upright, you'd be at an unstable position and would probably be unable to hold your recoil.
All in all, for leaning you'd need to move your foot as well, even if just a little bit.

But I don't think there's anything that can really be done about it.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Tuesday, February 17, 2015, 15:17:03 PM
Yes there are parts of the "game"  that are unrealistic. We cant do nothing about that. But we dont need to add to that with spam.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 15:18:31 PM
lol yeah - the leaners just have an unfair advantage.
I have to aim at a tiny head whilst they can see my
whole body, if I am standing in an open area.
The moderator can remove my "comment" if he likes.

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 19:02:19 PM
well I tell you what I think playing SF on bridge is like:
First everybody shoots a couple of 203 at spawn and the usual spots,
a couple of smart guys on defense run to the middle cause they are there faster
than assault as everybody knows, kill a few guys with their scopes while assault try to position themselves and the rest of the game defense waits with scope campers in fixed positions for some ass guy to appear and take him out or blast the bridge with 203's.
What a fun it is - hahaha
Bridge Crossing wasn't designed to be played with SF and any serious bridge player knows that.I think people will get bored of it very quickly but let's wait and see.
And now you guys even discuss the amounts of nades, flashes and smokes - come on

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: mamerize on Tuesday, February 17, 2015, 20:03:54 PM
All maps have advantages for assault or defense. Whats new?. Anyone who play def on pipeline know they can get to main door faster than assault. Sf hosp assault player know how to reach vip fast. When u know so well about some maps, its will be a great advantages. Nothing new here..

My choice.
1 - 203 ( if 13 player on each side, they can count it if they want). It's will be cool if admin can enable/disable 203. I know it's a bit much. Just suggestions which u can ignored it.
2 - nades
2 smokes (assault)
1 smoke (def)
2 flash
1 Incendery
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 20:12:30 PM
the difference is that you have 13 guys with 203's and scopes on
defense - that is what's new here and the map is no good for SF

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Tuesday, February 17, 2015, 20:13:27 PM
well I tell you what I think playing SF on bridge is like:
First everybody shoots a couple of 203 at spawn and the usual spots,
a couple of smart guys on defense run to the middle cause they are there faster
than assault as everybody knows, kill a few guys with their scopes while assault try to position themselves and the rest of the game defense waits with scope campers in fixed positions for some ass guy to appear and take him out or blast the bridge with 203's.
What a fun it is - hahaha
Bridge Crossing wasn't designed to be played with SF and any serious bridge player knows that.I think people will get bored of it very quickly but let's wait and see.
And now you guys even discuss the amounts of nades, flashes and smokes - come on

Lord-of-War  :style:

What's wrong discussing the amounts of nades it to be? It comes with SF, and people have right to choose the best selection.

My selection would be:

4 nades
4 smoke
2 flash
2 fire

To use fire is quite a good thing, to stop enemies from going and to make distraction, actually it can be useful when throwing over the top on the opposite team catwalk to avoid them climbing ladder and to kill them.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Tuesday, February 17, 2015, 20:16:54 PM
the difference is that you have 13 guys with 203 and scopes on defense
that is what's new here and the map is no good for SF

Lord-of-War  :style:

Lord, I guess you showed up quite late when assist has removed most of tracking from mods. There was lots of servers, like ''Do not and friends'' server that used to run SF mod, yet it was the most playable server and the map was bridge. It never got bored because it was fun, always having normal guns isn't fun. Basically people voted and decided to bring back sf mod to tracking, you will have a choice, you are not forced to join bridge with sf mod and I know it will be easier to kill you when you camp most of the times.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Lord-of-War on Tuesday, February 17, 2015, 20:18:10 PM
whatever - do what you want - redesign the whole of Americas Army.
Who gives a damn anyway

Lord-of-War  :style:
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Tuesday, February 17, 2015, 20:23:02 PM
whatever - do what you want
redesign the whole of Americas Army - who gives a damn anyway

Lord-of-War  :style:

SF mod tracking isn't even a big deal. It doesn't redesign assist in any way. SF mod used to be before with full tracking, like the rest of the mods that used to be made by crusade. I remember bridge server that had massive score for every kill on the bridge, before johhny and eliz came, but there is not more of this crap, I can talk all day long how we used rpg's and stuff but if even sf mod you don't like it's not worth talking about the rest.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: mamerize on Tuesday, February 17, 2015, 20:35:19 PM
I think the topic was about sf mods. The soldier inventory's are included, i think.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Wednesday, February 18, 2015, 01:14:02 AM

1 - 203 ( if 13 player on each side, they can count it if they want). It's will be cool if admin can enable/disable 203.
That is alrady pretty much possible. Server admins can configure the 203 spam protection for a very long time, effectively getting rid of 203s.



It doesn't redesign assist in any way.
Funny how you quote him saying something about redesigning AA and you start talking about Assist.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Wednesday, February 18, 2015, 04:16:46 AM
well I tell you what I think playing SF on bridge is like:
First everybody shoots a couple of 203 at spawn and the usual spots,
a couple of smart guys on defense run to the middle cause they are there faster
than assault as everybody knows, kill a few guys with their scopes while assault try to position themselves and the rest of the game defense waits with scope campers in fixed positions for some ass guy to appear and take him out or blast the bridge with 203's.
What a fun it is - hahaha
Bridge Crossing wasn't designed to be played with SF and any serious bridge player knows that.I think people will get bored of it very quickly but let's wait and see.
And now you guys even discuss the amounts of nades, flashes and smokes - come on

Lord-of-War  :style:

Have you ever played SF on bridge. I played it my whole AA life. I had my own server. It never left sf bridge.
To say evey body firs 203 at the start is wrong. I hate spam. But I never saw every one fire all 203s at the start. You actully contradicted your self in your statement.. If every one fires 2 nades at the start. How can def rush? For someone who doesnt care why are you still trying to change everyones mind and a foregone conclusion?
If there is going to be some sort of vote for how it should be run. Then the vote shoud only be for those who voted for it.
when sf is on bridge you said def rushes and gets  a couple becuse of scope. What you never seen normal weapons do that. Really thats nonsense aswell.

I am what I would call a semi serious bridge player. (No were near the hrs Ganja has) Who cares what it was disigned for. I am here for what I like. You are here for what you like. No one is trying to take anything away from your game? Why are you trying to take away from  our game?


Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Wednesday, February 18, 2015, 09:00:02 AM
If there is going to be some sort of vote for how it should be run. Then the vote shoud only be for those who voted for it.
That makes no sense at all. If a vote was done and change is made, the next change, whatever it may be, will be just as important to everyone.

I am what I would call a semi serious bridge player. (No were near the hrs Ganja has)
Well, at least according to tracker, Ganja only has around 500 hours on tracker (for his 2 main accounts), while you have 1200.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Wednesday, February 18, 2015, 11:39:18 AM
Ya need to do a BGC to find all his accounts
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Wednesday, February 18, 2015, 12:00:56 PM
Funny how you quote him saying something about redesigning AA and you start talking about Assist.

I meant AA but typed assist for some reason but if you hating, keep hating me, no problem to me. Just fan base increases.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: teddy_grizzly_bear on Wednesday, February 18, 2015, 12:13:28 PM
Ya need to do a BGC to find all his accounts

I know all his accounts. He gave the info to me way before I became an admin here. Most of the others don't have much hours on them. Some of them he's given away so the hours are not all his. It might all add up to 800 hours, but not more than that.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Thursday, February 19, 2015, 05:50:21 AM
for me, the spam protection its very ok like it is now - deactivated.

if it would be christmas time, i would wish to have the possibility to change the counts of it until you get kicked. by now, the default is 5. the same for the kick duration. would be nice to have it selectable from 1-60 minutes. default is 45 mins i guess :)

but no need to hurry ELiZ :D
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Tuesday, February 24, 2015, 03:19:03 AM
for the SF mod, i agree with spanky's selection of nades, but maybe without the 2 incendiary's.
so this would be

1 203, 1 nade, 2 smokes, 3 flashes

i guess more of it would go in a way of a fun server.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Bart! on Tuesday, February 24, 2015, 11:47:11 AM
Aren't flashes a bit too strong to have 3 of them?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Tuesday, February 24, 2015, 12:11:17 PM
for the SF mod, i agree with spanky's selection of nades, but maybe without the 2 incendiary's.
so this would be

1 203, 1 nade, 2 smokes, 3 flashes

i guess more of it would go in a way of a fun server.
Flash are chicken granades  1 of this and the rest is ok
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Wednesday, February 25, 2015, 03:07:52 AM
ok, we have the final set i guess:

1 203, 1 nade, 2 smokes, 2 flashes
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Wednesday, February 25, 2015, 03:17:51 AM
Give more nades and smokes to assault, on whatever map, they deserve it :)
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Wednesday, February 25, 2015, 05:32:52 AM
i try:

defense - 1 203, 1 nade, 2 smokes, 2 flashes
assault - 2 203, 2 nades, 2 somkes, 2 flashes
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Wednesday, February 25, 2015, 06:53:10 AM
i try:

defense - 1 203, 1 nade, 2 smokes, 2 flashes
assault - 2 203, 2 nades, 2 somkes, 2 flashes

More 203 on assault will result in even more hiding on defence imo.
But ye 2 nades 2 smokes on assault would be cool
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Wednesday, February 25, 2015, 06:57:30 AM
There will be no separate loadout for the teams, they will have the same.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Wednesday, February 25, 2015, 08:26:58 AM
1 203, 1 nade, 2 smokes, 2 flashes

everybody happy now :D
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Wednesday, February 25, 2015, 09:54:16 AM
There will be no separate loadout for the teams, they will have the same.

As it should be
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Ganja on Wednesday, February 25, 2015, 11:17:40 AM
As it should be

I don't think that way. And I'm surprised you do Vegeta :D Assault deserves a little advantage, but alright whatever :)
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: Vanoke on Wednesday, February 25, 2015, 15:33:52 PM
1 203, 1 nade, 2 smokes, 2 flashes

everybody happy now :D
A ladder ! ?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Wednesday, February 25, 2015, 16:07:32 PM
They do deserve a little and that for me  is. As it was in my server the spare man goes on ass always. I ran 11 man server. If 3 were in extra man on ass. 5 same 7 same etc And they only got told once. No go = life ban boom gone.
That was when there were plenty players. But I would do the same here. I only ban for life.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [K][K].BigPappa on Wednesday, March 04, 2015, 23:36:31 PM
add shotgun ;)
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ELiZ on Thursday, March 05, 2015, 02:29:29 AM
This is the current startup loadout:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F105a91s.png&hash=2f307c365583c2f1e268d719f16f1a95)


Any comments?
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: -Vegeta- on Thursday, March 05, 2015, 03:38:13 AM
perfect
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: [SWISS]Merlin on Thursday, March 05, 2015, 04:30:11 AM
i would let the incendiary out. maybe it goes like a nade party with all that. for me to much, but i can live with it. because i am not the bridge player at all, others have to decide.
Title: Re: Should SF forceclass/mod be tracked? - The Thread
Post by: ArmyAntiCheat on Thursday, March 05, 2015, 14:15:54 PM
Adding 1 more nade would be quite good for me etc