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NitNat

Members
  • D
  • Content Count

    270
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Posts posted by NitNat


  1. Division:

    Team Fortress 2

    In-Game Name:

    NitNat

    Identity:

    STEAM_0:1:86302719

    Position:

    Moderator

    Time Active:

    3ish years

    Age:

    17

    Experience:

    used to be a mod/stepped down because I knew I'd be inactive as frick

    Donated:

    Yes

    Information:

    Came back a while ago after leaving xG before summer started. Been active once again for a decent length in time so I'd want to make use in that and reapply as a staff member

  2. @Rejects @Bello Homing Bonk is too op.

    It can follow the hale to the end of the earth and make the bonk last at least 10 seconds which is enough time to get almost half the hales hp gone on that boss depending on how much people are there.

    The current homing bonk still is a pain in the ass for the boss but not as bad the moonshot scouts several years back, it's a pet peeve for the boss to be stunned 10 seconds every 15 seconds but I think Rejects mentioned about adding a longer cooldown on the sandman to make it more fair. For the other homing projectile perks, idk I haven't used them yet to really get an opinion on it except the crits on arrows


  3. Honestly, if you want the vsh server to last, you have to fix super jumping. Make super jumping more like the super jump in fire friendly; the super jump in xG's vsh feels lackluster and as a result doesn't have many people playing it.

    Pretty sure our super jump is fine, it's always been that height ever since I joined the server and it no way took a toll on the population. It's really just managing how xG runs it (which is pretty solid rn). Plus a majority of the bosses have a teleport in the first place.


  4. Just because we haven't had a x10 server, doesn't mean it will magically be effective and popular when we do. We've tried every other popular gamemode, and it's never just happened. If we want a server to work, we either need it to happen organically, or because people put the effort in. We've changed so many servers with no heart or accountability in the process and it doesn't work. If we plop some new game modes on a server, we need staff willing to go out of their way to be there when it's empty, and put the work in when it sucks. We should have certain staff hat have a certain time requirement on new servers, or double time served if it's spent on our less populated servers. Some sort of incentive ro actually get staff there, because staff there is the best way for a population to grow.

     

    Otherwise, without incentive or accountability, vix and vex will just go back to tgh, and x10 will stay empty, and the cycle continues. (Only singling you guys out because you're in the thread)

    Moosty has a good point there. An example being @Vacindak . He wasn't staff at the time, but he made one of the biggest changes in surf. Before it was becoming one of the well known populated for a short amount of time then dying off like every other attempted gamemode. The dude was committed to the server and look at it now! It's one of our most populated next to the trade servers. Whatever gamemode is decided upon, Moosty has the right idea in consistency with staff and actual commitment with the playerbase as well. Not saying someone has to be glued to the server, because that would be boring as hell..but to at least keep the population at a nice number for newcomers who are exploring to give xG a shot and join in on the fun.


  5. Knowing how dead db got, I do miss it quite a lot. It did actually bring a few non xG's from what I remember and was a nice addition from the same old, same old. But if it doesn't happen we can always go back to @Vacindak "tennis" in the surf server to improvise