After playing at Cemetech UT for about a year and a half, I'd like to propose some additions and changes to the server's configuration. I have provided the specific INI keys to clarify any ambiguity and simplify updating. Just about all of these specifically affect the Cemetech Team ArenaMaster NG gamemode and the Cemetech Player TAM gamemode proposed here, except where otherwise specified. I have also differentiated which suggestions change GameConfig entries or gamemode INI settings. The posf is quite long, as there are both many things I would like to see changed and I have provided a lot of detail about why and how they are changed.
The following proposed changes can be made without modifying global settings (only changing/adding GameConfig=() settings):
The following proposed changes modify global or gamemode-wide settings:
A few closing notes:
The following proposed changes can be made without modifying global settings (only changing/adding GameConfig=() settings):
- CTF without Translocator: Bots greatly outnumber humans, and in CTF, the bot horde can get to either flag carrier within a few seconds and use pro sniper rifle to kill any attackers.
Code:
optionally duplicate gamemode configs, change option bTranslocator=False
- Deathmatch without Pro Sniper Rifle: With the amount of damage the pro sniper rifle does and the lack of lag compensation y'all seem to like, whoever has the better ping wins the deathmatch with little variance. Not even close to fair.
Code:
duplicate Cemetech Deathmatch, remove "ProSniperRifleV3.MutProSniperRifle", rename to differentiate modes
- A closer to standard Team ArenaMaster vs. Players setup, based on the v3210CW plugin. The v3141 config, like all other versions, remain untouched. It disables quadjump (standard servers don't use it, and it makes tactics worthless; maps aren't built for quadjump) and enables the Necromancer adrenaline combo included in 3SPN's CW versions (BBFF to resurrect a dead teammate; don't enable it if you want, but v3141 doesn't have it anyways). TimeLimit is set to 0 since it prematurely ends matches and the 2-minute round limit already takes care of this. The remainder of my proposed updates to this specific configuration are in the gamemode-wide settings.
Code:
Note that all Options settings changed are sticky (are not changed unless specified by another GameConfig Options), and they must be specified in all GameConfig entries.add:
GameConfig=(GameClass="3SPNv3210CW.TeamArenaMaster",Prefix="DM",Acronym="PTAM",GameName="Cemetech Player TAM",Mutators="3SPNv3210CW.MutNecro",Options="GoalScore=10,TimeLimit=0,VsBots=False,bPlayersBalanceTeams=True")
- I mentioned it to Kerm, but he was unable to further analyze this at the time: use UTComp to add enhanced netcode to the vs. bots gamemodes. As the bots have zero ping, they do/should not benefit from the enhanced netcode, and it will make vehicle CTF and deathmatch more playable for high-ping players like myself. The INI provided here disables most of UTComp's bells and whistles, which keeps the UTComp gameplay experience close to that of standard gameplay. Furthermore, pretty much everything can be configured client-side, through the menus it provides.
Code:
[Engine.GameInfo]
ServerPackages=utcompv17a
[xVoting.xVotingHandler]
GameConfig=(GameClass="XGame.xVehicleCTFGame",Prefix="VCTF",Acronym="UVCTF",GameName="UTComp Vehicle Capture the Flag",Mutators="utcompv17a.MutUTComp,XGame.MutQuadJump",Options="GoalScore=10,TimeLimit=20,bPlayersBalanceTeams=False,VsBots=True")
- I have also bumped about adding Wormbot, and continue to offer a bouncer for this (I should have a slot open). The INI I can provide will only announce joins, parts, chat, and survivors of TAM matches (part of chat relay, it's a gamemode mechanic I don't have control over).
Code:
mutator class is WormbotReporter.MutWormbot, add it to the mutator list in each GameConfig entry to enable it.
- Deathmatch without Pro Sniper Rifle: With the amount of damage the pro sniper rifle does and the lack of lag compensation y'all seem to like, whoever has the better ping wins the deathmatch with little variance. Not even close to fair.
The following proposed changes modify global or gamemode-wide settings:
- Disable all team balancing in all 3SPN versions. It only causes problems since we are either vs. bots or are otherwise able to decide our own teams. Jonimus may have already taken care of this.
Code:
[3SPNv3210CW.TeamArenaMaster]
AutoBalanceTeams=False
AutoBalanceOnJoins=False
AllowForceAutoBalance=False
[3SPNv3210CW.ArenaMaster]
AutoBalanceTeams=False
AutoBalanceOnJoins=False
AllowForceAutoBalance=False
[3SPNv3210CW.Freon]
AutoBalanceTeams=False
AutoBalanceOnJoins=False
AllowForceAutoBalance=False
- Disable Challenge Mode in the 3SPNv3210CW settings. It's less of a problem while against bots, but when against other players it throws the match out of proportion. At -40 health, only two rockets are needed to kill. At -60 health, lightning guns take two hits to kill instead of three, or just one headshot. At -70 health, one flak hit is a kill. Towards the end of a match, both players have reduced health, and results in unbalanced and unfair gameplay.
Code:
[3SPNv3210CW.TeamArenaMaster]
bChallengeMode=False
- Consider a lower bot ratio on a higher difficulty; Jonimus and I talked about that. My server uses 1.5 on Masterful, but it quickly becomes unwinnable as less talented players show up. I would suggest 2.0 on Adept. Keep in mind that all our players aren't as good as you admins, and there aren't very many servers favorable towards our many members learning how to play UT2004. Striking a balance will probably require experimentation.
Code:
[Unreal.UnrealMPGameInfo]
BotRatio=2.000000
- Enable the modified shield gun in 3SPN. It does much less damage and gives a higher initial boost, which is particularly helpful without quadjump.
Code:
[3SPNv3141.TeamArenaMaster]
bModifyShieldGun=True
[3SPNv3210CW.ArenaMaster]
bModifyShieldGun=True
[3SPNv3210CW.TeamArenaMaster]
bModifyShieldGun=True
- At least two more ammo on the shock rifle in the 3SPN gamemodes would be nice; especially without Challenge Mode or with quadjump, we run out of ammo quickly in every decent weapon. As an example I use 27 here; the number should be a multiple of five, plus two.
Code:
[3SPNv3210.ArenaMaster]
ShockAmmo=27
[3SPNv3210.TeamArenaMaster]
ShockAmmo=27
- Force players to be ready before a match begins. This gives us more time to check IRC (admit it, we're all IRC junkies) and prevents people who are slower at switching maps / downloading maps from arriving in the middle of a match.
Code:
In Deathmatch, Team Deathmatch, Capture the Flag, Vehicle Capture the Flag:
bPlayersMustBeReady=True
I don't remember how to change this in 3SPN.
- Disable weapon viewshake. This can get nauseating at higher pings, as shots don't register immediately.
Code:
[Engine.GameInfo] (I think this is the right one)
bWeaponShouldViewShake=False
- Disable team combos in Freon gamemodes. There's many many many bots, and they all benefit when a single one of them uses a combo. It's somewhat confusing and doesn't match any of the other gamemodes.
Code:
[3SPNv3210CW.Freon or something like that]
bDisableTeamCombos=True
- I'm pretty sure we have already agreed on changing, or have already changed, this setting, but disable round ties to match 3SPNv3141 behavior.
Code:
[3SPNv3210CW.TeamArenaMaster]
RoundCanTie=False - Disable Challenge Mode in the 3SPNv3210CW settings. It's less of a problem while against bots, but when against other players it throws the match out of proportion. At -40 health, only two rockets are needed to kill. At -60 health, lightning guns take two hits to kill instead of three, or just one headshot. At -70 health, one flak hit is a kill. Towards the end of a match, both players have reduced health, and results in unbalanced and unfair gameplay.
A few closing notes:
- These are only suggestions; however, they are highly educated suggestions and are based on a few months of hosting and managing a public server.
- I'm not sure how the Freon settings look exactly, as I have it disabled and thus do not have its INI settings.
- Most of these adjust 3SPN because I mostly play 3SPN and it has a lot more tweakable settings. I may follow up this post with any other things I find.
- As a high-ping player, I prioritize settings that affect higher-latency players. The default ready time gives me about two seconds between the loading screen and match start, shorter or nonexistant if the map is a large file or I had to download the map.
- There are still a lot of maps that are not on the mirror, and the same goes for resource files required for maps. Mutators, sounds, meshes, animations, etc. all must be in ut.cemetech.net/maps as uz2-compressed files in order to use the mirror for download.
- Should we have a subforum for UT2004? There's not a lot of traffic but it feels out-of-place in General Open Topic, since it is about an official Cemetech server and Minecraft has its own subforum.