Private mode Rally Point bug

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Jagular
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Joined: 2007-09-17 20:29

Private mode Rally Point bug

Post by Jagular »

It seems theris no additional check to two timers listed below

RALLY_MAPPER_EXPIRATION & RALLY_EXPIRATION

or something related to

By default its 5 mins but in private mode they could be changed
and somehow when mapper_exp bigger then rally_expiration
rally points placed by SL won`t disappear till squad is empty
(no matter what RALLY_LIMIT_SQUAD says)

Live example occured with PRL 6v6 v0.7 conf

In:
RALLY_MAPPER_EXPIRATION = 2400
RALLY_EXPIRATION = 90
RALLY_LIMIT_SQUAD = 3
Out:
RP didn`t disappeared till squad is empty
(one member,much more then 90 secs)

server : win2k3
map: Ejod Desert 16 US side
reproduced few times
Last edited by Jagular on 2008-01-20 23:58, edited 1 time in total.
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blud
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Joined: 2006-09-04 22:22

Post by blud »

So RALLY_EXPIRATION and/or RALLY_LIMIT_SQUAD isn't working properly. I doubt it has anything to do with RALLY_MAPPER_EXPIRATION though.
Jagular
Posts: 806
Joined: 2007-09-17 20:29

Post by Jagular »

hmm may be so
need some additional tests

but my idea was thats mapper_expiration do the did
cos you changed it

ok will test little bit later with screens in pub and private modes
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dbzao
Retired PR Developer
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Post by dbzao »

We changed that rule. RPs will only expire if the squad empties. Not a bug.
Jagular
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Post by Jagular »

from one point of view its useful
from other its bad :)
ok now we know about it
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blud
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Post by blud »

Ok so RALLY_LIMIT_SQUAD is ignored then.

The problem with this is it re-introduces a bit of squad hopping back into PR. A team of 6 people could set 2 or 3 rally points and then hop around different squads based on which RP was better for them at the time, or if their RP went down. In practice doing 3 RP's would mean 3 SL's and 3 squad hoppers who hop depending on which RP they want to use.

More practically, you would do 2 squads, like an offense and a defense squad, set up your RP's, 1 in a safe forward position and 1 in a safe rear position, and then have 4 squad hoppers who would hop depending on whether more defense or offense was needed.

Another strategy would be to start with 2 squads and switch to a 3 squad setup with 3 squads of 2, each having their own RP.

It's not really the end of the world, and using this effectively wouldn't be all that bad, because you can't hop when you're dead, so you'd have to plan ahead - and the smaller the map is the less this would even matter.

But I did prefer the idea that your team gets to have 2 squads with 1 RP each, and that's it.
Jagular
Posts: 806
Joined: 2007-09-17 20:29

Post by Jagular »

But I did prefer the idea that your team gets to have 2 squads with 1 RP each, and that's it.
Yep me to, with out any hoping or just hop when one RP down
and other squad have serious problems
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Jagular
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Joined: 2007-09-17 20:29

Post by Jagular »

[UPD]
I thnik its be better if in private mode handlers for those timer will work
like before
On pub its usful when RP don`t dissaper but
in match mode its very bad

[R-DEV], Plz :)
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

db is the coder, but from a purely gameplay point of view.... i cant see that change having much affect on things....

- you now need only 2+SL to setup a rally, so on 6v6 play, you will STILL have the possibility of 2 squads of 3, with fully functioning rallypoints.

- you cant switch squads while dead, which negates the majority of exploiting tactics.

- if your constantly swapping squads, this means you cant request kits which will hamper a squad trying to exploit.

All in all I cant see putting multiple rallys down as a very useful strategy, i could be wrong but it just doesnt seem like it would work too well, ESPECIALLY because the time you need it most (when you die) is exactly the same time you cannot use it.
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