disable DJ (double jump) in supply depot?

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disable DJ (double jump) in supply depot?

yes (i don't think medics, or others, should be behind these walls before gate is blown)
11
48%
no (i like trickjupming over the walls and camp inside base)
8
35%
it's the same for me, i'm the ET king anyway
3
13%
my ass hurts from playing that long, don't make me read these things again
1
4%
 
Total votes : 23
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disable DJ (double jump) in supply depot?

Postby KillaHilla » Thu Sep 10, 2009 0:29

disable DJ (double jump) in supply depot?

i think this should be done, for disabling medics, and others (that "TJ doesn't refer to them"), to trickjumping the walls of the second spawn of defenders, and that way helping the others with their objective - moving the truck.
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Postby deep » Thu Sep 10, 2009 7:13

juts copy paste ps2 server.cfg :D

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Postby davies » Thu Sep 10, 2009 7:15

voted NO

if u disable TJ, allied can't come on the other side of the wall. But axis can go up on the wall.. And if all axis are defending the gate, and dont ude the door, then allied have no chance to come in.
If it was possible to jump over the wall (via rocks), they have a possibility to go in the base and frag some enemies.. And then engi have more chance to blow up the gate!

I shall not change it cauze I see it more as a usable tactic for allies.


And if there are engis who are trying doing a part of the objectiv:

Change the rulebreaker, instead of the map.

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Postby Sebbel » Thu Sep 10, 2009 8:06

Diamond wrote:juts copy paste ps2 server.cfg :D

has absolutely nothing to do with dj in this map
sometimes you lose - sometimes the others win

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Postby tomsen » Thu Sep 10, 2009 9:20

I agree with Davies.

I don't understand the sense off this poll. The Axis Team got many possibilities to defend their objectiv.
Let's talk about teamwork. :)
If you're working together, it's really easy to win the map as axis - with our without double jump.
I'm pretty sure that double jump will stay on this map, definitely no need to change it.

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Postby Skippy » Thu Sep 10, 2009 17:18

At first i voted yes, but now come to think of it, axis are then too strong to do the obj. So if i can change i would say NO. agree with tomsen at this point.

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Postby IceCreamy » Thu Sep 10, 2009 18:03

maybe some very smart, intelligent and clever person can create a sort of invisible shield, preventing the allies to jump over the wall instead of totally disabling DJ. After all it makes you move faster :)
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Postby icefrost » Thu Sep 10, 2009 18:18

dj should allways be disabled at this map.
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Postby Daghel » Thu Sep 10, 2009 19:15

icefrost wrote:dj should allways be disabled at this map.


I don't agree. I've seen enough times when axis won supply even with DJ. They only must play as a team, and with at least 2 engies. Indeed it's a hard map for axis, but there are in campaign map difficult for allies like f.e. battery. As long as engineers are on the right side of wall before wall/gate is blowen is ok for me.
Also DJ is disabled at PS#2 so there's no point with same setting everywhere.
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Postby KillaHilla » Thu Sep 10, 2009 19:41

davies wrote:voted NO

if u disable TJ, allied can't come on the other side of the wall. But axis can go up on the wall..

that's the point of the map actually:)
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Postby icefrost » Thu Sep 10, 2009 20:07

Daghel wrote:
icefrost wrote:dj should allways be disabled at this map.


I don't agree. I've seen enough times when axis won supply even with DJ. They only must play as a team, and with at least 2 engies. Indeed it's a hard map for axis, but there are in campaign map difficult for allies like f.e. battery. As long as engineers are on the right side of wall before wall/gate is blowen is ok for me.
Also DJ is disabled at PS#2 so there's no point with same setting everywhere.


DJ is just disabled by default at any NQ mod / release and this just makes sense to keep it like that at supply depot. i didn't say axis won't be able to win even with DJ, that's allways possible, depends more on the players / teamplay, but it simply kills the map. all in all it's not a map which is made for DJ. but of c, u can keep it enabled and play the nonsense. DJ isn't completly disabled at PS #2, but indeed, for this map it is for a reason.
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Postby davies » Thu Sep 10, 2009 21:35

KillaHilla wrote:
davies wrote:voted NO

if u disable TJ, allied can't come on the other side of the wall. But axis can go up on the wall..

that's the point of the map actually:)


ofcourse, but if allied cant go over, axis can focus on defending on gate only, so easily defending obj, too easy, imo
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Postby deep » Thu Sep 10, 2009 21:55

davies wrote:
KillaHilla wrote:
davies wrote:voted NO

if u disable TJ, allied can't come on the other side of the wall. But axis can go up on the wall..

that's the point of the map actually:)


ofcourse, but if allied cant go over, axis can focus on defending on gate only, so easily defending obj, too easy, imo

if its too hard to attack without dj for u, then ur too noob for the game imo :D

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Postby davies » Fri Sep 11, 2009 7:18

Diamond wrote:
davies wrote:
KillaHilla wrote:
davies wrote:voted NO

if u disable TJ, allied can't come on the other side of the wall. But axis can go up on the wall..

that's the point of the map actually:)


ofcourse, but if allied cant go over, axis can focus on defending on gate only, so easily defending obj, too easy, imo

if its too hard to attack without dj for u, then ur too noob for the game imo :D

thats totaly true :P
but i like the sneaky bastard tactic, walkin over the whole, knifing axis.. :twisted:
And it makes the game way more exiting :!: more tactic :idea:
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Postby eLemenT » Fri Sep 11, 2009 10:41

on a nQ server where for example
19 maps with DJ and 1 without?
sucks

if you make others with DJ make this one aswell

and if you want to make a server without DJ u have to set up maps which are not that big: supply, braundorf, bremen.. and fit with that setting and some lower slots (sounds very smart imo, and will have the view of etpro - playing for obj, with nQ 1.2.5 settings for medics like u made in PS2)

it makes no sense put away DJ in one map in other dont
it just dont fit and is strange

also i wouldnt like the idea to switch on DJ on very big maps and switch of on small maps

just its a mixed view which would disturb much peeps :)

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Postby KillaHilla » Fri Sep 11, 2009 12:36

davies wrote:ofcourse, but if allied cant go over, axis can focus on defending on gate only, so easily defending obj, too easy, imo

because of that, besides main gate, there r 2 side blowable walls, which attackers could use :wink:
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Postby Daghel » Fri Sep 11, 2009 12:59

icefrost wrote: all in all it's not a map which is made for DJ. but of c, u can keep it enabled and play the nonsense. DJ isn't completly disabled at PS #2, but indeed, for this map it is for a reason.


If you calling dj nonsense then ok, for you is nonsense for others is fun...


If for someone this map is too hard, go to allies, if too easy go to axis. Before setting dj off, let's answer the question is dj killing the fun or not? Compleating/protecting the objective is impossible? I don't think so personally, but ofc opinions will be different. Imo it isn't sooo important and destructable for game stability to make it worth changing. But i also don't mind dj-off for one map, just prefer with it.
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Postby DaRkMaN » Fri Sep 11, 2009 13:29

I"ll have to say yes to DJ because it is part of PS5!
Like somebody said if axis are defending as a team no way alleis can win this map!
And the other point is will now on every map when axis lose couplle of times in a row be disebled DJ just so axis can won it?!
Every single map is for alleis harder becuse they have to atack,and axis can camp all day on their positions,so i am for a litlle help for alleis and that DJ stays!


Ya dagy ,but it doesnt matter it gives attackers on that map some chance to win,and it is harder to atacck then it is to defend! :)
Last edited by DaRkMaN on Fri Sep 11, 2009 13:49, edited 1 time in total.

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Postby Daghel » Fri Sep 11, 2009 13:38

Depend of map, somethimes allies are in attack, somethimes axis.
But i agree that dj is tradiction of PS#5 :P
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Postby deep » Fri Sep 11, 2009 14:38

Daghel wrote:
icefrost wrote: all in all it's not a map which is made for DJ. but of c, u can keep it enabled and play the nonsense. DJ isn't completly disabled at PS #2, but indeed, for this map it is for a reason.


If you calling dj nonsense then ok, for you is nonsense for others is fun...

he means that playing with dj on this map is nonsense, coz its not made for the map and makes it unbalanced. 1 thing u can be sure of is that in etpro this map is 1 of the most balanced maps (without dj).

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who wins the map - depends of the teams.

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Postby davies » Fri Sep 11, 2009 14:41

KillaHilla wrote:
davies wrote:ofcourse, but if allied cant go over, axis can focus on defending on gate only, so easily defending obj, too easy, imo

because of that, besides main gate, there r 2 side blowable walls, which attackers could use :wink:


10 vs. 10

left wall 1 engi 1 medic -
right wall 1 engi 1 medic -
the rest to main gate -

imo, chance of 15%-20% for allies to win

and with double jump chance of 50%

imo

I just like it as it is, with dj. :wink:
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Postby DaRkMaN » Fri Sep 11, 2009 14:57

@darkman
who wins the map - depends of the teams.[/quote]


Noooooooooo,really daimond i foght that birds dont fly,come on who said anything about wining,of course the better team wins omD :)) you are funny,i said only that it is harder for team that ataccks on the map so DJ is good that they can atacck the walls before the door is blow :)))



Defently dont agree with you daimond,becuse for me it is defenatly esaier to defend then is to atack,you are talking about wich team is better it will win of corse it will,but if a litlle stronger team is atacking the teams will be in my opinion evened,but NVM we are far from subject!
Last edited by DaRkMaN on Fri Sep 11, 2009 20:30, edited 1 time in total.

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Postby deep » Fri Sep 11, 2009 14:59

oh btw if u jump the side wall when its not destroyed and go for obj, then its tj for obj. u r skipping secondary obj to get the primary.

@dark
sometimes its harder to defend too. its 50/50 change to win/lose. all depends of the players skills, and from nothing else.

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Postby Rainbow » Mon Nov 02, 2009 21:36

Voted "no". Not because i like the TJs so muich, but i see Doublejumping as a part of the game, and want it disabled only when its really needed (maps where a single engineer doublejump to the map's objective and finish the map).

regards, Rainbow

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Postby davies » Mon Nov 02, 2009 22:29

Rainbow wrote:Voted "no". Not because i like the TJs so muich, but i see Doublejumping as a part of the game, and want it disabled only when its really needed (maps where a single engineer doublejump to the map's objective and finish the map).

regards, Rainbow


Please look at the date of the topic before you post a reply,
Topic made on: 9 Septembre
Last post before you on: 11 Septembre
So, inactive topic :!:

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