Toronto Darkly CS:GO Server - No AWP/Auto - FF On - Competitive

zackychuu

TD Admin / Wanker
Was that the map where there was like 10 TKs in one match cause people were trying to un-stick themselves?
That was actually quite funny.
 

tytanium

TD Admin
OMG <3 You are the best SJ!

Server was a lot of fun last night even tho I joined late. Also, alexandra is a decent map. Got my vote to stay. Just gotta remember to NOT rush the bridge door. Made that mistake pretty quickly. :wtf:
 

Macido

DARKLY Regular
is it possible to adjust the stat rewards on objectives?
it always seemed silly to me that in an objective based game, a plant and explosion would net a terrorist team 10 total points each
But if you sat back and camped out 5 killed you could net a minimum of about 20 points personally.
Where is the incentive to follow your team into a rush on a bomb site that will likely get you the win when your more than likely to die.
As much as i enjoy winning, what keeps me coming back to TD's server is my progression as a player. If you could make it about my progression as a player IN A TEAM i would be much more inclined to help out a weak team get a good plant.

I would say reduce the kill/death stats but i mostly like how they are working, would another 5-10 points for each given objective unbalance the game?
Right now i prefer just going chuck Norris and helping only if i have bomb or the opportunity seems profitable to me
 

tytanium

TD Admin
Hey SJ.

Is there a way to add a no-block for the first few seconds of the round, so people who buy fast can get out of spawn? T spawn Season is a great example for this. If this is possible, it may eliminate the chances of people getting stuck together, as well.
 

47

TD Admin, Chicken Licker, Top Shelf Sleeper
couldnt that make ppl get stuck also, when the noclip wears off and ur in a dude :gay:
 

Shotgun Jesus

TD Admin
Staff member
Cash rewards on TD pub right now: Fork Included

Code:
cash_player_bomb_defused                            1200
cash_player_bomb_planted                            600
cash_player_damage_hostage                            -30
cash_player_interact_with_hostage                    1000
cash_player_killed_enemy_default                    400
cash_player_killed_enemy_factor                        0.5
cash_player_killed_hostage                            -2000
cash_player_killed_teammate                            -2000
cash_player_rescued_hostage                            2700
cash_team_elimination_bomb_map                        2700
cash_team_elimination_hostage_map                    2700
cash_team_hostage_alive                                200
cash_team_hostage_interaction                        1000
cash_team_loser_bonus                                2400
cash_team_loser_bonus_consecutive_rounds            1000
cash_team_planted_bomb_but_defused                    200
cash_team_rescued_hostage                            500
cash_team_terrorist_win_bomb                        2700
cash_team_win_by_defusing_bomb                        2700
cash_team_win_by_hostage_rescue                        2700
cash_team_win_by_time_running_out                    2700
 

Fork Included

TD Admin
yeah look at that

loses give you 2400, wins give you 2700, almost no difference.

i'd bump basic wins up to 3000 or 3100

wins by bomb plant/rescue should be way higher, i think on GO we had a 2000 bonus on top of a regular win if your team won by bomb plants
 

Fork Included

TD Admin
that didn't help

i'm just trying to figure out how these two work together

cash_player_killed_enemy_default 400
cash_player_killed_enemy_factor 0.5

what does the factor modify exactly? Is it the more people you kill, so a 2nd kill nets you 600 and a third kill nets you 900?
 

Fork Included

TD Admin
what is our

mp_afterroundmoney // Amount of money awared to every player after each round

set to?

also, is the multiplier same for Competetive and Main?
 
Top