Theatre Beta Test

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DarkDeamon
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Re: Theatre Beta Test

Post by DarkDeamon » Sat Sep 09, 2017 5:27 am

Dropping to 10 is a fairly easy change.
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taran
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Re: Theatre Beta Test

Post by taran » Sat Sep 09, 2017 6:54 am

So talk to me about bots after the edit and map change was that better? Do you need more? Less

How about backspawns, again better? Worse.

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Re: Theatre Beta Test

Post by warlock359205 » Sat Sep 09, 2017 7:14 am

Spawnsy wrote:
Fri Sep 08, 2017 11:50 pm
to be honest, it felt like mayhem.
12 felt like too many. it was insane. anyone else feel that way?
Too many on maps like tell for instance, as it's mostly confined spaces and just not enough room.
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Re: Theatre Beta Test

Post by DarkDeamon » Sat Sep 09, 2017 10:05 am

Just to clear up any confusion....
Player Gear
Chest Carrier
  • moderate weight
  • moderate primary + moderate secondary ammo
  • 3 moderate sized explosives
Chest Rig
  • light weight
  • reduced primary + limited secondary ammo
  • 2 moderate explosive slot
Grenadier
  • heavy weight
  • large primary + moderate secondary ammo (203's count as primary)
  • 1st explosive slot moderate + 2nd explosive slot large
Demolitions
  • heavy weight
  • moderate primary + moderate secondary ammo
  • 4 large sized explosives
Gunner
  • heavy weight
  • large primary + moderate secondary ammo
  • 1 moderate + 1 small explosive slot
Sniper
  • light weight
  • large primary + moderate secondary ammo
  • 1 moderate + 1 small explosive slot
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DarkDeamon
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Re: Theatre Beta Test

Post by DarkDeamon » Sat Sep 09, 2017 10:07 am

taran wrote:
Sat Sep 09, 2017 6:54 am
So talk to me about bots after the edit and map change was that better? Do you need more? Less

How about backspawns, again better? Worse.
Bot numbers were better, red zones were on so backspawns didn't seem too much of an issue from my experience. Not sure what anyone else thought?
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Re: Theatre Beta Test

Post by DarkDeamon » Sat Sep 09, 2017 10:11 am

Based on last night, I've edited the theatre and am about to upload v1.02

Minor weapon and kit modifications
Change to Security Squad A
Modified first two Insurgent Squads
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Re: Theatre Beta Test

Post by taran » Sun Sep 10, 2017 7:44 am

Bots

Couple of maps are missing the nav files which I am gradually uploading which when done will make them better still, need to watch the logs to see what's missing so may take a few days to catch them all.

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Re: Theatre Beta Test

Post by Allana » Sun Sep 10, 2017 8:25 am

The bots are more difficult now than before - i really like that.

But i am with Spawnsy - 12 is too many. Especially on small maps there is a lot of pushing to get a good spot. In my case i just wait untill half of the team is dead, then there is enough room to play properly.

I would still reduce the amout of points to pick your gear from. Less explosives needs more tactical playing and you would have to pick your gear carefully or thoughtfully cause you cant take everything you'd like.

Thx for your work on the server!

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Re: Theatre Beta Test

Post by Ztranier » Sun Sep 10, 2017 12:59 pm

Ahoy all,
got a few things,
first thing ist the spawn theme, it is stil not the yellow from the egg, gut it is quite ok and it is getting better and better, the more People are learing how get used to it. i don´t think that the restricted Areas have something to do with it.

And i also do not think that ist got something to do with the size of the maps, but with the narrowness. The more Little roomsaand lanes are on the map, the bigger is a chance to get into the backspawn trap.

The new character Kids do work quite well gents, many People i have been talking to appretiate the fact of having the chance to use russian rifles :dancebanana:

number of human Slots:
for me it is as plit decision,
in one case we didn´t have had a full Server very often since it was renewed, and (if i understood taRan right) reducing the number of human Slots to 10 would cover the spawn issues a bit, since there would be more work to do for each Player before going forward(but while typing this i realise that 32 is not to divide by ten) not sure if i wan´t to see quater bots running around, so the only improvement would be more decent spots for every human Player which will stop the run and gun thing a bit more.

But the other side of the medal in having 12 human Slots from my Point of view is, that we have had some sessions the last few day when there were playing at least 10 EBS members on the Server filled up with good Regulars and still People knocking on hells door waiting for a spot to join in.
And i loved it, I have had much fun then, lots of laughing and even discord has been very busy and chatty.

Also the Server stats have been improoved from around 30th to 35th to now 23th world wide, which only was bettered one time when it was on PvP to 22th (talking about the 24hrs stats)

All in all i can say that u guys doing great!!!!

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Re: Theatre Beta Test

Post by DarkDeamon » Sun Sep 10, 2017 5:29 pm

10 player available, need to comment out the 12 player box (// at the start of the line Spawnsy) and uncomment the 10 player box in the server_checkpoint.cfg. Restart the server and you are good to go.

Code: Select all

/////////////////////////////////////////////////////////////////////
// New settings for 12 player
"hostname"                                        "=EBS= CO-OP, 12 Player, HARDCORE, NEW MAPS"
"mp_theater_override"                          "DarkD_12ply_v1_03"
"mp_coop_lobbysize"                             "12"     
"ins_bot_count_checkpoint_default"      "0"
"ins_bot_count_checkpoint"                   "0"
"ins_bot_count_checkpoint_min"	    "3"
"ins_bot_count_checkpoint_max"	    "20"
"mp_coop_min_bots"			            "3"
"mp_coop_max_bots"			            "20"
/////////////////////////////////////////////////////////////////////
// New settings for 10 player
// "hostname"                                        "=EBS= CO-OP, 10 Player, HARDCORE, NEW MAPS"
// "mp_theater_override"                           "DarkD_10ply_v1_0"
// "mp_coop_lobbysize"                         "10"     
// "ins_bot_count_checkpoint_default"  "0"
// "ins_bot_count_checkpoint"               "0"
// "ins_bot_count_checkpoint_min"	     "3"
// "ins_bot_count_checkpoint_max"	     "22"
// "mp_coop_min_bots"			     "3"
// "mp_coop_max_bots"			     "22"
/////////////////////////////////////////////////////////////////////
// Original settings for 8 player
// "hostname"                                        "=EBS= CO-OP, 18 Player, SOFTCORE, NEW MAPS"
// "mp_theater_override"                       "DarkD_v4_02"
// "mp_coop_lobbysize"                          "8"
// "mp_coop_min_bots"			     "3"
// "mp_coop_max_bots"			     "24"
// "ins_bot_count_checkpoint"                "0"  
// "ins_bot_count_checkpoint_default"   "0"
// "ins_bot_count_checkpoint_min"	      "3"
// "ins_bot_count_checkpoint_max"	      "24"
/////////////////////////////////////////////////////////////////////
All I've done is remove a template from each squad in the theater other than that it's the same.

Ref the russian weapons, there is a limit to how many weapons you can add to the player loadout screen before it breaks. I've had nearly every opposition weapon requested and it's not possible. I will add one or two more if I get a consensus as to what people want, otherwise, if you want every weapon under the sun the write your own theater!
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