Total servers: 3
Post your pic! (Members Introduction board) by Thor May 24, 2013, 10:04:23 pm
[Army of Glory] - [AoG] ([AoG]) by Morby May 22, 2013, 10:33:37 pm
- Like a Boss - (Clan threads) by Morby May 22, 2013, 10:30:55 pm
Old community member outreach (LieroX2 General Discussion) by JasonB May 21, 2013, 12:50:52 pm
Saturday Nights (Graveyard [RIP]) by MiLeC May 19, 2013, 01:10:07 am
classic 24/7
Liero v1.0 – 100lt
IP: 37.205.11.54
Game Mode: Death Match
Lives: 7
Max Kills: 15
Version: OpenLieroX 0.58 rc3
Players:
Kurko's testlab
Liero v1.0 – 20lt
IP: 91.156.42.210
Game Mode: Death Match
Lives: 5
Max Kills: 20
Version: OpenLieroX 0.58 rc3
Players:
Cruel Mod by iRod
Cruel v0.96 – 50lt
IP: 69.255.183.244
Game Mode: Death Match
Lives: 5
Max Kills: 0
Version: OpenLieroX 0.58 rc3
Players:
iRod(0 lives, 0 kills)
[CPU]I'm Not A Human(5 lives, 0 kills)
[CPU]I'm Not A Human(5 lives, 0 kills)
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Author Topic: Anti-spawnkill function  (Read 455 times)

mortarfag

Anti-spawnkill function
« on: August 24, 2011, 09:07:42 pm »
Hey!

During in-game chat we figured that a few second immortality (and inability to fire) would prevent spawn kills. This would give the players time to get on their feet (or their rope in the air). This is especially pressing during large battles when being spawned mid-air means certain death without a possibility of escape. This should at least be an option when creating a server. An idea to consider for the next version.

Keep up the good work

Hawk

Re: Anti-spawnkill function
« Reply #1 on: August 24, 2011, 09:14:04 pm »
It should be made so that the length of it can be changed by the host.
The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

Sakmongkol

Re: Anti-spawnkill function
« Reply #2 on: August 24, 2011, 09:17:03 pm »
Clever choices with level, mod, weapons and loading time can prevent spawn kills pretty well. That is to say that spawn kills are an integral feature with spammy settings in open levels.
"If you understood everything I say, you'd be me!"

~ Miles Davis

mortarfag

Re: Anti-spawnkill function
« Reply #3 on: August 24, 2011, 09:29:41 pm »
It should be made so that the length of it can be changed by the host.
Yes!
I'd suggest variability between 0.5 and 5 seconds.

Clever choices with level, mod, weapons and loading time can prevent spawn kills pretty well. That is to say that spawn kills are an integral feature with spammy settings in open levels.
Yes, it can be avoided if you're playing with Matrix or Naruto mods in Gamma Complex.
But this "integral feature" means lots of unnecessary spawn kills (or so called "red shots") in dedicated mortar server.
« Last Edit: August 24, 2011, 09:36:39 pm by mortarfag »
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