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> Smolensk .76 - General observations
ScrapyardBob
post 02/17/06 11:09am
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Joined: January 6th 2006
Member No.: 1519
Xfire: scrapyardbob



At the peak last night, we had 13v13 players online (with 1 or 2 in spectator mode). While we didn't have a server crash at all last night, a few people complained about periodic lag spikes. Now, I also experienced lag spikes last night, but I suspect it was because XFire was downloading an update in the background. The previous night on 12v12, we didn't suffer from any lag spikes.

A few people have trouble with high pings on this map. We may need to do some digging into old CoD:UO tuning threads to give some additional suggestions. Because it's a larger map, some people may need to adjust various settings (quality, resolution, hunkmegs, datarate, etc.).

At a minimum, before complaining about ping / lag, please turn on both your FPS display and your lag meter. You can enable these by entering the following commands in the console.

QUOTE
/cg_lagometer 1
/cg_drawFPS 1

Useful COD Settings FAQ
http://www.mobclan.com/forums/upload/index...?showtopic=7047

You should also refer to this thread, which explains some basic performance tuning and also covers how to read the lagometer.


This post has been edited by ScrapyardBob: 02/17/06 11:11am


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ScrapyardBob
post 02/17/06 3:44pm
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CNQ - AHz calls it "objective-based TDM". I'd call it a linear version of DOM.

On the Smolensk map, there are 9 control points. They're spread along the map between the german and russian spawns. German HQ is in the eastern building in the spawn (look for the haybale), the Russian HQ is at the old house in the forest. Some of the intermediate points are:

G2 bunker
Stone Bridge
Pillbox
West end of village
Church
R2 45mm gun
East Trench

(I think that's all of them)

The middle points are captured similar to Domination-style play. But the more allies that you have at a control point (within the "capture zone"), the faster you can capture it. If there are more enemies then allies in the capture zone, the progress bar will actually go backwards. So you can stop or slow down a capture just by entering the zone of control, even before you kill the enemies who are trying to capture the location. Some zones of control are very large, others are very small.

The end points require you to press the "USE" key (usually "F") in order to capture them. When you capture an end point (HQ), you get bonus points for yourself and for your team's overall score. At that point, control of the points resets (yes?) and you have to start re-do the capture sequence.

The big advantage of CNQ as opposed to TDM is that it provides natural focus points for combat on the larger maps. Everyone is chasing the same 2 spots (next capture and last capture) which results in continuous combat.

Note: You must exit vehicles in order to assist in the capture. (You cannot sit in a tank at the Stone Bridge to capture that spot.)

Scoring:

- Player points are what an individual player receives for performing an action (i.e. 1 point per kill, 3 points for helping to capture, 2 points for killing someone trying to capture, 5 points for capturing the HQ).
- Team points are awarded when players accomplish objectives (i.e. 10 points for each capture, 50 points for capturing the HQ). Teams also get points for kills (possibly on defensive kills?).
- Unlike BAS, other players on the team do not get personal points when objectives are achieved. Unless you are in on the captures or helping to defending captured zones, your only way of getting points is through kills.

Settings:

set scr_cnq_scorelimit "400" // scorelimit, default is 500
- Whichever team reachs 400 points first, will win the round. If you wanted, you could set scr_cnq_team_bonus_points equal to this value, which would end the round as soon as one of the HQs is captured.

set scr_cnq_timelimit "110" // timelimit, in minutes
- Overall time limit for the match, additional rounds will not play if the time limit was exceeded during the previous round.

set scr_cnq_roundlength "60" // round length, in minutes (CNQ 3.0 only)
- Length of an individual round (unless a team exceeds the score limit).

set scr_cnq_winlimit "2" // limit of number of rounds won (CNQ 3.0 only)
set scr_cnq_roundlimit "3" // set the maximum number of rounds per game (CNQ 3.0 only)
set scr_cnq_clearscoreeachround "0" // whether to clear player scores between rounds (CNQ 3.0 only)
- The above allow for best N of M play where player scores carry over from round to round. I prefer best 2 of 3, or best 3 of 5.

set scr_cnq_startrounddelay "30" // time before a round begins, in seconds (CNQ 3.0 only)
set scr_cnq_respawn_wave_time "15" // time interval between wave spawns, in seconds (CNQ 3.0 only)
set scr_cnq_captime "30" // default capture time, if not specified by the mapper, in seconds (CNQ 3.0 only)
- Start round delay should be at least 20-30 seconds to allow everyone time to connect and pick a team. Otherwise teams whose players have better connections get an early advantage.

set scr_cnq_player_objective_points "2" // Points to award player for achieving objective
set scr_cnq_team_objective_points "10" // Points to award team for achieving objective
set scr_cnq_player_bonus_points "5" // Points to award player for achieving bonus objective
set scr_cnq_team_bonus_points "50" // Points to award team for achieving bonus objective
set scr_cnq_defend_score "1" // Points to player for defending an objective from capture (CNQ 3.0 only)
- These are the scoring settings.

set scr_cnq_campaign "0" // Set Conquest to run in "campaign mode". Winners of current CNQ map will be attackers on the next map.
// set sv_log_damage "0" // turn off logging of damage (keeps log file size reasonable)
set scr_debug_cnq "0" // whether to run Conquest is debug mode, allowing a single player to play on their own



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