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Warday LR in Jailbreak Fix

Warday Solution?

  • Idea #1

    Votes: 0 0.0%
  • Idea #2

    Votes: 4 44.4%
  • Idea #3

    Votes: 4 44.4%
  • Own Idea to Propose (Reply with it)

    Votes: 1 11.1%

  • Total voters
    9

Aegeus Dusk

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#1
So the Warday LR seems to spawn teams in two different locations (except the fuckzz map because it spawns everyone in armory unless it was fixed recently). Warday is meant for Blus to go in one area and fight any incoming Reds, but with everyone spawning either too close to each other or in the same spot, Blus cant get to or decide on an area in time. I currently have three ideas -

1. Change the rules for the Warday LR to allow straight on team vs team

2. Freeze Reds in one area for 30 seconds to allow Blus to go to an area

3. Have an area on each map that is pre-determined for Blus to be in, so they are already there and Reds are already coming
 

Raiden

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#2
Since Warday are BLU vs RED but the team are unequal. Making Warday having equal team is fun and chaotic sometimes (except for older jailbreak server which they have crits, plz update those server) spawning equal team with weapon armed will not result in stalemate, having 5 dispenser in spawn area will guarantee supplies for both team. When spawn, each will be notify of the enemy spawn area, there will be no limit of weapon usage.
 

Aegeus Dusk

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#3
Since Warday are BLU vs RED but the team are unequal. Making Warday having equal team is fun and chaotic sometimes (except for older jailbreak server which they have crits, plz update those server) spawning equal team with weapon armed will not result in stalemate, having 5 dispenser in spawn area will guarantee supplies for both team. When spawn, each will be notify of the enemy spawn area, there will be no limit of weapon usage.
Choosing which class and loadout you will have is part of Warday (as well as blus having crits, which isnt up for discussion either), so having a fair fight will really depend on you. Both Blus and Reds have to work with what they have (especially Blus in the Warday area since they have limited ammo) so that would also be part of the whole Warday thing. Supply stations sounds nice but it will beat the purpose of Warday if both teams, especially Blus, will have a constant source of ammunition and health
 

Raiden

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#4
Blu having crits is from server which are V.1.1.2, in this case, in Warday, having an equal team is just like casual match but with no respawn. Which is fair and balanced.
 

Aegeus Dusk

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#5
Blu having crits is from server which are V.1.1.2
I know
in this case, in Warday, having an equal team is just like casual match but with no respawn. Which is fair and balanced.
What was your original point because I'm not sure I understand
 

Jim

Edgy American Kid
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#6
Idea 3 is the best but unlikely to be done due to the effort of someone needing to fish out coordinates for every map which makes 2 the best option.
 

spacedude997

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#7
Having crits in warday isn’t fun
Blues already have a major advantage, they are co ordinated and have their own place to defend which is ridiculous in some maps.
 

Aegeus Dusk

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#8
Having crits in warday isn’t fun
Blues already have a major advantage, they are co ordinated and have their own place to defend which is ridiculous in some maps.
Most of the time blus fail anyway, even with crits.
 

Raiden

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#9
Most of the time blus fail anyway, even with crits.
The SG server is not fun to play when blu have crits, disable crits and during warday, put everyone in an equal number team
 

Aegeus Dusk

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#10
The SG server is not fun to play when blu have crits, disable crits and during warday, put everyone in an equal number team
Crits are the main thing I see people complaining about, time and time again people made threads to remove them but it was always declined. Crits for blu team aren't up for discussion, especially when reds can easily overpower blus in numbers
 

spacedude997

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#11
especially when reds can easily overpower blus in numbers
Yes, however, a well-coordinated blue team can easily hold their own, this point is further amplified considering that blues usually spawn near the armory and have a resource they can go back to.
The whole "Expanding" thing is gone and because of it, reds can`t prepare to do essential stuff such as building damage for buff banners or building uber (which is essential).
 

Aegeus Dusk

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#12

spacedude997

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#13
"And the blues can start roaming after the reds have had a reasonable amount of time to get ammo and the warden gives permission"
Before the plugin, guards would expand at a specific time limit, it was usually mentioned in lrs or the warden would decide when to expand.
Not only did it give reds time to get ammo but build uber, buff banner, position themselves and much more.
 

Aegeus Dusk

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#14
"And the blues can start roaming after the reds have had a reasonable amount of time to get ammo and the warden gives permission"
Before the plugin, guards would expand at a specific time limit, it was usually mentioned in lrs or the warden would decide when to expand.
Not only did it give reds time to get ammo but build uber, buff banner, position themselves and much more.
But what point are you making with this information?
 

spacedude997

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#15
Because of the new system the plugin introduced, it makes it much harder for reds to win as they have no time to prepare, build uber etc.
They`d get blasted with a crit rocket before they can, which heavily favors blues. Especially considering they spawn next to armory.
 

Aegeus Dusk

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#16
Because of the new system the plugin introduced, it makes it much harder for reds to win as they have no time to prepare, build uber etc.
They`d get blasted with a crit rocket before they can, which heavily favors blues. Especially considering they spawn next to armory.
Outside of a specified Warday location? Because thats what it sounds like and a freekill it would be
 

spacedude997

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#17
Outside of a specified Warday location? Because thats what it sounds like and a freekill it would be
I think you misinterpreted me.
The plugin currently has it so that guards spawn right next to armory while reds are spawned a bit further away.
There is no current warday location unless the warday is a custom last request.
 

Aegeus Dusk

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#18
I think you misinterpreted me.
The plugin currently has it so that guards spawn right next to armory while reds are spawned a bit further away.
There is no current warday location unless the warday is a custom last request.
Thats why warden gives one, my point is that the LR Warday is flawed because Blus cant think of a place to go to quick enough without getting killed. Thats why I listed those ideas in my suggestion
 

Aegeus Dusk

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#20
Could you also list for blues to get their crits to be removed when warday lr is picked?
Pretty please?
Cherry on top?
Again with the crits...
 
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