Limit Field Ops/Air Strikes


(Ashke) #1

Is there any way to limit the amount of Field Ops or possible limit the amount of Air Strikes they have? Some of the maps get nuts with 20 people all calling air strikes.


(Kendle) #2

There’s a variable that can be set by the server admin to reduce heavy weapons spammage, but most servers seem to have it set too high (although it’s probably the default value). I think it’s g_heavyweaponsretrict, or something like that.

Either way, there’s nothing you, the client, can do about it, but hopefully server admins will start cranking this down as time goes by to make games a little more enjoyable.


(Ashke) #3

Do you have an explanation on that command? My server is set to the default right now “100” but that means very little to me.

“g_heavyWeaponRestriction” is:“100^7” default:“100^7”


(Kendle) #4

There’s a guy who posts here called DG who’ll be able to offer a better explanation than me, but I think it goes something like:-

g_heavyWeaponRestriction / <something, not sure what> = number of Artillery strikes each team can launch per minute.

So the lower the number, the fewer Arty strikes a team can launch per minute. What’s more, it’s irrespective of the number of Field Ops on the team. So, if the limit were, say, 2 strikes per minute, then 1 Field Op could launch 1 every 30 seconds, but 2 Field Ops could each only launch 1 per minute, etc. It also effects all other heavy weapons, so it limits Panzers / Mortars, etc. as well.

I believe DG was talking about setting it to 10-20 for the www.rtcw.co.uk server, for which he’s the Admin.


(Ashke) #5

Cool thanks a lot. 100 is alot if thats the case.


(Kendle) #6

OK, found a more detailed explanation, thanks to DG, Jolt server Admin.

[i]Easily the most complicated setting is g_HeavyWeaponRestriction, and since it’s new in ET there doesnt seem to be any explanation to be found, so i’ll try a detailed one here. As the name suggests this is used to limit Panzers, flamers… but also artillery:

g_heavyWeaponRestriction

100 is default. As i understand it, for soldier weapons it refers to the percentage of the team that can select EACH heavy weapon. e.g., if you set it to 20, and in the game there are 10 players on a team, each side could then have up to two panzerfausts, two flamers, two mg42’s and two mortars. If the team has no flamers, this does not allow them to take any additional Panzers.

The Field Ops use of Artillery is also restricted, but is on a per-minuite basis and takes into account the number of Field Ops. The calculation is something like the following:

n(g_heavyweaponrestriction * teamsize) = max number of artillery per team per minute.

where n = number of field ops, but minimum is 2 and max is 6 (doesn’t actually restrict how many field ops you can have, just the number for the formula).

so: if g_heavyweaponrestriction is 20, there are 10 on the team, and there are 2 field ops, between them they can set off
2(0.2*10)= 4 artillery per min?

So we’ve worked out how many artillery can be set up per minute, which is all most people need to know. If you’re wondering how this “minute” is calculated (think about it), read the next paragraph.

The counter starts at 0, and there are 6000msec in a minute. Every time a player sets off an artillery, 6000/m is added to the counter, and the counter will start counting back down to 0. Once the counter reaches 6000, no more artillery can be fired until it has counted down to under 6000. Since of course the counter never goes below 0, this means in any given minute there cant be more than m artillery set off, but note fractions do apply - an m of 2.5 will be rounded UP to 3 in the first minute, but since the leftover msec is carried over, there will be only 2 allowed in the next minute. Hence on average there can only be 2.5 artillery every minute. It also means that once the counter has exceeded the cap, you dont have to wait a full minute for it to count down, in order to fire artillery again.[/i]

Does that make sense?


(Cosmos) #7

Yeah! The screen is shaking every 5 secs :smiley: Anyway, not as many airstrikes can happen as the field ops get “plane already en route” or whatever it says so I think the current limit of airstrikes is perfect for my needs anyway. :blah:


(Iamthefallen) #8

Serveradmins please restrict heavy weapons!
I mostly play on limited lives servers which means that fulfilling the objective and gibbing the opponents are suddenly equally important. 3-5 panzers on each side, smoke from airstrikes and artillery lies perpetually in the air…it’s a big F-ing spamfest in an effort to wear the other team out.

And usually it becomes a spawnkill massacer for the last 5-10 minutes when one team is significantly weakened. Railgun and Goldrush being the worst 2 maps in that respect.

Please restrict the number of heavy weapons and artillery/air strikes, make the Panzerwhores and spamming FieldOps actually plan their shots.


(Cosmos) #9

HeHe. The joys of the game. We didn’t get the chance to turn the violence down in WW1 and WW2 so why should we in ET. :smiley: Lets keep the realism but not go over the top… too many panzers is terrible gameplay… mortars require some skill and airstrikes are very effective on large maps as they are spread out and not instantly kill people when they have spawned.


(DG) #10

http://www.rtcw.jolt.co.uk/index.php?page=&action=show&id=3357
link it kendle link it damn you! j/k :smiley: and er im not a jolt server admin, im webadmin for rtcw.co.uk and server admin for rtcw.co.uk server (RTCW.co.uk ET Campaign 195.149.21.152:27961 btw :D)

i use it at 20% for now, on a 10 player server thats two each of PF, flamer, mg42, mortar etc and allows around 4 artillery etc per min (depends on number of fieldops).


(Iamthefallen) #11

Because we’re not actually fighting a nation aspiring to take over the world, we’re playing a game remember? And games are meant to be fun, they’re entertainment.
I’ve tried panzerwhoring once, and it is way too easy as my kill/death ratio in combat was ridiculous (I apologized for it afterwards).
Several high level panzers, some artillery that never stops, airstrikes every few seconds and what you have is spamfest 2003. I’m sure some people enjoy the pretty colours and big booms, I prefer to actually play the game and excercise some amount of tactics other than spamming.

Restricting heavy weapons and airstrikes to sane levels means you have to use more teamwork to fight the enemy. FieldOps would actually have to deal ammo, medics would actually be able to heal people and not just look at giblets, panzers would have to be more selective and careful in their targeting etc etc. I’m not advocating removal of the heavy weapons (I really like playing heavy weapon soldier), but without restrictions the spam is just insane.


(Cosmos) #12

DG - What is the maximum amount of players I can host on a 512/256k connection? I’m looking at having a mess around game with a few mates… what do you recommend for the rate the server send out information… I usually host for one or 2 people but I wonder if my connection will support more than 3 or 4.


(DG) #13

256k upload should be ok for another 3 people, maybe 4, but wont be great pings and unlikely to be smooth but should be justabout ok for a pissabout. set sv_maxrate 10000 or maybe aslow as 8000, see if its gets any smoother for them.


(Kendle) #14

Sorry DG, your holiness, Sir! (can I have a private slot on RTCW.co.uk, it’s always full? No? Thought so. :frowning: )


(Cosmos) #15

Ok thanks… I will try to host no more than 8 people at a time that should still be playable… I will make it dedicated I have enough resources for the game and I understand that its 30MHz per person that joins as well as much MB you have set in com_hunkmegs my 1024MB should be ok.


(Ifurita) #16

stopwatch or objective mode, where xp resets, naturally limits some of the high XP spam