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The server config

Historical capture recovered from the Wayback Machine · captured 2002-07-23 · 19 posts
Are we going to put the server config in the operations-->Downloads/Files section or what Polaris. All servers need to have the same server configs for sure and what better place to get it than right here where it all goes down. Just wondering.



[RDH] GOD [KA] - I got my eye on you.
This is one of those issues discussed sometime ago that we left off and got sidetracked. I know one thing, we have played 100% ffteam/allies on our server for some time and it doesn't work for matches. In fact we have been slowly decreasing it to find the sweet spot as we like fire disipline in our play. For our matches we have been setting the ffteam at 50% and ffallies at 0 and mirrordamage off.
FF damage at 100% is what I thought the offical rule was. I will have to review to find out I guess. It makes sense to be at 100%, as it encourges you not to shoot your own team. Didn't we have discussions on this before?
We did and the end of those discussions was that it would not be 100%. We have played a 100% on our server for sometime now and have been turning it down ever so slowly to find a good setting that demands fire discipline but won't kill the hell out of your teammates with a couple of stray shots. The experience has made us all far more aware of our firelanes but even at 85% (where it is now) it is very easy to TK your team members.

I am setting it to 80% this weekend and I think this may be close to what we are after for ourselves - for matches, not sure. There was discussion about 50% to 75% and higher. 50% you will TK your team members if you don't pay attention to your firelanes and the higher you go the easier it is to TK. We had scrims in the beginning of the 100% trials where most of the team on both sides spent more time respawning than playing the match!
So far we've been playing with it @ 70%, and it's still quite high.
I've played all our matches to my knowledge at 100% FF and I leave the server that way all the time. 100% is realistic and makes FF damage much more crucial not to do. I like it at 100%.
The srims we are playing now are at 50% ffteam and 0 ffallies with no mirrordamage. This seems to work well as I still see plenty of errant TKs and a flash bang close to a member will often send them to the respawn. We should pick a number and everyone adhere to it so that different matches aren't played at different settings. THis has been pretty much a trial period thus far but we are beginning to know enough that we should make some concrete decisions here.

For matches I submit we play them with mirrordamage off, set the ffallies at 0% and ffteam between 50 and 70 percent.

Deku, what do you think? After having time to test this out, I found that 50-60% makes for a good match. Still need to pay attention to your firelanes, nades and sometimes flashbangs will put your teammates on the floor.
I found 70% doable, but quite high (I accidentally Tked the Commander with 2 shots!). I think perhaps around 65% would be a good amount. 50% was a BIT low.
We need to decide for sure. Anybody else that's running servers and testing this out have an opinion? Otherwise I say we pick a percent and stick it in the rules. 65% would be ok with me..
Well, I'll be adding a server eventually, so I'll comment now. 100% FF does only one thing: it further separates the good players from the bad ones, which is the purpose of the ladder. If FF damage is a concern, my advice is to find a new clan. Unfortunately in real life we can't "turn down" the effects of drilling a friend with 7.62...thank God for training and body armor. Remember: Friendly fire isn't. RLTW,

Foxhound
this has been discussed before. all other games have no means ot turn down FF, and they dont run at 100%. an AWP in the chest does 65 damage to a teammate, but kills an enemy. we are only going towards the same standard here..
Actually Captmorgan, we are not going towards any "same standard" here with regards to any other game. I happen to totally agree with Foxhound that 100% FF is what we should keep it at. If you want to alter that, agree to it in the match communications with whoever you play. Foxhound is totally correct in stating that it further separates the good players from the bad ones.

TWL Global Operations Ladder Administrator
i have no problem with ff being at 100% personally, then any teammate stupid enough to run in front of someone in a covering position without communicating with them first deserves to get TK'ed in my eyes. I am simply stating that previous posts have had a majority of the people saying 60-75% area was good, and since we were asked for our opinions about what the rule should be set at. since your name has "admin" by it, if thats whats in the config, thats what we will use. same for the rules, but what the rules on the site state are nothing close to what i see played. please lets get everyone on the same page..
As with any rule, both teams may agree in match communication to adjust the friendly fire damage if they wish. It does not have to be at 100% if both teams agree.

TWL Global Operations Ladder Administrator
I agree with the FF to be around 60-75%. Playing any higher sometimes gets distracting and frustrating. Just because you think your teammate is the enemy because they are in a shadow and you shoot them 3 times by accident and stop and their already dead is ridiculous. Just giving my input on this dispute. Maybe you don't agree with me but that's ok. I hope we find a solution everyone agrees on soon.


"It's not bad if you lose, but if you get wasted, then that's bad..."

"People fear my recon skills, mostly my LSD...."
If you don't pay attention and shoot an ally chances are he is going to die.
If you don't pay attention to someone even if they run into your firing lane and they get hit they are gonna die.
If you HIT A TEAMMATE then it should do the same amount of damage as when you hit an enemy.
You should be forced to play better. This is a competetive league. Not a casual "Oh sorry I hit you when you were in the shadow because I couldn't see what you were" type of league.

Just my opinion about this. I think there should be penalties for throwing a grenade at Tangos when there are friendlies standing around. They should all die.

If two nades get tossed and there are two Tangos and 1 friendly then I don't see why the friendly should be standing when the two Tangos are down. The friendly will DIE ALSO.

It should stay at 100% FF because then you let your teammates get careless hoping that you hit the Tango take him out and only knick your friendly because you were shooting wildly. Just my opinon. Thanks


Post edited by [RDH] GOD [KA] at 6/19/2002 6:38:52 PM

[RDH] GOD [KA] - I got my eye on you.
I don't disagree with the logic here about 100%. The fact is we have played 100% for a long time until recently. When the stats page goes up (soon) our clubs TKs will likely be the highest in the league. The point is that lower settings will give you the same desired results with less problems and I'll tell you from experience that 100% ffteamdamage has some queer issues. I will also tell you from experience that even as low as 65% flashbangs that land close to friendly troops can kill even if the friendly is at 100% health and I guarantee that a nade will kill everybody that is close at 65% ffteam damage. We have experimented with this for a month now. But you want 100% go for it - I won't discuss this further as it has been discussed back and forth for near two months now and I myself argued for 100% ffteamdamage until we got our server up and played at 100% for weeks before we started turning it down. We will play at what ever percent is agreed between those whom we play.
Like I said, it will stay 100% but the teams can agree to change it pre-match in the match communications if they wish. I see no problem with this.

TWL Global Operations Ladder Administrator
Originally posted by: Smokem Smith

I don't disagree with the logic here about 100%. The fact is we have played 100% for a long time until recently. When the stats page goes up (soon) our clubs TKs will likely be the highest in the league. The point is that lower settings will give you the same desired results with less problems and I'll tell you from experience that 100% ffteamdamage has some queer issues. I will also tell you from experience that even as low as 65% flashbangs that land close to friendly troops can kill even if the friendly is at 100% health and I guarantee that a nade will kill everybody that is close at 65% ffteam damage. We have experimented with this for a month now. But you want 100% go for it - I won't discuss this further as it has been discussed back and forth for near two months now and I myself argued for 100% ffteamdamage until we got our server up and played at 100% for weeks before we started turning it down. We will play at what ever percent is agreed between those whom we play.


I totally agree. I personally think it should be at 100% but that is just me. I think that if two clans agree then that is great.

Talk to you all later.


[RDH] GOD [KA] - I got my eye on you.

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