User panel stuff on forum
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Server Talk
2008-01-26, 20:27
Member
950 posts

Registered:
Apr 2006
High div players, opinion matters so please comment quickly if you can

I'd like to see how used is yawnmode those days...
2008-01-26, 20:40
News Writer
2260 posts

Registered:
Jan 2006
div0 star sassa says NO!

I have used it and tried it just to convince molgrum that it sux!
and after 1000 tries he still dosnt seem to get it
2008-01-26, 22:55
Moderator
1329 posts

Registered:
Apr 2006
I'm not trying to convince anyone but I still have to go for no. And I know people who actually drop out of the server once yawnmode gets enabled so it's kinda funny too.


Yes, I've tried it few times.
Servers: Troopers
2008-01-27, 01:48
Member
715 posts

Registered:
May 2006
I thought only high div players were supposed to leave a comment.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-01-27, 04:49
Member
156 posts

Registered:
Mar 2006
Sassa: There is a difference between not liking something and saying that something "sucks".
I like you for example, but you suck. I don't like yawnmode however, but it doesn't suck.
_________________________________________________________
Save a cow, crucify a christian!
2008-01-27, 06:03
News Writer
493 posts

Registered:
Jan 2006
my question is, yawnmode (for better or for worse, I haven't played it) has already been incorporated into KTX. Some people MUST like it, others who don't don't have to play with it. WHY remove it?
2008-01-27, 11:58
Administrator
1864 posts

Registered:
Feb 2006
I would like to know what's been implemented into ktx as yawnmode? Since either it doesnt work in prewar, or you only implemented like 1/3 of what was in the original jawnmode...
2008-01-27, 15:26
Member
715 posts

Registered:
May 2006
The Tweaks(tm):

From jawnmode:
* Axe damages 50.
* GL is non-random, fires straight.
* Discharges always only kills the discharger in DMM4.
* Nail speed increased from 1000 to 1800.
* NG no longer alternate left/right, always shoots straight.
* RL is non-random: direct hits always damage 110.
* SG/SSG has non-random pellet patterns.
* Non-random spawntimes, always 900 ms minimum.
* Fallbunny always enabled.
* Pack ammo limited to 25 shells, 50 nails, 25 rockets and 25 cells.
* Removed lavaballs.

Edit:
* Packs are now dropped when players issue /kill.

New stuff:
* Your xy-speed is preserved through teleporters and is capped according to a percentage (24 % is probably going to be standard).
* Lowered SNG damage to 16, was 18 (due to the increased speed).
* Increased SSG damage (84 is max, was 64), increased SSG reload time (0.8 s, was 0.7 s). Will probably be reverted since a new reload time is bothersome.
* GA absorption rate is now changed (0.4 instead of 0.3).
* Adds custom probabilities on spawns depending on how many times you spawned there.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-01-28, 00:43
Member
11 posts

Registered:
May 2007
...but I only like half of it.
2008-01-28, 15:31
Member
312 posts

Registered:
Feb 2006
are there some other tweaks which people find so horrible that they dont want to try/use it? or are most people like me and didnt have a clue what yawnmode was/is? i havent tested it nor do i know how to but those settings dont seem bad at all, at least when reading about them (actual gaming experience might show some of its flaws)
2008-01-28, 16:00
Member
805 posts

Registered:
Mar 2006
I played KTX once or twice with yawmode enabled and I can say that for brazilian's servers it's not a "must-have". We would appreciate much more RA support.
https://tinyurl.com/qwbrasil - QuakeFiles
2008-01-28, 19:31
Member
715 posts

Registered:
May 2006
I won't mind if the following tweaks are removed due to player request or the wish of the mod authors themselves (qqshka/deurk):

* SSG tweak, not the most important weapon to tweak imo, slow nails are much more noticable when playing QW nowadays (especially on dm3)
* Lavaballs, since it's up to map authors if they want these or not
* Backpack ammo restriction, since it's up to map authors to place a good ammo count (ztndm3 is the example of way too much ammo )

And I remember that the-interceptor suggested a spawnmode where you are more likely to spawn further away from where you died, so since that comes from a div1-player it might be worth a shot in a mode like this.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2008-01-28, 20:29
Member
1435 posts

Registered:
Jan 2006
* NG no longer alternate left/right, always shoots straight.
I don't like this one, what were the reasons to change it? Maybe now with wvep it'd be more reasonable to keep it as it was.
2008-01-28, 20:48
Member
38 posts

Registered:
Nov 2006
im more like mipa, didnt have a clue what it was wouldnt mind if it was used more, but not neccesary for me. totally neutral
2008-01-28, 23:29
Member
715 posts

Registered:
May 2006
JohnNy_cz wrote:
* NG no longer alternate left/right, always shoots straight.
I don't like this one, what were the reasons to change it? Maybe now with wvep it'd be more reasonable to keep it as it was.

I think the reason was simply: You aim were the crosshair is at.

But since this is not a random thing (like the GL), I can't really say that it's a good or bad tweak, but at least I'd guess that's the reason.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
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