Mine Markers + Ammo techie
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Mine Markers + Ammo techie
Mine Markers-
Is it possible to make the limit of markers infinate? Instead of having a limit, let there be a time limit between placing markers, just like the commander. It would encourage using mine markers as a mark for showing minefields, and would reduce team kills related to mines. If the time limit is long enough, it would discourage "Pictures" and spam. It would also allow people who are intent on laying mine fields less likely to cause teamkills
Ammo Techie-
Remove the sound of breaking glass everytime you go over a small bump. It's kind of nerve-raking + annoying
Is it possible to make the limit of markers infinate? Instead of having a limit, let there be a time limit between placing markers, just like the commander. It would encourage using mine markers as a mark for showing minefields, and would reduce team kills related to mines. If the time limit is long enough, it would discourage "Pictures" and spam. It would also allow people who are intent on laying mine fields less likely to cause teamkills
Ammo Techie-
Remove the sound of breaking glass everytime you go over a small bump. It's kind of nerve-raking + annoying
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WilsonPL
- Posts: 510
- Joined: 2008-03-27 17:32
Re: Mine Markers + Ammo techie
+1Remove the sound of breaking glass everytime you go over a small bump. It's kind of nerve-raking + annoying
Its annoying, you hear it even on small bumps, its like ridin with trunk full of vodka bottles.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Mine Markers + Ammo techie
Definate yes for all. I've never even seen anyone "draw" things, and admins can easily kick for this..
It would be nice if you could somehow attach the mine to the marker, so that the marker wouldn't stay on the map indefinately, even if the mine wasn't there =o
It would be nice if you could somehow attach the mine to the marker, so that the marker wouldn't stay on the map indefinately, even if the mine wasn't there =o

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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Mine Markers + Ammo techie
That's because of the mine marker limit. 4 per person iircDev1200 wrote:Definate yes for all. I've never even seen anyone "draw" things, and admins can easily kick for this..
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Re: Mine Markers + Ammo techie
We are not making marker unlimited. It was in the past, and caused issues with too many lagging and crashing servers.
You don't need to use one for each mine, just marking the road/area where mines are should be enough to make people alerted of the danger.
You don't need to use one for each mine, just marking the road/area where mines are should be enough to make people alerted of the danger.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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Bufl4x
- Posts: 252
- Joined: 2009-05-05 03:37
Re: Mine Markers + Ammo techie
Should be, but it's not. I think the biggest issue is with players joining after you placed the mine so they can't see it, only the marker.[R-DEV]dbzao wrote:just marking the road/area where mines are should be enough to make people alerted of the danger.
Other than that 3 markers are not enough sometimes, even if you use only one per minefield. So how about increasing it to 5? Or as someone said it, link it to the actual mine so the marker disappears with it.
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Mine Markers + Ammo techie
I use mine markers as marks for minefields, but it's still usually not enough when im playing as an insurgent. Is it possible to code markers placed by the player with the mine kit to disapear after the kit has disapeared, just like mines do?
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Re: Mine Markers + Ammo techie
It's easier to say it than to do it, both your ideas. If it was possible we would have done it long time ago.
And mines don't disappear when the kits do btw, they stay much longer than that.
And mines don't disappear when the kits do btw, they stay much longer than that.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: Mine Markers + Ammo techie
+1 on allowing more markers. 3 are too few IMHO. 5 or so wouldnt hurt.
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Elektro
- Posts: 1824
- Joined: 2009-01-05 14:53
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: Mine Markers + Ammo techie
@DBZAO , remember 70% of the people in the server regret too pay attention on the road, and most of the mumble servers are unocuppied because admins don't want to advertise for it. And when it's a combination of both you realy nead that markers, because even a minefield marked with one marker won't work, because they'll think that will be only one mine on the road.
So I suggest to make the maximum of mine markers 10, and don't say 32x10=320 , because the most people are using AK's though.
So I suggest to make the maximum of mine markers 10, and don't say 32x10=320 , because the most people are using AK's though.
We are staying up!
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Imchicken1
- Posts: 512
- Joined: 2008-11-08 05:09
Re: Mine Markers + Ammo techie
My suggestion is somewhat different..
I know they stay longer. What i meant was markers disapear same time as mines, not the kit[R-DEV]dbzao wrote:It's easier to say it than to do it, both your ideas. If it was possible we would have done it long time ago.
And mines don't disappear when the kits do btw, they stay much longer than that.


