Why do players insist of exaggerating everything… it is near impossible to do this unless the server has enabled it to be allowed. On every server i’ve played on (hundreds :)) not once have I came across any more than 2 airstrikes or 2 arties (obv, mixed AB/BA too) as its the default to 2 and admins dare not increase it. If your playing on a server thats got it allowed, then its just silly… silly I tell you.
Please nerf slashkill
The number of Field-Ops isn’t, and can’t be, restricted. The only thing you can do is limit Heavy Weapons with g_heavyweaponsrestriction, which while limiting artillery has no effect on air-strikes.
So it’s quite possible, on ANY server, to get 6 or however many Field-Ops you like chucking tins on the Beach on Battery, and using /kill for an instant bar recharge if it’s not ETPro or it has b_stickycharge disabled.
There is a way to limit classes the same as weapons no? And, even if there isnt, if 2 Airstrikes or Arties is in use at any one time and a third person tries to use it, or another person again… then all it will say is ‘Insufficient Fire Support’ or whatever else it says… All Planes Unavail etc…
No, there is no way to limit Field-Ops as there is the Soldier Class / Weapons, and you only get the “All available Aircraft are en-route” message when you FFE (fire-for-effect), i.e. drop Arty (even though arty is off-map guns, not air-craft). It doesn’t apply to Air-Strikes (at least it doesn’t on ETMain servers, maybe Bani has fixed it in ETPro?)
So then how come I have at least 20 demos all of which show that for example, on ETMain/SD Server, that say, theres 4 fops on my team. 2 arties in use say one at goldrush main ramp and one at side… when I go to FFE it wont let me?
And as I already said, if either of any 2 is in use, and I try to use either it wont let me? Either the canister blows up on the spot, it might sink in and vanish or I just get some dopey bright yellow error. :]
This is also why I make such a deal on SD Server… could sit for 3 maps and come the 3rd map someone goes Fops (Say theres 2 already, inc myself) and runs about spamming at like Level 1 Fops when quite obviously a Lvl 3 Fops would be better of with the longer one…
without wanting to add anything new to the /kill discussion I want to mention the server I’m often playing at, called: Nebuchadnezzar.
They have a pretty clever solution, they allow 5 /kills per map, that’s usually plenty for situations like quickly changing class or spawning at a different spawnpoint but it effectively prevents all kinds of abuse like /kill in a firefight or to recharge the energy bar.
OK, now spam on :bump:
If only all loosers in public would think like you, but they doesnt. The calls you a lamer. 
[/quote]
It IS lame…End of story…Play the game like it’s ment to be played.[/quote]
Why wasnt /kill removed or cheat protected if et wasnt meant to be played like that?
They have a pretty clever solution, they allow 5 /kills per map, that’s usually plenty for situations like quickly changing class or spawning at a different spawnpoint but it effectively prevents all kinds of abuse like /kill in a firefight or to recharge the energy bar.
How do they do that, as i wouldn’t mind having that on some more servers 
sigh
Medics!
rolls eyes
You lot obviously have no idea what the life of a Field Ops is like… 
In fact, both airstrikes and arty strikes are limited by the g_heavyWeaponRestriction cvar, even in etmain. The message you get when you drop a canister and you’re over the limit is “HQ: All available planes are already en-route.” (the announcer says “Too many airstrikes requested”). When calling in artillery and the boys in the back are out of shells, the message is: “Fire Mission: Insufficient fire support.”.
I hope this clears things up.
salutes
Listen.
It is fine that /kill is there for certain situations, the thing is it gets abused.
Not only to respawn with fresh charge, but to refuse the opponent of XP for a kill, when you were sure to loose your life anyway (+ a script that when they /kill themselves, they throw a grenade). LAME !
I just think it’s lame, and luckily on the servers I play on people think the same and vote the idiots of the servers.
[quote=“Lekdevil.NL”]
sigh
Medics!
rolls eyes
You lot obviously have no idea what the life of a Field Ops is like… 
In fact, both airstrikes and arty strikes are limited by the g_heavyWeaponRestriction cvar, even in etmain. The message you get when you drop a canister and you’re over the limit is “HQ: All available planes are already en-route.” (the announcer says “Too many airstrikes requested”). When calling in artillery and the boys in the back are out of shells, the message is: “Fire Mission: Insufficient fire support.”.
I hope this clears things up.
salutes[/quote]
It does Lekdevil, thanks
, maybe it was different in Test or pre-1.02 patch, or maybe I’m just imagining it. Obviously need to play Field-Op more. :eek2:
Muhahahahaa… Lekdevil.NL saves teh day. \o/
But, it seems to be even worse. Last night playing on SD had the same problem but it started off I was the only person on my team as Fops. Was playing on Railgun first and it wouldnt let me Arty anywhere at all and when a canister was flung I would get dumped with the HQ message. It was picky, sometimes it worked, sometimes it didnt… Next map Fueldump obv, went not bad until half way through… as Axis at Dump over 39 times I had to call an arty before it finally let me use it. (Yes, Charge bar was full, I was level 4 for all but Battle Sense, at the point I was only Fops…) So, I gave up and adhocc kindly let me use panzer.
Real shame too as Soldier/Panzer + Fops/SMG are my 2 favourite classes.
Perhaps also I play on too many servers where g_heavyweaponsrestriction is left at it’s default 100, where it really can be spam-city. Also, you don’t suffer from this problem so much on ETPro servers as ETPro puts a little red lightning bolt next to your charge bar if g_heavyweaponsrestriction prevents you from FFE, so you know not to even bother trying unless you’re going to be successful.
Perhaps. 
But tbh, what would happen if there wasnt any /kill’s?
About 50% of players on different servers would be stuck in rocks on Oasis :] sinking forever and ever… Enemy Cov Ops could get your Uni easier when you go on beach on Battery… Spawn Panzerers and Arty/Airs will end up gettin the cheap frags/xp… That loan engy might actually manage to finish building the Ramp on Battery and what chance do you have of giving your team that ammo after using a defens’ive movement (Arty/Airs) Quick /kill allows for ammo…
Theres so many ups and downs and tbh, the command has been in the majority of FPS games since the beginning of time… basically, you like it, you use it. You hate it, you dont use it… deal with it either way. As mentioned in other posts too theres servers which limit you or disable (/kill limit 0?) so, go play there if theres a problem…
hm? maybe a slight exageration? 
Enemy Cov Ops could get your Uni easier when you go on beach on Battery…
/kill doesn’t help because the cov op doens’t even have to gib you. You need to nade yourself or quickly jump into deep water.
Spawn Panzerers and Arty/Airs will end up gettin the cheap frags/xp… That loan engy might actually manage to finish building the Ramp on Battery
hmz? what is the relation to /kill?
the command has been in the majority of FPS games since the beginning of time… basically, you like it, you use it. You hate it, you dont use it… deal with it either way. As mentioned in other posts too theres servers which limit you or disable (/kill limit 0?) so, go play there if theres a problem…
another thing since the beginning of time: bugs and exploits. They need fixing once in a while, playing on a server that disables /kill alltogether is no help.
Using /kill for your own advantage: I’m OK with that
Using /kill to the disadvantage of your opponent by exploiting the game’s XP system (and pissing off lots of players who just want a fair firefight) : big nono
Can be fixed in numerous ways, my personal favorite is to allow /kill only in the last 3 seconds before a respawn. That would still allow every normal reason to /kill , and fix the /kill in combat. Only downside: you give away your spawntime, but that you do anyways if more then one player /kills at around the same time.
Relations:
a/ drop a gren, /kill and gren gibs your corpse.
b/ u can /kill to make spawn for arty/artil to hold of an extra few seconds while your team can cover ramp.
c/ u see panzer coming at your face say when running out axis goldrush spawn u just /kill.
a/ ok. but has nothing to do with the spawnraping and rampbuilding quote
b/ I’m sure there’s one hell of a tactic hidden in your cryptic sentence. Please rephrase so I may be able to understand :bump:
c/ ok. fight evil with evil. I prefer trying to kill the spawnraping son-of-a-bitch, so he won’t be there next spawn
And maybe to be revived, after all, still 25 secs to go.
I’m not arguing about the tactical advantage the /kill has (both the acceptable one and the lame one), just trying to improve gameplay and fairness.
Hrms… lets see…
Your a Fops on Battery and have little charge left for whatever reason… couple of secs till a spawn and couple more till NME spawn. (Usually the case that Axis spawn first. (I count spawn times btw.)) You can use the /kill to get your charge back to get a spam up in time to give your team that extra bit to get into positions again… also, if your playing a challenging game or at least, a few decent players in Allies the ramp will consistantly be gettin built if not completed/destroyed.
As my example before said about Goldrush… Nearly every night on SD when that map is on someone will be camping from top bridge (I myself do it, but ill just h0p down ramp and h0p of the stairs while firing) with a panzer looking at spawn, or an engy at ramp ahead with rifle grens on exit. Now, im sure you’ll know that upon a spawn nearly 50% take one exit, other 50% take the back… so, as soon as the first player is out a panzer, rifle gren or whatever is fired for deffo as the player knows that more will come out afterwards, at least, if they dont they still get a frag… so, just gotta keep a quick ear/eye out to stop them getting a cheap frag.
I’d rather wait an extra one second than get gibbed by a panzer/rifle gren n00b. Obv as you said Sick Boy there is a chance you can survive but whats the point? Your left with usually < 10hp and dead within a second from somewhere… just gotta make the right or what you think is right choice when it comes. 
Hope this explains at least a part of what I meant… 