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Class limits

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What should the class limit be?Not counting the sniper class.

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Total Votes : 14
 
 

Class limits Empty Class limits

Post by Furgus 14/5/2010, 19:44

I choose three.
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Class limits Empty Re: Class limits

Post by UberLord 14/5/2010, 20:01

Need more medic slots, today, I couldn't play medic, no slots open Sad
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Class limits Empty Re: Class limits

Post by jameless 14/5/2010, 20:02

This vote is pretty invalid because some classes have 3 and sniper has 1.
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Class limits Empty Re: Class limits

Post by Google 14/5/2010, 20:04

Current Limits:
Scouts - 3
Soldiers - 3
Pyros - 3
Demoman - 2
Heavies - ?
Engie - ?
Medic - ?
Sniper - 1
Spy - ?

Maybe more medic slots as stated above.
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Class limits Empty Re: Class limits

Post by Young Greezy 14/5/2010, 20:07

Why fix what ain't broke.

It's worked out fine in other words, I don't see a point to changing anything.
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Class limits Empty Re: Class limits

Post by Epps 14/5/2010, 20:10

What Greezy said, nothing wrong with how it is right now.
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Class limits Empty Re: Class limits

Post by UberLord 14/5/2010, 20:26

Need more medic. I was forced to play soldier today, which I have been trying to practice at, but still suck at Soldier Medic
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Class limits Empty Re: Class limits

Post by jameless 14/5/2010, 20:57

I hear ya UberLord but isn't that kind of the point? To diversify the server and keep you on your toes with other classes?
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Class limits Empty Re: Class limits

Post by Nicobbq 15/5/2010, 09:30

Everything is cool right now. 2 or each (with some exceptions) is perfect!


Last edited by Nicobbq on 15/5/2010, 11:01; edited 1 time in total
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Class limits Empty Re: Class limits

Post by Eraserhead 15/5/2010, 10:29

Current settings on the server:

sm_classrestrict_blu_demomen 2
sm_classrestrict_blu_engineers 2
sm_classrestrict_blu_heavies 2
sm_classrestrict_blu_medics 2
sm_classrestrict_blu_pyros 2
sm_classrestrict_blu_scouts 3
sm_classrestrict_blu_snipers 1
sm_classrestrict_blu_soldiers 3
sm_classrestrict_blu_spies 2

Uberlord, the fact that you could not play medic is not an argument. The class restrictions are there to prevent the gameplay becoming non-tactic. A 12 man team does not need 3 medics.

Just like with a competitive 6vs6 there is 1 medic in the team. That's how we came up with the current numbers.

On the flipside however i think if we turn off class restrictions the server will have more players but it will be messy. Just when sourcemod got broken, i still don't understand why it was so crowded on the server during those days. Was it because an update had come out (it didn't change major things) or because the limits were off?
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Class limits Empty Re: Class limits

Post by Furgus 15/5/2010, 12:16

Could we at least change demo or spychecker to 3?
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Class limits Empty Re: Class limits

Post by UberLord 15/5/2010, 12:26

Thanks for the explanation guys. Sorry if that was a bit immature. I guess it is perfect.
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Class limits Empty Re: Class limits

Post by Tendo 15/5/2010, 12:39

I too agree with switching to the scouts to two and giving P.Y.R.O another go. They dont do much damage anyway (bad ones) and if you've got a medic, your fine. Also, more spychecker's means more reflections. Solves our spam issue. 3 scouts is too much. "scout rush" isnt what i concider to be a good game. We should also have another medic.

Scout-2
spychecker-3
medic-3
rest 2

Im tired of all the scout with their stupid pistols just running around and pew pew pewing me, and i can do nothing about it.
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Class limits Empty Re: Class limits

Post by Tidelag 15/5/2010, 12:58

The class limits are good as they are.
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Class limits Empty Re: Class limits

Post by Eraserhead 15/5/2010, 13:06

We made scouts and soldiers 3 because in a 6vs6 game they are 2. So with 12vs12 they should in fact have a limit of 4 but i guess that would make it an even greater scout/solly fest. Also with a 6vs6 some classes are not played who should be played in 12vs12 so...

I don't think another spychecker slot means more reflections, i guess it will only mean more W+M1's! But i guess more pyros on orange can be fun.

Unless they are called Tendo, they are easy to kill Very Happy

Why 3 medics? I hate these medic chains....

Only 2 scouts out of 12 slots seems little but i'm unsure about this. We could change it to two.
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Class limits Empty Re: Class limits

Post by Tendo 15/5/2010, 23:20

Today, i played on the server, and there were 3 scouts per team. How many on a team? 5. Thats just stupid if you ask me. There is a thing out there that lets classes open up, the more people join and are playing... i just forget what its called...
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Class limits Empty Re: Class limits

Post by Young Greezy 16/5/2010, 00:18

Yes, I've seen servers where the class limits get broader as the player count goes up.
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Class limits Empty Re: Class limits

Post by jameless 16/5/2010, 10:47

I think we had tried that plugin in the past but it had a bug where you would change your class but showed the skin from the previous. Like a heavy with a sniper rifle. I will look into if that plugin has been updated again but I don't think the bugs were worked out.
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Class limits Empty Re: Class limits

Post by Eraserhead 16/5/2010, 13:24

No that bug was not caused by the class limits plugin but by something else, don't remember what though.

edit: old thread here http://forum.pulpfortress.com/screenshots-and-images-f10/demo-soldier-update-glitch-screenshots-t53.htm?highlight=glitch

But it doesn't reveal what the solution was, i remember changing something and then asking pepper to test if it was still possible and it was fixed. Damn my memory....

Anyway i think we could try the other class limit plugin that opens classes up based on the amount of players, that would be neat.


Last edited by Eraserhead on 16/5/2010, 13:28; edited 1 time in total
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Class limits Empty Re: Class limits

Post by jameless 16/5/2010, 13:27

I am talking about this plugin Max Class which isn't the one we are using. It would allow us to limit based on how many players are in game. But you had posted on there that it was making it so some classes would have other class weapons.
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Class limits Empty Re: Class limits

Post by Eraserhead 16/5/2010, 13:32

Hah! My solution for the problem was in that thread too Jameless:

https://forums.alliedmods.net/showthread.php?t=62630&page=23

Smile


edit: So i think we can test this plugin on the VIP server. Only this is what was the author says:

* This plugin is not perfect, I spend hours on this thing and I was not able to do a perfect blocking
* I have not made a lot of tests with this plugin, only with my self. So, please, test it before putting it into a popular server


Last edited by Eraserhead on 16/5/2010, 13:34; edited 1 time in total
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Class limits Empty Re: Class limits

Post by jameless 16/5/2010, 13:33

Yea I checked that solution but it was a link to the plugin we are currently using which doesn't allow us to limit based on number of players in game.
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Class limits Empty Re: Class limits

Post by Eraserhead 16/5/2010, 13:36

No i think the solution was mainly this:

http://forums.alliedmods.net/showpost.php?p=1020607&postcount=129

I remember after posting that on there that i did not test with Maxclass again to see if that fix also worked for that plugin.

Also, read my edit above.
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Class limits Empty Re: Class limits

Post by Eraserhead 16/5/2010, 13:44

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Class limits Empty Re: Class limits

Post by jameless 16/5/2010, 13:52

I've seen the notifier on other servers but noticed it's not always effective. It simply warns you so most annoying people just ignore the warning and pick the class anyway. The first one would disable the class altogether so that could work I suppose but MaxClass would be better because we could allow 1 scout when less then 2 when more and 3 when full etc. Which I think is better than disabling altogether. I have already installed it on VIP just need to test it out.
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