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Posted this on the steam forums but:

Anyone else use the Direct Hit? Its amazing, at medium range it doesn't quite kill 125hp classes but close up its insta-gib.

The rocket speed is just amazing, I can barely lead a target at medium range and nail them dead on. Minicrits on airborn targets do great damage, 1-hit killing most classes.

Also, rocket jumping is as I predicted, slightly higher than the normal RL. Doing the same jumps and as close of timing as I can reproduce, I can get up on a ledge (in tr_walkway) that a normal RL soldier cannot (he can get up high enough to shoot onto the ledge, but not actually land on it). Normal RJs send you slightly higher too. Distance jumping seems roughly the same but its too variable to easily reproduce to prove it being inferior or superior.

Okay, I'm confused. Over the last several months I thought any future weapons would be like the ones we've been collecting, so many of. I can find the weapon and start using it. Now I'm being told that it is back to being Achievement based. So, how do I get the weapons, wait for them to be found or get the achievements?

Okay, I'm confused. Over the last several months I thought any future weapons would be like the ones we've been collecting, so many of. I can find the weapon and start using it. Now I'm being told that it is back to being Achievement based. So, how do I get the weapons, wait for them to be found or get the achievements?

Either. You can get them through achievements or get them randomly through item drops. Now, with the crafting system you can even make your unlock if you have all the right materials (once the formulas are figured out).

I don't think the crafting system has even gone live yet.

It has, but it and the inventory system together have been off and on since the update went live. I got my soldier milestone 1 without getting my equalizer. Then suddenly 10 minutes after that or so I died and got the equalizer then.

Waiting to see what it is required to make the boots (or some other way of getting them). DH rocket jumps seem to take 50 health on the jump alone (jumping straight up, long jumps not included), with the power in the DH I will probably drop my shotgun for the boots if it drops the damage taken down to like 10 (as opposed to 50).

Waiting to see what it is required to make the boots (or some other way of getting them). DH rocket jumps seem to take 50 health on the jump alone (jumping straight up, long jumps not included), with the power in the DH I will probably drop my shotgun for the boots if it drops the damage taken down to like 10 (as opposed to 50).

I would assume it's 1 scrap metal + 1 soldier token + 1 secondary slot token. With a 50/50 chance of making either the boots or the trumpet.

3 Weapons = 1 Scrap Metal

3 Scrap Metal = 1 Reclaimed Metal

3 Reclaimed Metal = 1 Refined Metal

3 Refined Metal = 1 Random Hat

Basically, you'll need to smelt 81 weapons (primary, secondary, or melee) in order to meet the requirements for 1 random hat. Bummer.

And damn, I just realized the Soldier won. :(

I would assume it's 1 scrap metal + 1 soldier token + 1 secondary slot token. With a 50/50 chance of making either the boots or the trumpet.

Probably, I just got the boots through the drop system though, reduces RJ splash damage by 75%, takes my RJ damage from 50 down to roughly 12. Thats of course before any possible fall damage but still.

k so. Reserved slots need to be removed from the game, and any server that would run any other way to enable them needs to be blacklisted from the master server list. This stupid **** is all that's needed to make trying to play a completely unenjoyable endevour.

/rant

on another note; before this reserved slot bull**** started to ruin my night. I got over half a dozen drops in a single round. wtf

k so. Reserved slots need to be removed from the game, and any server that would run any other way to enable them needs to be blacklisted from the master server list. This stupid **** is all that's needed to make trying to play a completely unenjoyable endevour.

/rant

on another note; before this reserved slot bull**** started to ruin my night. I got over half a dozen drops in a single round. wtf

Yeah, I used to hate reserved slots. But hey, servers cost money though. Got to have some form of revenue if you insist on not showing ads on the server's site or getting the full endorsement of corporate sponsors.

That part of the random drop's interesting... I'll have to see for myself in a bit.

The one thing I don't get about reserved slots, is why so many people use the plugins when the base engine provides a nicer method anyway.

The engine provides a var that overrides the visible maxplayers one, so you can set the maxplayers to 32 and the visible to 24, giving you 8 reserved slots (trying to join a "full" server normally results in a full server message, joining through the console uses one of the hidden slots)

The one thing I don't get about reserved slots, is why so many people use the plugins when the base engine provides a nicer method anyway.

The engine provides a var that overrides the visible maxplayers one, so you can set the maxplayers to 32 and the visible to 24, giving you 8 reserved slots (trying to join a "full" server normally results in a full server message, joining through the console uses one of the hidden slots)

Except joining via the console is clumsy. If you had a reserved slot you'd expect to hit Connect and play, not copy and paste the server address (and some, or most, communities have multiple servers) into the console.

My main gripe with the plugins is it doesn't let you know early enough that the server is full. It kicks in after the map's almost finished loading.

Except joining via the console is clumsy. If you had a reserved slot you'd expect to hit Connect and play, not copy and paste the server address (and some, or most, communities have multiple servers) into the console.

It depends, you can modify the main menu to show multiple servers only a single click a way. The way it works is when you click that server listing, it sends the join command to the console (exact same as joining through the physical console itself) with only a single click.

So, servers that have reserved slots for their admins or whatever, can simply provide a single menu UI script that will add that server to the persons menu, and they can join via that single button. The UI script is essentially plain text and can be edited manually to add additional servers. This is how most competitive servers are configured; they use the built-in reserved slots and the core team all gets reserved slots and use a custom UI to join instead of using the console every time.

I also don't get how they even decide who to kick. I mean, one would assume it'd pick the deadweights of the team, but i've been kicked even when in the upper range of it. Which only makes it even more annoying.

SourceOP uses either their own system, or the built-in system, but here is an example of how it works:

How does it work?

After donating, your name and SteamID is entered into a database. When the server changes or reloads the map, it grabs your name and SteamID from the database. Then, your reserved slot will be activated. If you join while the server is full, the server will kick the player who is performing the worst (determined by number of kills and kpd ratio) to make room.

Now, the real system is probably a little more careful than that, otherwise it would pretty much always kick medics as they are not killing just assisting, but you get the idea. It also probably doesn't work well for people who attempt to complete map objectives either, as a scout I can have a horrible KD ratio, yet be the only one contributing to my team winning. Either way, their system works really well (or at least it does on paper) by getting rid of the least-useful people first to utilize the reserved slots.

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