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by Limdi
Fri 08 Mar, 2019 12:12 am
Forum: Discussion / Suggestions / Bugs
Topic: Has EUTW died?
Replies: 31
Views: 4893

Re: Has EUTW died?

Maybe make MHQs attackable at a certain range from any active circle only? Like the front line + 1.
by Limdi
Wed 20 Feb, 2019 9:08 pm
Forum: Discussion / Suggestions / Bugs
Topic: Kicked from server after 2mins EU2
Replies: 25
Views: 3454

Re: Kicked from server after 2mins EU2

What is the usual population at 4AM? Probably 0 so no one would be affected.

Except for the state in the current layout rotation. Is it difficult to save that and reload that on restart?
by Limdi
Sun 30 Dec, 2018 4:57 pm
Forum: Discussion / Suggestions / Bugs
Topic: [FEEDBACK] New Layout Rotation - December 2018
Replies: 54
Views: 12604

Re: [FEEDBACK] New Layout Rotation - December 2018

> Keep connection amount low.

Does this have precedence over have natural attack points? :D Thx for ur fast response
by Limdi
Sun 30 Dec, 2018 3:40 pm
Forum: Discussion / Suggestions / Bugs
Topic: [FEEDBACK] New Layout Rotation - December 2018
Replies: 54
Views: 12604

Re: [FEEDBACK] New Layout Rotation - December 2018

Pyrgos freedom: would be cool to connect Kore-Agios and Syrta-Orino. They are more natural attack points.
by Limdi
Sat 15 Dec, 2018 1:00 pm
Forum: Discussion / Suggestions / Bugs
Topic: Could someone “semi organized" a "squad play“ as suggest by Kiwiszn?
Replies: 12
Views: 1296

Re: Could someone “semi organized" a "squad play“ as suggest by Kiwiszn?

It's time to replace Critical Hit So incase part of your squad survives you want to revive everybody and continue in full strength no matter you got a headshot. I don't know whether that makes squad play too strong. No danger element anymore incase you are more people than the enemy. Just run in sh...
by Limdi
Mon 03 Dec, 2018 6:52 pm
Forum: Layout Editor
Topic: [new layout Malden] Goisse
Replies: 4
Views: 2774

Re: [new layout Malden] Goisse

Sieht auf den ersten Blick super aus :drool:
by Limdi
Sun 25 Nov, 2018 4:04 pm
Forum: Layout Editor
Topic: [new layout] Stratis Steinar
Replies: 11
Views: 3560

Re: [new layout] Stratis Steinar

Thx 3Hugger :cheers:
by Limdi
Sun 25 Nov, 2018 11:18 am
Forum: Layout Editor
Topic: LE: Avoid standoff-layout with automatic connection creation
Replies: 2
Views: 2247

Re: LE: Avoid standoff-layout with automatic connection creation

Due to your point 1 does option one not compute. Two or three are much simpler to design since they just work on a graph, adding connections to nodes carefully positioned already.
by Limdi
Sat 24 Nov, 2018 8:32 pm
Forum: Layout Editor
Topic: [new layout] Stratis Steinar
Replies: 11
Views: 3560

Re: [new layout] Stratis Steinar

It might be too difficult to attack Blockade as blue due to defense and impossible to attack Compound since there are too many enemy circles in the way all the while. If red is good enough they won't lose at that point, but it can still be deadlock.
by Limdi
Sat 24 Nov, 2018 8:30 pm
Forum: Layout Editor
Topic: [new layout] Kavala Rumble LT
Replies: 1
Views: 1957

Re: [new layout] Kavala Rumble LT

Docks - City would be a simpler attack vector and so be preferred by commander. Not having a connection there just makes it a pain in the ass. :cheers:

Otherwise simple basic layout. Nice.
by Limdi
Sat 24 Nov, 2018 8:28 pm
Forum: Layout Editor
Topic: [new layout] SEKTOR B
Replies: 1
Views: 2027

Re: [new layout] SEKTOR B

Not much nodes for such a big map, no? Nodes in between can be used to make easier to go to the next by car. Or my sense of perspective is off today :mecry:.
by Limdi
Sat 24 Nov, 2018 8:26 pm
Forum: Layout Editor
Topic: [reworked layout] STRATIS
Replies: 1
Views: 2075

Re: [reworked layout] STRATIS

Prone to deadlock due to Military Range, Forest and the mountain range in between. You could connect Airfield - Camp Tempest and Transmitter - Camp Rogain to avoid that.
by Limdi
Sat 24 Nov, 2018 8:23 pm
Forum: Layout Editor
Topic: [new layout] Unfinished Complex (reworked)
Replies: 3
Views: 2407

Re: [new layout] Unfinished Complex (reworked)

What are your thoughts on connecting Neo - Beach and Forest - Agi? They are more natural vectors and make it easier to attack the outer edges since losing one point does not mean you are stranded immediately.
by Limdi
Sat 24 Nov, 2018 8:19 pm
Forum: Layout Editor
Topic: [new layout] La Rochelle (reworked)
Replies: 3
Views: 2304

Re: [new layout] La Rochelle (reworked)

This screams deadlock to me. But how to improve it I have no idea.
by Limdi
Sat 24 Nov, 2018 8:18 pm
Forum: Layout Editor
Topic: [new layout] Stratis Valley
Replies: 3
Views: 2296

Re: [new layout] Stratis Valley

In case you think this works fine with me. :D
by Limdi
Sat 24 Nov, 2018 10:46 am
Forum: Layout Editor
Topic: [new layout] Beach Fight
Replies: 4
Views: 2298

Re: [new layout] Beach Fight

I didn‘t realize! Didn‘t know that‘s possible. Intresting way to improve the map!
by Limdi
Fri 23 Nov, 2018 9:15 pm
Forum: Layout Editor
Topic: [new layout] Selakano Fury
Replies: 6
Views: 2559

Re: [new layout] Selakano Fury

I want to go from Bridge to Launchsite and Chalkia to Nowhere :bouncy:
by Limdi
Fri 23 Nov, 2018 9:13 pm
Forum: Layout Editor
Topic: [new layout] Beach Fight
Replies: 4
Views: 2298

Re: [new layout] Beach Fight

It‘s too easy to defend Kata and Build right now. What about connecting FOB with Depot and Neo, and maybe more up the coast too to make back-stabbing more interesting (feasible really)?
by Limdi
Fri 23 Nov, 2018 9:10 pm
Forum: Layout Editor
Topic: [new layout] Stratis Valley
Replies: 3
Views: 2296

Re: [new layout] Stratis Valley

Valley - Coast ist the most natural way to progress. Right now if one holds the whole left side and the other side valley then the left side can attack Valley by foot while the right side can‘t attack back. Otherwise good layout. Similar with Valley - Village, but not so pressing. Maybe replace the ...
by Limdi
Fri 23 Nov, 2018 9:08 pm
Forum: Layout Editor
Topic: [new layout] Dump
Replies: 2
Views: 2096

Re: [new layout] Dump

Interessante Karte, nice!
by Limdi
Fri 23 Nov, 2018 9:06 pm
Forum: Layout Editor
Topic: [new layout] PYRGOS FREEDOM
Replies: 1
Views: 1981

Re: [new layout] PYRGOS FREEDOM

Es ist ein wenig unnatürlich, von Radar nicht direkt die Punkte ene und s einnehmen zu können. Was ist mit Radar - Pyrgos? Ansonsten gute Arbeit!
by Limdi
Thu 22 Nov, 2018 12:14 am
Forum: Discussion / Suggestions / Bugs
Topic: Suggestions : Surrender
Replies: 11
Views: 1403

Re: Suggestions : Surrender

If said script exists, why not try it out with different effects and see how it goes? Anything is better than now. It can't get worse.

It's like talking semantics while the house is on fire.

You only get experience by experiencing. Everything else is :popblood:
by Limdi
Wed 21 Nov, 2018 8:13 pm
Forum: Discussion / Suggestions / Bugs
Topic: Suggestions : Surrender
Replies: 11
Views: 1403

Re: Suggestions : Surrender

Is someone working on the balance problem?
by Limdi
Fri 16 Nov, 2018 6:42 pm
Forum: Layout Editor
Topic: LE: Avoid standoff-layout with automatic connection creation
Replies: 2
Views: 2247

LE: Avoid standoff-layout with automatic connection creation

Hello guys, I just started out in computer science and wondered what you think of implementing automatic connection creation built into the Layout Editor. The problem is certain layouts tend to lock into a standoff. The general theory is that it‘s due to not enough useful attack vectors/connections....
by Limdi
Wed 07 Nov, 2018 10:42 pm
Forum: Discussion / Suggestions / Bugs
Topic: AT Vorona
Replies: 3
Views: 670

Re: AT Vorona

Can you track equipment over another channel in regular intervals? Then you could create log messages every time you detect a suspect change.
Then disable suspect parts of the code(if possible) and see whether the log entries vanish or not.