[NRNS] Gaming Community

Gaming Discussions => Battlefield 2 => Topic started by: M4rcopkiller on May 14, 2016, 22:57:24 PM

Title: Observations about new changes
Post by: M4rcopkiller on May 14, 2016, 22:57:24 PM
Hello,

There were some changes on server so I can be interresting to discuss about it.

First, I think the mix of moddified maps / regular maps in mapcyclle is good.

But on the modified Sharqi Peninsula, in unbalanced rounds, the open respawn point of CMO (at the North-West) make too difficult to them to advance. One respawn point seems too less.

Second: the mines. It is very weird how antitank mines explodes like 20 metters around.
Title: Re: Observations about new changes
Post by: chest_brah on May 14, 2016, 23:28:56 PM
I would like to add that strike at karkand become kind of boring. Most of the time, because of the way people get the flags. Both teams get stuck between the two sides of a river. I would say the previous version of karkand was better. I also noticed that about mines,  these things explode even when you are 10-20 meters away.
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on May 15, 2016, 07:51:15 AM
We didn't plan for normal and modified maps mixed in together. The plan was to have map size adjusted according to player numbers. Which just happens that I didn't mod any 16-size maps. I am not sure if it's worth it at this point. By now, our regular players would probably consider 'normal' maps modified ;)

I don't know what CMO is, can you explain, and which Sharqi you mean, because we have 3 sizes :)

I am very proud of my mines. It's the first of many changes to make the Engineer kit more deadly.
That being said I reduced the trigger radius to 10m this morning.

Overall, we'll be looking at making infantry + vehicle combo stronger, such that infantry can kill surrounding enemy AT and destroy mines (Engineer kit can remove them with a Wrench), repair vehicles, while the vehicles, APCs, tanks mow down infantry and enemy tanks from afar. I think this would increase cooperation, and a squad with communicating tank crew and infantry would do very well.

In terms of Karkand, I think the river 'issue' is inescapable. I was thinking of adding a second bridge to the river, maybe that would help.
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on May 15, 2016, 08:49:57 AM
 8) 8)

(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHg1yoqt.jpg&hash=f9f637a8dd405eeefe3c13985863d594f2e5438c)
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 15, 2016, 09:48:57 AM
That being said I reduced the trigger radius to 10m this morning.

In terms of Karkand, I think the river 'issue' is inescapable. I was thinking of adding a second bridge to the river, maybe that would help.

Second bridge will be destroyed by C4 and the "wreckage" of that bridge will make crossing river even harder than it is. 10m mine radius seems more reasonable than 20m :)
Flags on 64 karkand shouldnt be neutralized, it's extremely hard to win this map for MEC  ::)
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on May 15, 2016, 10:33:23 AM
Second bridge will be destroyed by C4 and the "wreckage" of that bridge will make crossing river even harder than it is.
Shut your piehole you negative nancy. LOL
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 15, 2016, 11:04:00 AM
Second bridge will be destroyed by C4 and the "wreckage" of that bridge will make crossing river even harder than it is.
Shut your piehole you negative nancy. LOL

I like most changes you make captain stiff :) We had that second bridge for 2 years and i cant say i miss it much. That river part of the map is essential part, i will send you a vid in pm with different solution but i think you should remember that yourself.
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on May 15, 2016, 11:21:46 AM
captain stiff :)
How did you find out my porn nickname?  :D
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 15, 2016, 11:25:06 AM
captain stiff :)
How did you find out my porn nickname?  :D
Good one  :P
Title: Re: Observations about new changes
Post by: [NRNS]omegaX on May 15, 2016, 11:28:45 AM
That being said I reduced the trigger radius to 10m this morning.

In terms of Karkand, I think the river 'issue' is inescapable. I was thinking of adding a second bridge to the river, maybe that would help.

Second bridge will be destroyed by C4 and the "wreckage" of that bridge will make crossing river even harder than it is. 10m mine radius seems more reasonable than 20m :)
Flags on 64 karkand shouldnt be neutralized, it's extremely hard to win this map for MEC  ::)


Actually the bridge is low enough to where you can still climb up it when its destroyed, your welcome xenalite.
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 15, 2016, 13:19:47 PM
http://stats.nrns-games.com/bf2-euro/

I checked first 16 players to compare their win/loss ratio based on teams. Please give MEC and China more chance - USA wins most rounds which make ppl frustrated and change to USA whenever there is possibility leaving mostly bad players in MEC  :(
Title: Re: Observations about new changes
Post by: [NRNS]DR-EVIL on May 15, 2016, 15:12:57 PM
captain stiff :)
How did you find out my porn nickname?  :D

it was posted on a gay porn site bro so im told. ;)

sorry just answering the question lol
Title: Re: Observations about new changes
Post by: [NRNS]revmajestix on May 15, 2016, 16:01:33 PM
lmao
Title: Re: Observations about new changes
Post by: keeper2013 on May 15, 2016, 17:21:50 PM
http://stats.nrns-games.com/bf2-euro/

I checked first 16 players to compare their win/loss ratio based on teams. Please give MEC and China more chance - USA wins most rounds which make ppl frustrated and change to USA whenever there is possibility leaving mostly bad players in MEC  :(
Frankly even first same thing.
Title: Re: Observations about new changes
Post by: Maaku on May 15, 2016, 19:21:11 PM
Usa  feels really op in most of maps currently
Title: Re: Observations about new changes
Post by: M4rcopkiller on May 15, 2016, 20:11:02 PM
Good idea for 2nd bridge.

In Sharqi map, unlalanced problem was I think when there is just one respawn point for CMO (North-West), and one for USA (South). I think regular two points respawn (North-West + West) is easier for this camp to advance.

For inf+ vehicule combo, you will make them more resistant? Because an entirely platoon can be killed in APC with only 1 rocket. So APC assault is still very suicidal. I don't want to go back to regular vehicule damages but maybe a little less powerfull rockets will help this can of teamplay.

Anyways you are right, the enginer role need to be helped. 10m range mine seems fair. But once again, it become very useless when you don't have time to repair because vehicule is destroyed so fast...
Title: Re: Observations about new changes
Post by: chest_brah on May 15, 2016, 22:13:33 PM
I think the most important change is the number of points given for the flag capturing. More and more people are joining the squads for team play. This includes me, i like sniper kit the most, but now, when the score has changed, the kit is kind of useless for teamwork, I would also say that medic and anti-tank kit kind of overpower all the other kits with this kind of setup. But again, it makes the game much more enjoyable with this new setup. People who made these changes did an amazing job.
Last 5-6 rounds i played, MEC was dominating, so I think it is ok now. It is more about the way the players cooperate, there will always be a few groups of players who can pretty much take most of the flags by them selves and help the team win.
Title: Re: Observations about new changes
Post by: donotkillpls on May 17, 2016, 22:12:29 PM
yeah i agree. When i have a full squad behind me, it's very hard to stop! I love the new team aspect, and i get killed less by campers! I love all the changes, especially since they cater to my play style  :)

Much more competitive, and helps me win! Thanks for the changes guys
Title: Re: Observations about new changes
Post by: [NRNS]-(Fight-Men)-75- on May 18, 2016, 03:08:45 AM
IMO

Mines could use a lower ratio. And thanks for that nerf.
Or you could turn them into TSAR bombs! :D :D :D :D

Yes!
Now because of the capture points, we have less campers and more full squads... Which is great. 10/10 mlg m8.
I have seen more teamplay in the server.

I don't want normal damage on armoured vehicles, because if you buff the tanks/nerf the rocket, you will have armour whoring ruining the games.
Like in vanilla bf2...

Kits are fine, except with the engineer one... The only good thing about that kit is the MP7!

Sorry for 2fastnotsofurious post.
Title: Re: Observations about new changes
Post by: M4rcopkiller on May 18, 2016, 21:31:13 PM
Personnaly I don't think tanks rules in vanilla, at least when they are not 2 next to , and repairing each other.

I think it brings a good support for infantry teams to advance and increase teamplay.

Here, the only way to be usefull with tank or APC is to camp in a corner, clean open field, then go back an hide. Repairing kit is useless to tanks and vehicules. So you put your nuklear mines, then just have to fight with a bad weapon... In conclusion: just a commander kit...

Title: Re: Observations about new changes
Post by: [NRNS]-(Fight-Men)-75- on May 22, 2016, 15:03:48 PM
When tanks pair up in vanilla with an engineer on each one, there goes your map fun.
Trust me on this.
Title: Re: Observations about new changes
Post by: chest_brah on May 25, 2016, 10:08:28 AM
Just a little update. On Karkand, if the MEC team is strong, there is no way USMC can get a single flag. Maybe you should give USMC two or three flags, or make some of those flags on the right side neutral. I also have another idea, what about giving both teams one flag at the middle of the map in the direction of their UAV and artillery, i think that will make both teams pretty much even at least at the beginning.
Another thing I have to mention is a bug with eryx when i play as MEC. Sometimes when i launch a rocket it gets out and disappears through the tank. And later i have full ammo, like i have not even launched that rocket at all.
Title: Re: Observations about new changes
Post by: [NRNS]-(Fight-Men)-75- on May 25, 2016, 12:53:37 PM
Just a little update. On Karkand, if the MEC team is strong, there is no way USMC can get a single flag. Maybe you should give USMC two or three flags, or make some of those flags on the right side neutral. I also have another idea, what about giving both teams one flag at the middle of the map in the direction of their UAV and artillery, i think that will make both teams pretty much even at least at the beginning.
Another thing I have to mention is a bug with eryx when i play as MEC. Sometimes when i launch a rocket it gets out and disappears through the tank. And later i have full ammo, like i have not even launched that rocket at all.

I would only change the position of one flag, to give USMC a better chance of positioning.
But I wouldnt give them flags inside the city... Its just a matter of time that they spread out and take flags from behind, rendering MEC helpless.
USMC has guaranteed spawns, while MEC needs to defend their own.
But most of the time when I play karkand, everyone in USMC is just worried about camping or making a full in attack through the city, while you can corner the city round and easily take the suburb... USMC doenst need any of the above if they use their brains.

Thats a glitch, did that happened while you were shooting over a wall?
Title: Re: Observations about new changes
Post by: chest_brah on May 25, 2016, 15:01:29 PM
Only when i shoot directly at the tank in a very close range.
Title: Re: Observations about new changes
Post by: Cpp_Markus94 on May 25, 2016, 16:52:40 PM
Hi all,
First, thanks to NRNS-Team for the great support and work for bf2 :)

I had the same problem with eryx like Chest_brah, it happens when I don't use the sight in a range of 10 meters.

At sharqi I noticed some spawn points at the construction site which are very hard to join without get spanwkilled by snipers/campers.

And one suggestion: maybe set the reverse gear of tanks as high as the forward gear?
Title: Re: Observations about new changes
Post by: [NRNS]QUE_ME_PONGO_LOCO on May 25, 2016, 17:25:06 PM
Thanks for your feedback guys, we really appreciate the views of those who play in our server :) .

 
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 25, 2016, 17:55:41 PM
On Karkand, if the MEC team is strong, there is no way USMC can get a single flag.
That's true.
Maybe you should give USMC two or three flags, or make some of those flags on the right side neutral.
So USMC players could play with 1 hand??   :P
I'll ask you a question - how often it happens that USMC lose a round on NRNS servers (since last map rotation changed)?
Here are win/loss ratio from top players plus few more
(click to show/hide)
Most players who knows how to play chose USMC cuz its more convenient.
In 1 picture: MEC vs USMC
(click to show/hide)

Another thing I have to mention is a bug with eryx when i play as MEC. Sometimes when i launch a rocket it gets out and disappears through the tank. And later i have full ammo, like i have not even launched that rocket at all.
If You zoom the eryx after it reloads You will see it zooms back (even twice). After reload stop and zoom until it doesnt zoom back and then You can shoot without problems.
Title: Re: Observations about new changes
Post by: [NRNS]Mannisto2 on May 25, 2016, 18:14:22 PM
Mannisto2             - USMC 17-10 - weird                           MEC 30-31 - exeption of the rule

The reason I choose MEC side is that I like to help the underdog side. Like you, I have also noticed that US side has been stronger and players like to choose that side more that MEC side.

I want to proof that it is very possible to perform well on MEC side. One good squad and active squadwork/teamwork can turn things around  ;)
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 25, 2016, 18:31:52 PM
Mannisto2             - USMC 17-10 - weird                           MEC 30-31 - exeption of the rule

The reason I choose MEC side is that I like to help the underdog side. Like you, I have also noticed that US side has been stronger and players like to choose that side more that MEC side.

I want to proof that it is very possible to perform well on MEC side. One good squad and active squadwork/teamwork can turn things around  ;)
Bless You

1 problem with new Karkand map is that technically its not allowed to shoot from the base but base is almost directly behind the fence so all the snipers and guys in armor are breaking rules (in that case where USMC is losing and holding only base)

After those awesome changes with making all classes usefull there is still 1 person almost completely useless and that is MEC's specops because all american commander assets are inside bases (karkand, sharqi, jalalabad). Only use of specops MEC has on Mashtuur city. What about moving assets a bit out of bases?
Title: Re: Observations about new changes
Post by: chest_brah on May 25, 2016, 18:38:25 PM
Kucoman, whenever i  join the server, the server automatically transfers me to one of the teams, i do not choose which team I want. Although there are some people switching teams, it is not allowed and I do not see that happening a lot. Maybe the server can be modded to automatically recognize the names and transfer some of the better players in a 50/50 ratio across the both teams.
About eryx, the problem happens when i launch a rocket with no zoom in a very close range, it does not matter if it was the first, or the last rocket.(The chance is like 1/10, but it still happens).
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on May 25, 2016, 18:53:30 PM
Kucoman, whenever i  join the server, the server automatically transfers me to one of the teams, i do not choose which team I want. Although there are some people switching teams, it is not allowed and I do not see that happening a lot. Maybe the server can be modded to automatically recognize the names and transfer some of the better players in a 50/50 ratio across the both teams.
About eryx, the problem happens when i launch a rocket with no zoom in a very close range, it does not matter if it was the first, or the last rocket.(The chance is like 1/10, but it still happens).

I didnt say You're changing team to have convinient gameplay (i named only 1 person there).
1 more thing about it being easier for USA to win:
Mashtuur City I played in MEC and we won by taking all flags pretty easy
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2rz4503.jpg&hash=7af7fa48a5b5704e13abd7200262824df7ac1100)
I changed team to USMC for Jalalabad afterwards to balance teams
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Ff20ksx.jpg&hash=37c8fdaf3dde3178ada0f958250715268d7777fb)
We won but they were better
Title: Re: Observations about new changes
Post by: [NRNS]-(Fight-Men)-75- on May 25, 2016, 20:15:33 PM
Mannisto2             - USMC 17-10 - weird                           MEC 30-31 - exeption of the rule

The reason I choose MEC side is that I like to help the underdog side. Like you, I have also noticed that US side has been stronger and players like to choose that side more that MEC side.

I want to proof that it is very possible to perform well on MEC side. One good squad and active squadwork/teamwork can turn things around  ;)

+1 squads and teamwork solve almost everything.

Personally, in karkand, i prefer by a long shot the MEC team. USMC side seems too boring in that map.

Also, thank you kucoman for those stats  :)
Title: Re: Observations about new changes
Post by: keeper2013 on May 26, 2016, 18:03:10 PM
Sorry but frankly I have read teamwork!! But teamwork with who?? much time difference good players on team is 10/3 or 15/5 for USMC (but even more), not game!! And those little good players use kit sniper for positive ratio kills, nearly all time I first team MEC, for this motive. I no change team if no for check players. But sorrry much time problem am members NRNS what play all same team (strange if not use tools admin) what unbalanced team and what start with camper on the flag. Kill game and  empty server. I remember what on other servers for balanced team, members sacrificed statistics for good game and server ever full! I have seen only Walid torres and machete what balanced team others no.
Title: Re: Observations about new changes
Post by: lt.rey_santos on May 27, 2016, 01:06:46 AM
Kucoman, whenever i  join the server, the server automatically transfers me to one of the teams, i do not choose which team I want. Although there are some people switching teams, it is not allowed and I do not see that happening a lot. Maybe the server can be modded to automatically recognize the names and transfer some of the better players in a 50/50 ratio across the both teams.
About eryx, the problem happens when i launch a rocket with no zoom in a very close range, it does not matter if it was the first, or the last rocket.(The chance is like 1/10, but it still happens).
Kucoman, whenever i  join the server, the server automatically transfers me to one of the teams, i do not choose which team I want. Although there are some people switching teams, it is not allowed and I do not see that happening a lot. Maybe the server can be modded to automatically recognize the names and transfer some of the better players in a 50/50 ratio across the both teams.
About eryx, the problem happens when i launch a rocket with no zoom in a very close range, it does not matter if it was the first, or the last rocket.(The chance is like 1/10, but it still happens).
hmmmm,,,what's  wrong?
Title: Re: Observations about new changes
Post by: M4rcopkiller on May 27, 2016, 22:47:35 PM
Anyway even in unbalanced rounds or maps, a fairpllay player can switch to help other team. The only thing I regret is I never saw admin switching people or at least askinh to people to switch.

For teamplay, I regret so less people join groups. When you create a group,  flank enemy to make a good respawn point, it is so frustrating waiting players to join, or dying alone with no one with you. Usually it only work with some NRNS member or veteran players like FIghtmen or few. But not enought to build a good effective piercing group.
Title: Re: Observations about new changes
Post by: Cpp_Markus94 on June 24, 2016, 15:13:43 PM
Hey,
Today while playing i realised that teamkill is active(knife, mine, rocket launcher).
There is one problem with this for me:
If I capture a flag with somebody, and he's the first one at the flag it is profitable to team-kill him and get the points for flagcapture. If I am playing as medic, I can even revive the other guy. Think that isn't fair  :-\
Title: Re: Observations about new changes
Post by: [NRNS]QUE_ME_PONGO_LOCO on June 24, 2016, 19:55:12 PM
Anyway even in unbalanced rounds or maps, a fairpllay player can switch to help other team. The only thing I regret is I never saw admin switching people or at least askinh to people to switch.

For teamplay, I regret so less people join groups. When you create a group,  flank enemy to make a good respawn point, it is so frustrating waiting players to join, or dying alone with no one with you. Usually it only work with some NRNS member or veteran players like FIghtmen or few. But not enought to build a good effective piercing group.

Mate admins dont move people cause they are not allowed to do it, not because they want keep the game unbalanced.

If im not wrong the main reason cause admins cant move the people is because the moved player dont add that game score to stats, I mean if they move you to the other team,your score/medals doesnt counts on your stats.

I have to say that I think you are partially right, some maps are a bit unbalanced and admins dont move people... But there is a reason,  they can move themself but not move other players.
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on June 24, 2016, 21:44:00 PM
If im not wrong the main reason cause admins cant move the people is because the moved player dont add that game score to stats, I mean if they move you to the other team,your score/medals doesnt counts on your stats.
That's not true.

In any case, admins are not allowed to switch public players for balance purposes, only idle players.
I'm the only one who ever randomises teams at round end if I feel like one side is too overpowered.
Admins don't have an option to randomise teams.

Map balancing is difficult, because you want the map to be sufficiently different from original, but also a good balance.
Hard to tell if a map is balanced or not, it depends on so many things. Timing, how good the team is, how many vehicles they have etc.

Today while playing i realised that teamkill is active(knife, mine, rocket launcher).
I'm not aware of any changes in this area. Can you explain?

Title: Re: Observations about new changes
Post by: Cpp_Markus94 on June 25, 2016, 06:29:41 AM
I was playing on karkand, and just for a joke i tried to kill my friend(who was in my team) with knife. And it worked... He didn't get the points for flag because he was dead and I got 15. 2 minutes later I tried to shoot a tank with rocket launcher. But one of the team mates run in my rocket and died.
And I was teamkilled by some anti tank mines...
Title: Re: Observations about new changes
Post by: [NRNS]Daze on June 25, 2016, 07:13:09 AM
I was playing on karkand, and just for a joke i tried to kill my friend(who was in my team) with knife. And it worked... He didn't get the points for flag because he was dead and I got 15. 2 minutes later I tried to shoot a tank with rocket launcher. But one of the team mates run in my rocket and died.
And I was teamkilled by some anti tank mines...

ive just checked cc and friendly file was enabled so should be ok now.
Title: Re: Observations about new changes
Post by: Cpp_Markus94 on June 25, 2016, 08:46:40 AM
Okay ty a lot  :)
Title: Re: Observations about new changes
Post by: uaCapitanOkynb on June 30, 2016, 11:22:58 AM
On Karkand, if the MEC team is strong, there is no way USMC can get a single flag.
That's true.
Maybe you should give USMC two or three flags, or make some of those flags on the right side neutral.
So USMC players could play with 1 hand??   :P
I'll ask you a question - how often it happens that USMC lose a round on NRNS servers (since last map rotation changed)?
Here are win/loss ratio from top players plus few more
(click to show/hide)
Most players who knows how to play chose USMC cuz its more convenient.
In 1 picture: MEC vs USMC
(click to show/hide)

Another thing I have to mention is a bug with eryx when i play as MEC. Sometimes when i launch a rocket it gets out and disappears through the tank. And later i have full ammo, like i have not even launched that rocket at all.
If You zoom the eryx after it reloads You will see it zooms back (even twice). After reload stop and zoom until it doesnt zoom back and then You can shoot without problems.

I  like to play mec team very much because its always harder to win in that team
And this is my stats!
USMC   time: 10:55:32   wins: 34   loss: 9              ratio: 3.78   
MEC   time: 21:26:38   wins: 42   loss: 39       ratio: 1.08
http://stats.nrns-games.com/bf2-euro/?pid=500016280
Title: Re: Observations about new changes
Post by: [NRNS]QUE_ME_PONGO_LOCO on June 30, 2016, 13:52:00 PM
Respect bro that numbers speak by themself
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 08, 2016, 20:23:58 PM
Hi!
I've been busy for around a month so i didnt get much chance to play. Last time i played there was a debate on how distribute flags on that twisted karkand we have. Some said it's not fair USA has only 1 flag because sometimes it ends that US players never leave the base and game is boring. So it got changed to the form that is kept till today... HOW???  :( :( :(
This game is lost for MEC before it even starts. It is an Operation clean sweep/kubra dam in the CITY version (if You know what i mean). After 1 minute of game US team is on the other side of the river and MEC's have no armor after 5 minutes or less. No matter how badass your teammates are you cant win this game as MEC when there is at least 1 enemy squad who take flags.
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Fwbq7ih.jpg&hash=50442e804e22deece58bd11c43de6aa656136b5b)

And 1 more thing which is an absurd. USA has much more points on start and on original map they are losing start, they need to neutralize the flag to get leveled. On this map they get 2 other flags for free which gives them those idk 40-50 points free and when enemy gets close to attack and later defend warehouse flag which is close to base they gets warned for base rape.
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2r7n8xw.jpg&hash=bced9a94b9e873750817b6bab55ae179bf974f54)

Thats insane to expect an equal match in these conditions. Not to mention most times its USA who has good players than MEC (completely randomly >.> of course lalala)
Sad to feel like Aston Villa player every round on MEC.

I used statistics before to back up my comments (cries LOL) and i will again.
http://stats.nrns-games.com/bf2-euro/?pid=1196560
This player spent most time in USMC team so We can see that:
USMC wins 7 rounds for every 2 wins for MEC side
on karkand its almost 7 wins for 1 MEC win. Not good
Also for about 4% of the time spent on NRNS CITY MAPS You are unable to change to your fav team anyhow ... ha ha

Thanks for those who read all post and share their opinion  :)

Regards!
Title: Re: Observations about new changes
Post by: chest_brah on July 08, 2016, 22:00:33 PM
The problem here is that the USMC team usually has better players, or better combination of players in a sense. I think that is the key factor why they keep winning most of the time.



Title: Re: Observations about new changes
Post by: [NRNS]DR-EVIL on July 09, 2016, 00:20:46 AM
they are been fixed this weekend.

well your waiting try out the NRNS UNLEASHED server and give your feed back

thank you.
Title: Re: Observations about new changes
Post by: [NRNS]Daze on July 09, 2016, 09:46:54 AM
Hi!
I've been busy for around a month so i didnt get much chance to play. Last time i played there was a debate on how distribute flags on that twisted karkand we have. Some said it's not fair USA has only 1 flag because sometimes it ends that US players never leave the base and game is boring. So it got changed to the form that is kept till today... HOW???  :( :( :(
This game is lost for MEC before it even starts. It is an Operation clean sweep/kubra dam in the CITY version (if You know what i mean). After 1 minute of game US team is on the other side of the river and MEC's have no armor after 5 minutes or less. No matter how badass your teammates are you cant win this game as MEC when there is at least 1 enemy squad who take flags.
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Fwbq7ih.jpg&hash=50442e804e22deece58bd11c43de6aa656136b5b)

And 1 more thing which is an absurd. USA has much more points on start and on original map they are losing start, they need to neutralize the flag to get leveled. On this map they get 2 other flags for free which gives them those idk 40-50 points free and when enemy gets close to attack and later defend warehouse flag which is close to base they gets warned for base rape.
(https://nrns-games.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2r7n8xw.jpg&hash=bced9a94b9e873750817b6bab55ae179bf974f54)

Thats insane to expect an equal match in these conditions. Not to mention most times its USA who has good players than MEC (completely randomly >.> of course lalala)
Sad to feel like Aston Villa player every round on MEC.

I used statistics before to back up my comments (cries LOL) and i will again.
http://stats.nrns-games.com/bf2-euro/?pid=1196560
This player spent most time in USMC team so We can see that:
USMC wins 7 rounds for every 2 wins for MEC side
on karkand its almost 7 wins for 1 MEC win. Not good
Also for about 4% of the time spent on NRNS CITY MAPS You are unable to change to your fav team anyhow ... ha ha

Thanks for those who read all post and share their opinion  :)

Regards!


well said mate, i would prefer the standard maps if am totally honest with the modded weapons
Title: Re: Observations about new changes
Post by: keeper2013 on July 09, 2016, 17:22:50 PM
Frankly I see too much vantage USMC on maps, even  sharqui what is nearly impossible win with mec, chopper is sure better, and much hard destroy with sraw, because little precision, and not have more APC for difference, even 1 only flag is easy what win USMC..
Title: Re: Observations about new changes
Post by: [NRNS]-(Fight-Men)-75- on July 10, 2016, 01:14:10 AM
And this is why everyone changes to USMC...

At least many players did this back when I played...
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 10, 2016, 12:41:43 PM
I checked unleashed yesterday morning but was empty, all i noticed is pointing system is regular. Not many people will join that server if there is 2 points for flag capture and 15(?) on other server. Flag capture is more "profitable" than killing enemy. I have never played on such stats setup before so i checked once how its like on empty server. During 30 minutes of running from flag to flag on 8 or 9 rounds i increased my score per minute ... much.
My opinion about this statistics setup - its much better than the previous one and much better than regular setup, probably best setup i ever seen, but ... :P
Some things are hard to pass without a little facepalm:
Since scoring points is about taking flags now and getting team points and not killing/dying (getting nemesis points) or getting high k/d (camping usually) it's damn important if You are not as good as Daze or Xenalite to get a good co-operative squad right? This is i believe the reason of why 1 team is winning most of the time. Just by checking some ridiculous stats of some people i can name 1 best way to get highest possible score per minute:
Join USMC team and create a squad, invite best players in team, choose Support class, i think MG36 is best stick close to your squad mates but run first, hope they chose medic. Go first to every flag and throw ammo packs like crazy whenever you can... i played like that 3 rounds or so, no one was ever close to my score  ::)
3 points for giving ammo and 2 points for killing?
3 points for giving ammo and 3 points for repair?   :(
Spec ops class - perfect
sniper - i find i hard to play with l96 lately, suddenly m24 is b***'n
assault - finally this class is worth anything with F2000 (i didnt check M16 yet)
engeneer - shotguns lmao, M11 finally it works a bit but stil demanding, must get used to it again, M3k1 - lololol are you serious? its more lethal than ever. if its like that You may as well make smoke and flash granades killing :) I still like it much :D
Support - weapons are very good combining with no reason to reload or save ammo it's a bit too much like i wrote above. But if it works its good
Medic - either i got rusted or idk seems harder to kill than 2 months ago or maybe its just more guns got usefull   :)
Anti tank - ... who broke rocket launchers, they are slow, they are weak, eryx's reload is crap, after it you shoot with ghost rockets, need to change weapon (i.e. press 3 and 4 again) to make it work.  And 2 shots needed sometimes to kill an apc  >:(
most annoying class right now.

Some obervations.

Thank You kindly for accepting my application  ;)

Regards
kucoman
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on July 10, 2016, 13:32:30 PM
Hello,

Thanks everyone for the opinions. It's good to have feedback from players.

Unleashed server is not quite 'done', Evil copy pasted some old stuff into the server folder and I need to fix it.
It's not intended to stay the way it is.

Yesterday I changed the number of tickets on each map and how quickly each team loses them. It should make the attacking team's job a bit more difficult. I'm going to give that a go before doing more thinking on how we can rebalance some maps.

Repair, ammo, heal and revive carry 3 points each. Kills are 2.4 points base + whatever bonus you may get if you kill a high value target. There is also a bonus for high K/D at round end. Many people don't realize it. It's not about killing as many enemies as possible, but dying as little as possible, and helping your team mates not to die. Running around alone is most certainly not going to help you with that.

Your kits commentary is quite accurate, I changed some kits' power a while ago without saying anything official to see how long it would take for people to realize it. Spec Ops guns have the same power and accuracy as the L85A1. All bolt action sniper rifles have the same damage and all 1 shot kill people, M95 can penetrate glass too. Semi automatic sniper rifles deal 60 damage, making them 2-shot to kill.

Assault guns have the same power and accuracy as L85A1, but assault kit has different toys to the Medic. We will be looking into making the smoke and flash grenades more useful. Since Medics share a gun with Assault, we are thinking to have 1 powerful short distance weapon for both Assault and Medic, but make the L85A1 more long range less power gun. People don't realize it, but it only takes 3 accurate shots from most weapons to kill an enemy.

Shotguns have been brought back to original game damage. I was surprised to notice that their damage was actually half before. I think they deserve to be pumped up a bit more, make the engineer very useful on short range. They are now also a primary choice for armour drivers with increased repair rate and still have good AT mines.

Support and Medic have not been changed in any way shape or form.

Anti tank rocket's damage has changed based on distance to target. Armour is still 1 shot to destroy up to about 40 metres. Afterwards it takes 2 hits. This is a compromise you have to make if you want armour vehicles to be useful. For a long time we had armour not as a dangerous enemy but rather as free points. They can still be ambushed and destroyed close range, but otherwise they are now a bit more tough. Reload times of rockets have not changed. AT kit is still a good go-to kit for short range combat, with 18% of all kills attributed to it.
Title: Re: Observations about new changes
Post by: keeper2013 on July 10, 2016, 13:38:04 PM
XENALITE please fixed team USMC no possible over 2 team no possible other new team, perhaps problem is only on little map, but check please.
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on July 10, 2016, 13:53:12 PM
I didn't understand a single word you said.
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 10, 2016, 14:43:16 PM
Hello,

Thanks everyone for the opinions. It's good to have feedback from players.

Unleashed server is not quite 'done', Evil copy pasted some old stuff into the server folder and I need to fix it.
It's not intended to stay the way it is.

Yesterday I changed the number of tickets on each map and how quickly each team loses them. It should make the attacking team's job a bit more difficult. I'm going to give that a go before doing more thinking on how we can rebalance some maps.

Repair, ammo, heal and revive carry 3 points each. Kills are 2.4 points base + whatever bonus you may get if you kill a high value target. There is also a bonus for high K/D at round end. Many people don't realize it. It's not about killing as many enemies as possible, but dying as little as possible, and helping your team mates not to die. Running around alone is most certainly not going to help you with that.

Your kits commentary is quite accurate, I changed some kits' power a while ago without saying anything official to see how long it would take for people to realize it. Spec Ops guns have the same power and accuracy as the L85A1. All bolt action sniper rifles have the same damage and all 1 shot kill people, M95 can penetrate glass too. Semi automatic sniper rifles deal 60 damage, making them 2-shot to kill.

Assault guns have the same power and accuracy as L85A1, but assault kit has different toys to the Medic. We will be looking into making the smoke and flash grenades more useful. Since Medics share a gun with Assault, we are thinking to have 1 powerful short distance weapon for both Assault and Medic, but make the L85A1 more long range less power gun. People don't realize it, but it only takes 3 accurate shots from most weapons to kill an enemy.

Shotguns have been brought back to original game damage. I was surprised to notice that their damage was actually half before. I think they deserve to be pumped up a bit more, make the engineer very useful on short range. They are now also a primary choice for armour drivers with increased repair rate and still have good AT mines.

Support and Medic have not been changed in any way shape or form.

Anti tank rocket's damage has changed based on distance to target. Armour is still 1 shot to destroy up to about 40 metres. Afterwards it takes 2 hits. This is a compromise you have to make if you want armour vehicles to be useful. For a long time we had armour not as a dangerous enemy but rather as free points. They can still be ambushed and destroyed close range, but otherwise they are now a bit more tough. Reload times of rockets have not changed. AT kit is still a good go-to kit for short range combat, with 18% of all kills attributed to it.
Awesome job as always  :)
one thing to clear my  prev post -  about ammo and repair. It takes 1  granade thrown blindly by any team mate to get 3 points for tossing ammo pack in his face. It usually means taking back main flag for MEC while playing worse team and going out of battle for a minute to fix asset to get 3 points. Ammo points is easy and repairing takes sacrifice in the name of the team and its worth much more for the team. Just my opinion.

And as i remembered. Keeper wrote it is hard to win for MEC even on sharqi when it was opposite before. I think moving assets from battlefield to uncap took that little advantage.

Regards!
Title: Re: Observations about new changes
Post by: keeper2013 on July 10, 2016, 21:05:59 PM
Not is possible open other squads on USMC. Understand now??
Title: Re: Observations about new changes
Post by: walid_torres9 on July 11, 2016, 02:15:59 AM
Why when we play in US we can make just 2 squad  ???
Title: Re: Observations about new changes
Post by: walid_torres9 on July 11, 2016, 02:21:33 AM
Not is possible open other squads on USMC. Understand now??
you mean my last question
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on July 11, 2016, 06:24:45 AM
I see. Restarted the server.
Title: Re: Observations about new changes
Post by: keeper2013 on July 11, 2016, 11:36:59 AM
I see. Restarted the server.
Probable is bug, I have seen what other admins have restart server, but problem remains.
Title: Re: Observations about new changes
Post by: ZMAJ111 on July 18, 2016, 16:57:20 PM
Hello,

I'd like to share my opinion on a few things.

Firstly I think that the points received for supplying teammates with ammo is too high compared to e.g heals and repairs. The latter are more difficult to get points for but the score received is the same. In my eyes either the points for ammo should be reduced to 1 along with revives as it's very simple to get points for these and you can kinda spam it to attain easy points. Alternatively double the amount of points a person gets for heals and repairs.

Secondly the amount of points you get for capturing flags is too high in my eyes. I have seen some players kinda avoid combat and just rush from one flag to another and mostly they focus on unimportant flags too e.g on Mashtuur the flags that are located on the outskirts. I think reducing it to 5 points for a neutralize and 8 points for a capture is solid.
Alternatively a very cool concept would be if you'd get just 1 point for capture and neutralize BUT that you afterwards get 1 point for every 2 players that spawn on the flag after your capture. This way capturing key-flags would be very rewarding and you'd get lots of points for it!

The change towards distance-related damage of Rockets is awesome.

Lastly, I think bringing some fresh maps into the rotation would be great. Gulf of Oman, Songhua Stalemate, Operation Road Rage, Highway Tampa etc
Oh and please try to bring the server back onto the ingame serverlist. I feel like since it disappeared from there, there haven't been 64 players on the server anymore, just about ~50 at peak times!
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 18, 2016, 18:01:05 PM
Comment above is plus 1 to reduce ammo points and increase repair  :)
I find other suggestions very interesting/worth mentioning
Title: Re: Observations about new changes
Post by: ZMAJ111 on July 24, 2016, 10:14:17 AM
Oh, and one more important thing that i forgot to mention:

Please, add a script that automatically kicks people after being afk for 3 minutes.
Yesterday team MEC kept on losing several rounds in a row just because they had about 4 to 5 afk players all the time!
Title: Re: Observations about new changes
Post by: keeper2013 on July 24, 2016, 11:34:52 AM
Oh, and one more important thing that i forgot to mention:

Please, add a script that automatically kicks people after being afk for 3 minutes.
Yesterday team MEC kept on losing several rounds in a row just because they had about 4 to 5 afk players all the time!
+1
Title: Re: Observations about new changes
Post by: [NRNS]ginex003 on July 24, 2016, 16:46:23 PM
i also agree with that.
But it can be upto 15 min
Title: Re: Observations about new changes
Post by: ZMAJ111 on July 24, 2016, 17:05:03 PM
But it can be upto 15 min

15 minutes is way, way too much and does not solve the issue.
Getting kicked for being afk is no big deal, just reconnect when you are ready to play again. Thus one can set a harsher timing window.
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 24, 2016, 20:23:50 PM
But it can be upto 15 min

15 minutes is way, way too much and does not solve the issue.
Getting kicked for being afk is no big deal, just reconnect when you are ready to play again. Thus one can set a harsher timing window.

What solve the issue is best players balancing the teams when its not possible to have fair game. Sometimes its not enough for 1 player to do it specially if all best players for some reason play in 1 team.

https://www.youtube.com/watch?v=TnMe_60TlEE
Title: Re: Observations about new changes
Post by: keeper2013 on July 25, 2016, 22:47:03 PM
But it can be upto 15 min

15 minutes is way, way too much and does not solve the issue.
Getting kicked for being afk is no big deal, just reconnect when you are ready to play again. Thus one can set a harsher timing window.

What solve the issue is best players balancing the teams when its not possible to have fair game. Sometimes its not enough for 1 player to do it specially if all best players for some reason play in 1 team.

https://www.youtube.com/watch?v=TnMe_60TlEE
Better is when automatic change team alternating USMC and MEC, all want play on USMC because maps is more easy for USMC. I frankly where start continue with same team, balanced or unbalanced, and much time is even worse your round.
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 26, 2016, 19:32:16 PM
that side switching after each round would be great. then we could point out fingers at chickens who change team everytime in order to win. Seriously i dont remember winning round as MEC.
Title: Re: Observations about new changes
Post by: [NRNS]kucoman on July 28, 2016, 22:44:40 PM
Question to Xena
Regarding weapons mod:
Whats with Claymores and Rocket Launchers? Something was changed?
'Rzucam mine, nie ma miny, strzelam z rurki, nie ma rakiety"
It seems like its not possible to throw claymore quickly anymore, is that true?
Also Rockets is a disaster - playing Antitank is now reason 1 to rage quit  :P
Rockets vanish like like before but now they are also slower, not only i noticed that and maybe it's just me or its harder to manouver them too.
Plus its like with sniper rifle - it reloads twice many times (probably a reason why rocket dissapears because it was never reloaded despite animation)

Best Regards
Title: Re: Observations about new changes
Post by: keeper2013 on July 29, 2016, 01:26:59 AM
Much problems new maps, dead zone not is active on no one maps; kit antitank is useless; on sharqi 2 only air defense is nearly impossible destroy chopper; kit assault have same protection medic or sniper, and granade launcher destroy only vehicles, no kill people; some time with assault rifle I shot with precision enemy 1 mt. distance but nothing, all loader and no strike nothing. and ping is good. Probable is bug for this. I like disposition flags on karkand. Please fixed maps
Title: Re: Observations about new changes
Post by: [NRNS]Xenalite on July 29, 2016, 06:16:55 AM
I come back after few weeks of break and everything's broken? What the hell guys?  :D