Posted 23 January 2012 - 10:38 PM
It seems that in the past, when you died by the enemy and respawned (even immediately) your chargebar was always reset to 100%. But what I've seen happen is even when getting killed by the enemy, when you respawn (say a few seconds later) the chargebar is still refilling.
This can be especially frustrating if you are an engineer who attempts to fire a riflenade shortly after respawning only to be unable to because there isn't enough charge. Then you are standing there like a fool while you get face-raged by the enemy while you wonder why on a fresh life you cannot fire!
So, has anyone else noticed this? Is this some combination of settings at play here that I'm not aware of? I'd be glad to PM our server.cfg file to someone who knows, but I don't really want to post it here.
The only thing that is closely related to this is the g_slashKill - whereas you can set the chargebar to be the same level as it was when the player /kill'd (bitmask 4).
Presently, we have that setting at 18, which would not include that option. It almost seems like that is what is happening here, or maybe more likely the chargebar is doing its natural refill progression even though you are presently in limbo. In 95% of cases you don't ever notice this because you respawn with near full bar, but at times it can really catch you off guard.
Here is a really short clip that I captured to attempt to demonstrate this behavior. It is kind of hard to see and you can only see in the last few seconds what I'm talking about. Pay attention to the chargebar when I respawn as an engineer with riflenade. You might have to watch it a few times to see what I mean:
I just died by the enemy and respawned shortly thereafter - notice that my chargebar is still filling up! Is this normal? Is this caused by some strange settings combination? Is this desirable (certainly not to me)?
Thanks in advance.
Posted 23 January 2012 - 11:06 PM
Posted 24 January 2012 - 01:17 AM
Changes the way the charge bar works. Using g_slashKill will take precedence over this setting 0 Old ETPub behaviour. 1 Does not reset the charge bar at respawn. 2 ETPro behaviour. Each class has its own charge bar, which fill up independently.
Default is 2
Posted 24 January 2012 - 02:17 AM
Edited by BECK, 24 January 2012 - 02:17 AM.
Posted 02 February 2012 - 02:02 AM
I think it wold be a good feature to have so we can set it so if soemone /kills then they will spawn with their old charge levels but if they get killed they spawn fully charged up (as they do come in as reinforcements). I have died many time as engy only to get back to the obj and still cant build it cause i run out of the littel chagre i had.
Posted 02 February 2012 - 04:26 AM
Posted 02 February 2012 - 05:38 PM
I don't know - really sucks to respawn and not have a chargebar. Happened to me again last night, this time I was a field ops and I respawned and couldn't call artillery strike. I was level 1 FO and had been in limbo for at least 10 seconds and still didn't build up enough charge to use it after spawning. Really sucks. And I don't want to tweak individual class settings, as it doesn't just effect engineers.
Would it be possible to re-add this setting in the next release of silent? Or maybe implementing the b_stickyCharge thing?
Edited by BECK, 02 February 2012 - 05:38 PM.
Posted 02 February 2012 - 05:57 PM
With regard to increasing the engineer chargebar (or FLD OP or Medic) this would mean they are always charging up quick but that does not really fix the issue but rather tries to recover from it faster but it speeds up the charge bar all the time and not just after a spawn.
Posted 02 February 2012 - 06:18 PM
Posted 03 February 2012 - 04:21 PM
...or, are you basically telling us to live with it cause it ain't getting fixed ?
Posted 03 February 2012 - 05:04 PM
It's not a bug and therefore there is no fix. But this is a feature request and it is not closed. However, doing change that has so much effects to gameplay individual players don't necessarily even notice is not a small thing to do. Foremost, it effects how random players find the games when they play silEnT mod. Not the short term individual frustration when it happens but the game overall.
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