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Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 07:26
by Snazz
Maverick wrote:picking off enemies that are spawning at a FOB
That's spawn killing not camping.

Camping as the name implies is staying in one position for an extended period of time, which actually makes sense in PR because of the importance of defending objectives and keeping deviation at a minimum (eg. when sniping).

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 08:02
by Haji with a Handgun
Snazz wrote:That's spawn killing not camping.

Camping as the name implies is staying in one position for an extended period of time, which actually makes sense in PR because of the importance of defending objectives and keeping deviation at a minimum (eg. when sniping).
I honestly think its impossible to spawn camp in PR. If you are set up somewhere, just watching an FOB or hideout and killing them, its just war. If they cant find and eliminate you, their problem. Usually when you are shooting at an FOB its taken down shortly after.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 08:25
by Ford_Jam
Haji with a Handgun wrote:I honestly think its impossible to spawn camp in PR. If you are set up somewhere, just watching an FOB or hideout and killing them, its just war. If they cant find and eliminate you, their problem. Usually when you are shooting at an FOB its taken down shortly after.
Sitting next to a FOB and killing those who spawn is cheap. After a certain number of kills the FOB should become unspawnable, however you should be destroying it if you have the opportunity to do so.

Your objective should be destroying and denying the spawn point, not waiting for cheap kills.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 09:50
by Soppa
goguapsy wrote: 12 players are THAT heavy (so you can handle 116 but not 12 8) ?
Yes, server is running now avg 99.9% cpu load. If it goes over 100% all the time, it start choking which causes lag. Anyway I got better server rig free in a week or two when it will be changed to max players.
128 player server needs modern i7/Xeon +3GHz processor as 64player server runs fine with 1,6GHz Xeon.

Please people leave your technical feedback of server to Server feedback forum.
Try to compare it to 64 player servers but do not report about lag issues if you are not from europe.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 10:00
by LithiumFox
What's odd is im in mid-USA and i get less lag on the 128 server than i do on most american servers :lol:

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 18:32
by WingedHusarz
Pirate wrote:Several members of PHC misbehaved on the 128 player server today. After some teamkilling for assets by PHC WingedHussarz, one of them called artillery on a huge blob of friendlies and the other went commander to approve it, screwing up the whole assault on north city of our team. Bunix was also there in the squad but I'm not sure whether he is involved, it's possible that it was a third person.

tl;dr server is **** when there are no admins on
This guy trolling everywhere about it.
At first tell me how could i call area attack at North City when i was first in docks (near repair station - at my AA fob) then most of time at main/fortess with Bunix (we had HAT kit and we were waiting for boats)? Then i spawned close to North City (West City) when i saw that it will be a huge TK area attack, i wanted to see it and you started blames me because only me not died by area attack - i was watching this mess and laughing - its true but i didn't call it to our friendly positions dude... You were trolling it at ALL chat at serwer for 20 minutes, no one was listening you (maybe some of OD-S was just LISTEN you).
There was overall mess, people from GIS were tking at carrier, some of guys were crashing hueys at carrier too. One guy was roadkilling me and my teammate at main with supply truck without reason - and i teamkilled him when he was doing it - and thats my only fault.
Dude, please stop trolling all of forum because you behave like a nerd, you spamming about it everywhere, all the time. That's so annoying because i haven't time for answer to you your bullshit...

Regards WingedHusarz

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 19:52
by Peeta
Gosu-Rizzle wrote:I can confirm this. The PHC did what they could to ruin the fun for the rest of the team and i personally got TKed in main by them twice.
Unfortuenetly there has to be an admin on the server to make sure the few rotten apples are dealt with. That goes for all servers, but it goes double for a 128p server.

Other than that i just want to say everything else works great. 128 p is the way PR is meant to be played :-) Thanks to all the people behind this, and keep up the good work!
PHC have been censured. This should not happen again.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 21:59
by Kirra
Is it possible to increase the number of squads?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 22:06
by KingKong.CCCP
I got used to 116 people, I can't even tell the difference from what it used to be in regular PR.
In fact, I haven't played regular PR in... well, since 128 is up. I can't play 64 any more. It's a gimmick PR compared to 116.

Seriously, after a month on the big server, 58 guys on one side seems normal, not enough even... increase will be welcomed. ;)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 22:22
by goguapsy
Kirra wrote:Is it possible to increase the number of squads?
Yes. I remember we had I believe 12 men squads (or was it 16?) during early beta tests.

Too chaotic, though.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 22:46
by scope
Ford_Jam wrote:Sitting next to a FOB and killing those who spawn is cheap. After a certain number of kills the FOB should become unspawnable, however you should be destroying it if you have the opportunity to do so.

Your objective should be destroying and denying the spawn point, not waiting for cheap kills.
Your objective should be to reduce the enemy tickets to zero or cap them out. Unless it is the main spawn point then I feel it is perfectly acceptable to kill enemy that choose to spawn there. If they don't want to get killed, spawn somewhere else. Since every player has the ability to give away your position even after they are dead, there should be no reason that after a few kills the entire other team should know of your presence.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 23:10
by goguapsy
scope wrote:Your objective should be to reduce the enemy tickets to zero or cap them out. Unless it is the main spawn point then I feel it is perfectly acceptable to kill enemy that choose to spawn there. If they don't want to get killed, spawn somewhere else. Since every player has the ability to give away your position even after they are dead, there should be no reason that after a few kills the entire other team should know of your presence.
Yeah, once I was on an APC and, while trying to safely take out a FOB, enemies insisted on spawning there. I suppose they were all from the same squad.

After about 6 spawn kills (more kills before that), we finally managed to take out the FOB.

Hmm...

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 23:13
by Pirate
WingedHusarz wrote:This guy trolling everywhere about it.
At first tell me how could i call area attack at North City when i was first in docks (near repair station - at my AA fob) then most of time at main/fortess with Bunix (we had HAT kit and we were waiting for boats)? Then i spawned close to North City (West City) when i saw that it will be a huge TK area attack, i wanted to see it and you started blames me because only me not died by area attack - i was watching this mess and laughing - its true but i didn't call it to our friendly positions dude... You were trolling it at ALL chat at serwer for 20 minutes, no one was listening you (maybe some of OD-S was just LISTEN you).
There was overall mess, people from GIS were tking at carrier, some of guys were crashing hueys at carrier too. One guy was roadkilling me and my teammate at main with supply truck without reason - and i teamkilled him when he was doing it - and thats my only fault.
Dude, please stop trolling all of forum because you behave like a nerd, you spamming about it everywhere, all the time. That's so annoying because i haven't time for answer to you your bullshit...

Regards WingedHusarz
A PHC guy was commander and approved it and immediately left after doing so.


And cheers, Fighter.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 23:19
by Pesticide
Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 23:27
by Zoddom
Pesticide wrote:Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .
we just need more admins... and more active ones... thats it.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-13 23:43
by goguapsy
Zoddom wrote:we just need more admins... and more active ones... thats it.
What we need is people that don't talk but do.

128 SISU Test Server

Admin Sign-Up Thread (Login)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-14 00:41
by Maverick
goguapsy wrote:Yes. I remember we had I believe 12 men squads (or was it 16?) during early beta tests.

Too chaotic, though.
There can be 8 people in one squad now because of the new limit :)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-14 01:03
by Cpt.Standby[Fr]
Pesticide wrote:Server admin, can you please include a automated kick/ban script for people who teamkill more then 4 people ? We have had now several nights in a row person teamkilling dozens of people and worse, causing squadbug deliberatly. Some real low lifes out there that come out of there hole when the admins go to bed .

That was just funny , you guys really need more sense of humor sometimes ....

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-14 01:25
by goguapsy
'Cpt.Standby[Fr wrote:;1577355']That was just funny , you guys really need more sense of humor sometimes ....
I agree the low-life is an exaggerated remark.

But can you elaborate on how preventing one's enjoyment a "humor" source?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-14 07:20
by Snazz
Kirra didn't ask about the 'number of players in squads'.
Kirra wrote:Is it possible to increase the number of squads?
Presumably if that was possible at this stage it would of been done already.