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Kypari

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Posts posted by Kypari


  1. 20 minutes ago, Elcark said:

    So long as the boss never tries to jump ever, sure. The compounded knockback though is capable of keeping the hale pushed back even at range get taunting to get those crits back also takes merely seconds.

    I'm not actually sure what you mean by putting a cap on the "mediguns", but if we can essentially cap medics for those two bosses specifically then that works all the same, but if not then capping them in general really does no harm to normal rounds anyways.

    What i'd like really hasn't changed. No cap on sniper, cap of three on engi and heavy, cap of four on medic. Considering what has been said though, if we do see it as necessary to keep a cap on sniper (I agree with kypari that we really don't) and for the sake of not putting caps that are too unnecessary but still keeping things from becoming unfair to the hale by sheer spam, then perhaps a cap of four for all four classes. 

    We don't need a cap at all on sniper, not four. No cap is necessary so we shouldn't be limiting it at all. We need to cap things that are literally overpowered and ruining the game in larger numbers, and sniper doesn't fit the bill (as I am aware that you know), so why should he have a cap? We don't need to cap sniper, so we should 100% leave him out of those if we go along with what you say.


  2. 8 hours ago, mrnutty12 said:

    ... choose one please.

     

    What I'm trying to say but aaaa words is that we shouldn't add a cap unless absolutely necessary and I can see how on heavy and such but I'd rather not. Opinion changes halfway through ?

    No caps unless 100% necessary and on sniper it's far from it. I'm ok with medic caps but otherwise we shouldn't be adding caps for the sake of it, especially caps so high they are almost pointless


  3. 1 hour ago, mrnutty12 said:

    And here I though we were not shouting bias whenever something we don't like is said. For shame!
    Even if I were saying this because of my personal hate for snipers I'd say make it a cap of 0 snipers because fudge that class concept.

    Regardless of my feelings, snipers get perma crits on their rifle, and don't have to be anywhere close to the hale to do 450 unlike heavy who also has no mobility, but also crappy range. It is not much of a feat as a sniper to get upwards of 2-3k damage easy, the same cannot be as easily said for something like the heavy class who must be much closer to danger and gets raged on far more for it. This is without mentioning that snipers can kill superjump momentum with one no scope bodyshot (that still gets sniper crit damage) which makes it a notably harder to approach them on many maps as hale.

    Honestly, if you want to cap the heavy, I see no reason to not keep the cap on sniper as well.

    Cap neither. Heavy with crits (not limited to but including 1) + engineer sentry + medic uber makes heavy a lot harder to kill so that he doesnt need to have the mobility. Crits do the same as machine slapping too. We shouldn't add a cap on any of them, they dont need it.


  4. 1 hour ago, mrnutty12 said:

    I am going to go ahead and disagree with that, aside from being extremely annoying to deal with snipers have always been able to output a massive amount of damage fairly easily given they don't even need headshots to get their full damage. Not much really changed for them with the loss of playpoints since even homing arrows had a fairly small radius so I don't see a need to change the class limit on them.

    Sniper isn't even that great on ff2. He lacks in mobility and then you get something like heavy dealing SO MUCH damage with crit mingun that snipers damage is irrelevant. No sniper bias nutty pls ? (jk) we shouldn't be setting a cap for where it isn't absolutely mandatory. I want people to play their favourite characters without having some cap stopping them.

     

    The same applies to pyro. Thermal stun clearly doesn't work with how it's so easy to hit, not to mention stun is an annoying mechanic. At least with bonkshoes it was a skillshot and you would rarely see it. IMO so pyro doesn't get capped just remove the stun and make the thruster normal again. As I said, I want people to play their favourite character without being told basically "fudge you". 


  5. Current rule:

    "Spamming chat, both typed and voice, is not allowed. This includes but is not limited to, usage of Voice Changers, Soundboards, TTS Programs, immature voices, and chat macros."

    If we wanted to, we could elaborate on each of them where it is necessary like this:

    "Spamming chat, both typed and voice, is not allowed. This includes but is not limited to, usage of Voice Changers, Soundboards, TTS Programs, immature voices (such as but not limited to fake high voices, fake accents, etc), and chat macros."

    Unfortunately, as much as we don't want staff discretion involved, there will always be staff discretion involved with this rule since one situation can be so different from the others in terms of severity, in which some staff members would allow the voice or some would not at all. As annoying as it is there is no rule re-wording that can create an environment where every staff member agree on whether someone gets muted or not. If you are told by a staff member that you haven't broken a rule, but told by another staff member you have broken a rule, it would be best if you just didn't do what you were doing for the staff member to call you out on it.

    We can elabroate on the rule all we want, but it is impossible for every staff member to have the same opinion on muting someone or not every single time.

     


  6. 28 minutes ago, YeEternalTuna said:

    @Everyone Just to clarify again the immature voice rule isnt in the surf motd so that means it shouldnt be enforced on the surf. Also when I talked about the ''dont argue with staff rule'' I mean whenever I would tell a staff member that they're wrong they would always shield themselves with ''dont argue with staff'' rule and the ''staff have final say'' rule and point me towards the forums essentially showing that they can't admit that they're wrong imo, which is why I had to make this thread...

    It has now been added, though the rule should have still been enforced on surf before it had been added by virr today, even if it wasn't consistent with the other servers by mistake.


  7. 45 minutes ago, YeEternalTuna said:

    I mean what's the point of bringing up to the higher ups when one of them were on at the time. That was the last straw because a certain staff member had called him on just to say that I was wrong and that this invisible rule exists. Also funny enough, yesterday night I had been jokingly talking about toes in a weird voice and nutty had NO problem with it but then when another staff member cries to him about it, THEN it becomes a problem? ?

    That's crazy my guy

    @mrnutty12


  8. 4 minutes ago, NitNat said:

    You're just restating what's already been mentioned by someone else.  The "exaggerated voice" on servers is clearly not to irritate someone.  I've seen a few examples of it being for humor that should've annoy anyone in the first place.  I was even told today "no immature voice allowed" when I answered a question to a surf friend today in a slightly higher pitch than my normal voice in one sentence.  I didn't have the intent behind to annoy anyone with it but as a little burst of humor to lighten to mood of the surf in general, but seeing how up in the air the current "rule" of that is, it creates a no fun allowed feeling in the servers.

    If staff are doing that then I'd like you to PM me or any other higherup about stuff like that and we'll sort things out! ?

    The thing is, even if you aren't intending to annoy people, it can still get on peoples nerves when you do voices. I think the severity of immature voices needs to be addressed and I will look into that along with the clarification as well


  9. 5 minutes ago, Tatost said:

    No, things did change. You said that the 'no immature voices' rule used to be targeted at young children. Nowhere did it say "you can't make impersonations on mic." You guys recently changed the rule to fit more modern needs. There isn't anything wrong with that, it's just that we're not very good about getting the word around that this or that rule changed, or you got a new rule at the pet store.

    No, I'm saying nothing changed other than how the rule was against children in the /rules, yet the rule was incredibly outdated by literally years when we removed it, we just had lazy DLs waaay back then. Nothing changed in regards to the rule being removed and re-added or anything like that.


  10. 6 minutes ago, Tatost said:

    It might be pushing it, but I'll compare this to the Supreme Court of the United States. There are two terms, loose construction, and strict construction. You guys are using loose construction by bending the rules to fit more modern means. (I only use bending because I couldn't think of a better word). However, when you make these changes you guys aren't very good at alerting people "hey we've kind of altered what this means, here's what it means now and why we changed it!" To be completely honest, I'm not sure what is allowed and what isn't anymore. Stuff that used to not fly back in, say, 2016 is welcomed with open arms.

    tldr, please be more specific and open about rules, please revise the motd if possible and make sure you don't have to alter them next month. Make your staff members, as well as the regulars aware of the change with a PSA or something. It's obvious that some are unhappy with the clarity of the rules.

    Nothing has changed, that's the thing.

    I'm personally not opposed to clarifying things moreso at all, but I can't say the same for everyone unfortunately. 


  11. The only thing that's changed was the immature voices rule being taken off the /rules list since it was specifically targeted at kids, but it's still micspam in the motd due to staff discretion, examples being intentionally and put on high voices, fake and obnoxious accents etc. Hope that clears things up.


  12. 5 hours ago, Elcark said:

    Something that has come up a few times now is class restrictions on freak fortress 2. Taking it on a class by class basis, there's a few I'd like to consider changing.

    Sniper

    Currently set to 3 from what I've been told, I don't think we should have a restriction here at all

    Pyro

    I'm only mentioning this to say despite this being the central reason for the concept to be brought up lately I don't think we should actually restrict it, at least not now. The main reason for restricting Pyro was concern of the thermal thruster stun being spammed, but with the recharge rate nerfed to hell it hopefully isn't going to be an issue anymore.

    Heavy and Engineer

    Having to fight four heavies all firing at you into a corner or even better seven plus engineers all building a cluster of sentries that keep you in the air while sometimes can be a bit funny, is just simply not fun to try and fight against. I think we should restrict both classes to a max of three.

    Medic

    The main complaint for medic comes with the bkitzkreig and bloodrider. While it does take actual considerable effort from medics to stay alive to keep continual res's going and can be done with as few as two, the real annoyance comes from a boss having hunted down ~5 medics only for yet another to pop out of hiding and undo all the effort that was done. Now this restriction would have the least amount of drawback in normal rounds as you will practically never see more than two medics being used if even that, but we don't want to ruin this particular part of these special bosses either. Perhaps a limitation of four?

    All sounds good. Nothing I disagree with


  13. 31 minutes ago, Elcark said:

    !colorme (Used to change your color.) We could go either way on this really. It's been determined many times that it is fine to use in combat so long as it isn't causing clear confusion (ie coloring black) but really few people do use it when they are intent on fighting. We could include it, but probably would prevent more issues then we'd create by not.

    Would probably be better if we didn't add this. I am not a huge fan of what it brings to the table in regards to combat, and if the whole server is having commands not added because they aren't suitable for combat, I would say don't add this too.


  14. On 6/28/2018 at 12:05 AM, Kypari said:

    +1 I've been here nearly all the way and I can attest to his improvement. He cares a lot about the community and there have been minimal issues whatsoever regarding his behavior. 

     

    13 hours ago, Tatost said:

    pretty much no one uses it anymore, and no one has really said anything about it. I'm personally not aware of any actual changes from back when they were required. Saying that it's pretty easy to form an A/M rating it wouldn't hurt to use one.

    A: 9

    M: 7

    ?


  15. +1 I've been here nearly all the way and I can attest to his improvement. He cares a lot about the community and there have been minimal issues whatsoever regarding his behavior. 


  16. On 6/17/2018 at 12:18 PM, virr said:

    I know ive asked before but im just gonna ask again, what are everyones thoughts on disabling/removing donator powers on this server? Since its an actual game mode where team size matters i cant imagine people being too happy with 2 of their teammates jerking off in the skybox causing the teams to be imbalanced. I start work next week so my time will be a little less limited but ill still chip on where i can, just let me know what i can do!

    Allowed:

    !buildinghats (Toggles hats on Engy buildings) 

    !rerollhat (Allows you to roll for different Engy building hats. 30 second cooldown)

    !footprints / !footsteps (Allows you to select halloween spells that give you footprints).

    Advertisment Immunity

    !ks (Activates Killstreak effects)

    !voice (Allows you to change the pitch of your voice from 50-200)

    !vote (Toggles a vote in the servers. Necessary for spawning and becoming bosses)

    !unusual (Unusual effects on weapons) 

    !raffle (Activate a raffle)

    !raffle_assign (Add someone to the raffle)

    !raffle_remove (Remove someone from the raffle)

    !raffle_cancel (Cancel the raffle) 

    !raffle_list (List everyone in current raffle) 

    !dsp (Change and modify your voice)

    !noclip (Toggles noclip) (not mandatory but helpful for mods with donator)

    !buildinghateffect (Choose an unusual effect for your Engy buildings)

    !hsay (Server Message)

    !tsay (Server Message)

    !csay (Server Message)

    !gimme (Allows you to give yourself any weapon in the game - You need to look up tf2 item ids.) 

    !proj (Put models and effects on your projectiles)

     

    Only controversial one IMO is noclip. This should help with what we add, but I definitely left out all the ones that REALLY don't belong on there. Thoughts?


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