Jul 18 2012, 10:33 PM
Spartacus, post: 68398, member: 1060 Wrote:Jokes aside, I'm not sure who the "two" you are referring to but i'm okay with it since its only on dust2, a server i don't frequent. But i'd drop by to see how the plugin is.ARYA and JumbOlaya.
Mr.Tea, post: 68423, member: 1006 Wrote:I remember many times when a friend would try to give an AWP and 4 randoms would rush towards his spotThis wouldn't be hard to catch on a client-side demo. If people are intentionally trying to steal weapons then I wouldn't mind banning them. I consider this behavior to be griefing.
Mr.Tea, post: 68423, member: 1006 Wrote:I personally like a 3 second delay because it prevents people from doing the fast rush to catch the other team with their pants down. It also helps people coordinate a rush or teamwork by flashing their mic icon. Surprisingly, you will still see people not AFK unable to get their load out in that amount of time.That's why it was initially selected. I thought it was a nice balance. People don't get too impatient waiting and people have enough time to buy something. :p
Mr.Tea, post: 68423, member: 1006 Wrote:Increase the time so they can buy an AWP that they won't be restricted to buy? Are you talking about a different issue?This was proposed in order to address concerns that individuals would have difficulty finding each other. If this is truly a problem then freeze time can be incremented to allow people more time to find each other via radar.
Mr.Tea, post: 68423, member: 1006 Wrote:Flaming has misdirected from this counter-suggestion:This will a bit more complicated to code because I can't rely on the current weapon restrict plugin (they're incompatible). I'll give it a shot depending on how it's received in it's current state.
Edit: The system is currently active on 24/7 Dust2.
Edit: I have a new idea.
1). An individual player may circumvent awp limitations at anytime once every half/map.
2). Each team is entitled to a single awp. (cs_assault, cs_militia, and cs_italy, the CT-side may use two)
3). The first person to purchase an awp is using #2 except when there's people with awps already on the team. (counted on round_start, can't be circumvented)
4). Any awpers who survive the round shall be counted against #2. (This forces purchasing players to use #1)
5). Players who die with an awp may not purchase it on the round proceeding their death except when #1 is available.
6). The awps of players who die with them won't be visible or available for pickup by teammates.
7). Players can pick up enemy awps or those willingly dropped but #4 and #5 still obviously apply.
[img]i46.tinypic.com/5p51s4.png[/img]
Note: I won't allow any awps to be purchased when there's too little players (<12 players).
Steam Wrote: 4:02 PM - George, of the jungle: was out
4:02 PM - George, of the jungle: bison, dude
4:02 PM - Brawl Bashin’ Bison: ???
4:02 PM - George, of the jungle: you're very rude towards alina
4:02 PM - George, of the jungle: how about unbanning her friend?
4:02 PM - George, of the jungle: I mean
4:02 PM - George, of the jungle: it's only gamebanana skins
4:02 PM - Brawl Bashin’ Bison: LOL
4:02 PM - George, of the jungle: ^^
4:02 PM - Brawl Bashin’ Bison: LOLOL
4:02 PM - George, of the jungle: lol