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Gamemaster1379

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Posts posted by Gamemaster1379

  1. From my personal website: VictoryPit Community Night for November 6, 2015

     


    Hello all! I hope you are all ready for community night tomorrow! We have some much needed changes in store, and a few fun extras!
     
    First thing's first, the server's configuration has seen a second overhaul. We have removed some dated plugins and reworked our configuration files. Map voting was confusing before, and I have condensed it down into two files. By default, admins and users alike can now access all maps on the server. However, the map voting options is limited to a subset of popular stock and custom maps. This way, we won't get a bunch of strange or odd votes when nobody nominates anything.
     
    Secondly, admin menus and permissions have been cleaned up. If we can't trust our administrators, why should you? All administrators have been given equal access across the board.
     
    Next up, the removal of reserved slots. While some enjoyed the bonus of first priority, reserved slots have shown to be novelty at best and only seem to serve to drive away new potential community members who feel unwelcome when kicked. As such, they will be retired indefinitely.
     
    All configuration changes can be seen over at the GitHub Repository for the OCReMix Server!
     
    Lastly, what's a community without community? A longtime mapmaker who has showcased on OCR is back again with a new map! After five years in the making, we are proud to host pl_corrode! Let's see what all it has to offer tomorrow night during OCR TF2 night!
     
     
    546577989_preview_CorrodePromo.jpg
     
    Check it out at the Steam Workshop!
     

     

     

  2. Big update incoming tonight. Lots of crazy tenative changes.

     


    GAME PLAY CHANGES
    New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
    Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
    Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
    Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
    Updated various weapon descriptions to better detail the weapon's features.
    Class and Weapon Changes 
     
    SPY
    Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
    Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
    In the disguise menu, pressing 'reload' will also toggle the disguise team.
    While invisible, Spy receives 20% less damage from all damage sources
    While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
    Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
    Spy-cicle
    Changed fire immunity for 3 seconds to fire immunity for 1 second and 7 seconds of afterburn immunity
    Removed silent killer attribute
    Spy-cicle recharge timer can now be reduced by picking up ammo boxes
    Enforcer
    Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
    Big Earner
    Added 3 second speed gain on kill
    Kunai
    Health penalty reduced from -65 to -55 (70 Health total)
    Minimum Health gain of 75 on kill
    Maximum overheal from Kunai increased from 195 to 210
    Cloak and Dagger
    Can now pick up ammo kits for cloak meter while visible. Previously could not pick up ammo packs for cloak. Cloak gain is at a reduced rate when compared to stock invis watch on ammo pick up
    Dead Ringer
    Triggering Feign Death instantly removes 50% cloak meter
    Changed increased drain rate to a decreased drain rate. Overall duration of invisibility is still 7 seconds when accounting for initial spend of 50 cloak meter for triggering Feign Death
    Decreased cloak regen rate from +80% to +50%
    When Feign Death is triggered, the Spy receives a 3 second speed boost
    Initial attack that triggers feign death has its damage reduced by 50%
    Damage resistance on triggering feign death scales over time. 65% to 20% over 3 seconds
    Feign Death stealth has no bump shimmer for 3 seconds
    3 seconds after triggering Feign Death, the Spy is under normal invisible conditions (20% armor and shimmers if bumped or shot)
    Can no longer pick up ammo for cloak meter while cloaked
    ENGINEER
    Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
    Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
    Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
    Building pick up speed penalty reduced from 25% to 10%
    On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
    Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
    Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
    Gunslinger / Minisentry
    Mini Sentries can now be repaired
    Mini Sentries can now be wrench construction boosted
    Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
    Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
    Metal gibs from destroyed Mini Sentries no longer grant any metal
    Pomson 6000
    Uber and Cloak drain decreases over distance from target. Decreases start at 512 Hammer Units (Hu) from target and reach 0 drain at 1536Hu
    Wrangler
    Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
    Engineer death keeps the Wrangled sentry shielded and disabled for 3 seconds, same as when Wrangler is switched away. Previously Engineer death caused disable state for only 1 second
    Jag
    With the change to Base Construction boost, Jag bonus has improved. 30% increase of 1.5x makes a total of 1.95x (total of 2.95x when base speed is added)
    Added +15% swing speed.
    Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
    The Short Circuit
    Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
    Cannot pick up buildings when the Short Circuit is deployed
    Eureka Effect
    Previous penalties have been removed and replaced with the following
    Construction hit speed boost decreased by 50%
    50% less metal from pickups and dispensers
    SCOUT 
     
    Baby Face's Blaster
    Added Boost reduction on taking damage.
    Increased amount of Boost lost on air jump
    Short Stop
    No longer uses secondary ammo and now uses primary ammo instead
    Healing and knockback passives are only active when weapon is deployed
    Pretty Boy's Pocket Pistol
    Passive effects on the Pretty Boy's Pocket Pistol are only in effect when the weapon is deployed
    Removed +15 max health passive
    Added up to +3 health per hit
    Changed damage vulnerability from +50% fire to +20% all sources while active
    Fan O' War
    Now crits whenever it would normally mini-crit
    Reduced damage penalty from -90% to -75%
    SOLDIER 
     
    Airstrike
    Removed clipsize penalty
    Reduced radius penalty from -15% to -10%
    Reduced damage penalty from -25% to -15%
    Rocket jump blast damage reduction reduced from -25% to -15%
    Equalizer and Escape Plan
    Changed no healing penalty to 90% less healing from Medics while active
    Blackbox
    Changed +15 health on hit to +20 health on hit per attack
    Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
    i.e. doing 45 damage nets +10 health on hit as base damage is 90. Hitting 3 enemies for 45 each for a total of 135 damage only returns +20 health.
    Liberty Launcher
    Now has +25% clip size
    Battalions Backup
    Fixed an issue that caused rocket jumps to be decreased when it was active.
    DEMOMAN 
     
    Tide Turner
    Self damage will no longer decrease charge when charging
    Fall damage will no longer decrease charge when charging
    Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
    Bootlegger / Ali Baba's Wee Booties
    Added +10% movement speed bonus
    Changed 25 charge on charge kill to 25 charge on melee kill
    The Claidheamh Mòr
    Changed 25 charge on charge kill to 25 charge on melee kill
    Loch-n-Load
    Changed +20% damage bonus to +20% damage against buildings
    Iron Bomber
    Removed damage penalty on self-detonate
    Reduced radius penalty from -20% to -15%
    Quickiebomb Launcher
    Damage is now increased based on charge amount when the bomb is fired
    Ullapool Caber
    Reduced explosion base damage from 100 to 75
    Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
    PYRO 
     
    Flaregun
    Added text to describe 100% critical hits on burning targets
    Scorch Shot
    Reduced damage penalty from -50% to -35%
    Now has increased knock back on burning targets
    Increased the blast radius from flares from 92Hu to 110Hu
    Hits and explosions always minicrit burning targets
    Detonator
    Added text to describe 100% minicrits on burning targets
    Slightly increased blast jump height when doing a Detonator jump
    Increased blast radius from 92Hu to 110Hu
    Detonated explosions now also minicrit burning targets
    Increased damage penalty to -25%
    Increased self-damage penalty from +25% to +50%
    MEDIC 
     
    Vaccinator
    Fixed a bug that gave Vaccinator patients full crit immunity.
    Vaccinator base resist does not grant any crit resistance.
    Vaccinator Uber deploys now always take exactly 1 bar of Uber charge.
    Vaccinator Uber deploys give the patient a 2.5 second bubble of 75% damage resistance of the current resist type and full crit resistance to that type. These bubbles do not disappear if the medic stops targeting the current patient. Multiple bubbles of different types can be applied to the same patient or multiple patients given the same resist uber each consuming 1 charge.
    Vaccinator uber build now suffers the same penalties as other mediguns when it comes to multiple medics on the same target and max overhealed patients.
    Decreased the bonus healing a Medic received for properly selecting the right damage resistance type from 25% of incoming damage to 10% of incoming damage
    Added Penalty of 66% decreased uber build rate while healing a overhealed patient
    Solomn Vow
    Added 10% attack speed penalty
    SNIPER 
     
    Sydney Sleeper
    Jarate now applies on all scoped shots, duration scales with charge duration (2 to 8 seconds)
    Bazaar Bargain
    No longer lose heads on miss
    Collecting a head requires a headshot kill and not just a headshot
    Each head boosts charge rate by 25% up to 200%
    Charge rate penalty changed from -20% to -50%.
    Now requires 2 headshot kills to be back at base speed and 6 kills for 200% charge rate
    Bushwacka
    Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
    HEAVY
    Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%
    Natascha
    Added 20% damage resistance while spun up
    Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
    Brass Beast
    Added 20% damage resistance while spun up
    Tomislav
    Now 20% more accurate (less spread)
    Increased spin up bonus from 10% to 20%
    Family Business
    Now has +15% increased attack speed
    Warriors Spirit
    Now has +10 health on hit
    Eviction Notice
    Now has 3 second speed boost on hit
    Dalokoh's Bar
    Now has 10 second cool down on use
    Can now overheal up to 400hp
    Can be thrown (alt-fire) as a small medkit for other players to use
    Lunchbox items
    Updated description to note that these items can be thrown (alt-fire) to supply players with a medkit.
    MULTI-CLASS 
     
    Panic Attack
    Base Fire rate increased (from 15% to 30%)
    Base reload speed increased (from 33% to 50%)
    Added increased switch to speed by +50%

     

    New taunts and maps and whatnot, too. Apparently OCR beat the curve this time. Snowplow, Suijin, and Borneo are all maps we've had featured on the server. If you haven't tried them before, be sure to soon!

     

     

     

    I'll try to be on tonight to play the update, but it might be a little later. I have scrims tonight.

  3. Due to a complication with random users coming in harassing various channels, a password has been implemented for  the Mumble server. Any registered users who have connected in the past should not need to put in a password and can connect with no problems. This password implementation is not meant to keep out anyone within the community, but instead as a means to stop outside harassment.

     

    If you wish to make use of the server, or invite friends to it, simply ask myself (Gamemaster1379) or SuperDSombrero for the password for the server. Anybody with the password is free to distribute it to others. It's not meant to be a strict validation policy.

  4. Server Update for 3/18

    The server has been updated to the newest version of TF2. In addition, several config changes have been made.

    - mapCycle list has been added. The server will now pick from a more select list when choosing maps to vote on (this means that when nobody nominates, we won't see tc_hydro as a random pick anymore!). The nomination list is unchanged and all maps on the server can still be nominated for voting.

    - Map ctf_thundermountain has been added to nominations list

    - "Recent Maps nomination" set has been reduced from last 7 maps to last 2 maps.

  5. 1/30 FridayNight TF2!

    68.232.183.15

    Come join us for the first new official TF2 Night of OCR!

    It's official, night one has been scheduled! Be sure to come on by if you can!

    830 ET/730 CT/630 MT/530 PT

    I know it may be earlier for some of you, but we're still playing with what times we think will be best for everyone. Also keep in mind, people will be coming and going all throughout, so be sure to check in with us later on, too!

  6. A special congratulations to our OCR Highlander team (#Town). Last night was night one of the new season and they won.

    Additionally, I have recently made a post on the OCRTF2 group about a possible revival of weekly TF2 nights. Be sure to read it!

    Link

    Sometime ago TF2 OCR community's past, we all once enjoyed one another's company in weekly gatherings on our OCR TF2 server. Unfortunately, time makes fools of us all, and due to various circumstances and obligations, our weekly gatherings grew less frequent until it was no longer routine.

    Though we have long since stopped our weekly TF2 tradition, the OCR community has been tight knit and we have stuck together. Not long ago, our community of regulars were able to come together and form a competitive highlander TF2 team--and already are 1-0 (Congratulations on the victory #Town!).

    In addition to the team, I have spoken to some community members elsewhere from OCR, and have gathered that there is interest in reviving our old tradition of a weekly TF2 game night. Because of this, I am now looking into doing so, and would like input and feedback from all of you!

    If you are interested, please provide response to the following:

    • Which evening is better for you? Friday or Saturday?
    • Of your chosen day, what timeframe will work best? Be sure to include a timezone in your respnose!
    • Are there any new maps on the server you would like to see?
    • Are there any special events or activites that you would like to see?

    If you are interested in restarting the tradition, let us know here or at the community forum over at http://ocremix.org/forums/showthread.php?t=39889

    ( Even if you have no preference to the above questions, be sure to post regardless! We'd love to hear from everyone! )

  7. I've spent a lot of time since July fixing a bunch of bugs in Prop Hunt and adding a new feature or two.

    So, why am I mentioning this? Because I was talking with a few people about this on OCR and they were saying that we should have a Prop Hunt night some time.

    What would be a good day/time to do something like this?

    Since I develop PropHunt, I have a more-or-less permanent Prop Hunt server running at tf2.rbemrose.com:27015 (hosted in Chicago) so finding a PH server isn't an issue.

    I'd totally be up for it.

    Just a heads up, I sent quite a few invites out the OCR TF2 Steam Group. If you didn't get an invite, be sure to join in, and invite anybody else you think may be up for some fun times. I'll try to talk to Baha about getting a few more admins in the group so we can schedule events and send out (like Prophunt)

    By the way, a long time ago we used to hold pick-up games (scrims) within the OCR community, but that fell out sometime ago. If you guys would like, I could help with setting up some scrims again if any of you would like to try your hand at some friendly community competition (it would likely be 4v4 or 6v6, because HL is fun and all, but to get 18 people together is a bitch). My vote is for 4v4, it's a new format, nobody is very experienced, and is easy to get together. But I'll leave it up to all of you, if anyone is interested.

  8. Server Rules:

    1) Be considerate & respectful of others

    2) No pornography (text chat or otherwise)

    3) Do not flood voice or text chat

    4) No racism or other offensive remarks

    5) Please use channels for their intended purpose. (Users can create channels under User Channels if one is not available)

    * Administrators reserve the right to take action where they see fit, regardless of whether or not it explicitly violates the rules listed here

    * The rules can be modified at any time as seen appropriate

  9. 1-671420-560x95-5231-FF5519-FFFFFF.png

    With OCR being as active as it is in the gaming community, I figured it could make use of a Mumble server so all of our regulars could have a VoIP client for games that don't support or a better alternative to games that do.

    *Note to Team Fortress 2 players: Although a Mumble is available, it is asked that although a Mumble server is being provided, that using the in-game chat on the OCRemix server be continued as to not segregate those who prefer not to use Mumble.

    However, I'd like to extend the use of the Mumble server to the entire community of OCR, be it for video games, music discussion, so on and so forth. I have the server for one month and given feedback and usage of the server, will decide whether or not to continue to renew it.

    The IP Address for the server is: 69.65.43.91 Port: 2162

    Slots: 30 (Might increase depending on activity)

    Location: Chicago, IL

    Current Admins:

    Gamemaster (Owner)

    Bahamut

    SuperDSombrero

    Current Channels (May add more based on feedback):

    General Chat

    Team Fortress 2

    Minecraft

    Terraria

    User Channels (Users can create their own temporary channels)

    AFK

    Please post all questions, comments, concerns, and comments here.

  10. The battle that will pierce the heavens is here! Community vs Pro’s is back on it's 5th battle Man vs Machine! On May 4th, 9 community members will battle it out against the AG invite team! With the help of Dranearian, Twitch TV,Teamfortress.tv and End of Reality this promises to be the best show yet! Please enjoy the promo video by ikpure and the famous posters by Goldenhearted! You can also help spread the word with our custom CvP TF2 sprays!

    The Rabbit Hole Community (TRH) has donated a prize for the event as well as the traditional AG prize of $60 to a lucky player on each team. If you would like to donate a prize to the event please contact me via steam http://steamcommunity.com/id/nahanni/

    I want to give a huge thanks to the TF2 community members who have helped train up the community team with practice. If you would like to help and lend a hand to this momentous event we practice every Tuesday and Thursday at 6:30PST/7:30MST/8:30CST/9:30 EST.

    Promotional Video:

    Poster: http://www.abload.de/img/manvsmachineposteraksdh.jpg

    Community vs Pro’s Steam Group: http://steamcommunity.com/groups/cvsp

    TF2 Spray: http://www.mediafire.com/view/?zi19ajrbkzm9nu9#

    See you all there!

    http://teamfortress.tv/forum/thread/6770

    If you guys check out the video or poster, you may see an unusually familiar name playing Engineer...

  11. leave them on and give us the power to vote crits. They bring all the boys to the yard, but when the yard is full it would be nice to have the option to remove them. Personally, it's not other peoples crits that bother me, it's my own when I am trying to rocket or sticky jump.

    I would have long since initiated vote crits if there were a viable method to do so. As I've said before, the only way to initiate a votecrits is through an exploitable plugin. The plugin was poorly coded and when exploited, effectively gives all players full admin access, which I refuse to implement. If a different plugin existed, I would initiate it to make use of votecrits no problem.

  12. If the MotD is going to list rules, put a note in on the MotD claiming that moderators and admins alike reserve the right to take action regardless of listed rules if they believe it to be in the best interest of the community.

    I remember from past experiences, if you don't state that staff reserves the right to take action against unlisted rules--there will be nuisances that will argue their way to no end, claiming the staff was unjustified, or try to weasel their way around rules.

    Also, some rules regarding offensive language should be in order

  13. Most of the other things I've wanted to take note of have been addressed already, however, one such thing is the inclusion of this plugin. http://forums.alliedmods.net/showthread.php?t=161320 It is a must. There are hackers that blow VAC out their ass and go about wreaking havoc on servers, avoiding user prompted kicks due to constant name changes. This plugin is a way to shut them down and make them manageable by self elimination.

  14. I was under the impression that the hitbox for the head remained in the idle position when a character was taunting, and didn't move. I may be wrong though, as it's rare for a head to stray too far from the idle standing position during a taunt, and then for me to actually have time to aim at them.

    Also I don't think that's the correct use of the word 'irony.'

    Sombrero is correct, the hitboxes do not change--and the character will return to idle position by the end of the taunt--meaning that you have a standstill target to prep headshotting like most other taunts.

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