Thanks C, it was a great job! The increase in slots has increased our traffic and server popularity!
Just because we have a small handful of people who don't like the change, or expect leadership to ask them for permissions, doesn't mean the changes were a bad idea. All the players I've spoken to, none of them have experienced lag.
If you don't like these changes, come talk us in Teamspeak. This goes to everyone involved in this topic!
I think if we want to keep the 64slot these things would be helpful (suggested earlier too):
- autobalance to join team when you join the server (so that people don't stack CT even more)
- para limit to 10 per team is reasonable I think
- 1 flashbang per person
- autoswitch to spectator whoever is AFK for over 30 seconds (I've drop boxed this before but nothing happened of it even though the feedback was positive) this would save a lot of admin-ing time
^^^^
My personal opinion is we need to listen to the feedback of these regulars. There is a small percentage of actual eGO members who play on the server, so the pubbers should know how good/bad the change is, better than us. I don't even think the server can even get to 64 people... I already only get 100 fps and 80 ping with 48 people, I couldn't imagine a full server. Obviously my computer is really bad, but I usually average 200 fps, 50 ping on eGO servers, including d2
Im not sure, for a while i thought the modifier was for damage, but it may also be for the amount of points you get per kill.
Pretty sure its the latter; back from a time when the m249 was worse then the m4. But a long time ago, valve decided the m249 needed increased first shot accuracy to compare to the m4 and increased damage to make it comparable to the ak. Was the stupidest change ever.
Paras are restricted to 8 per team now
Roundtime increased 30 more seconds
Flashbangs are 1 per player now
Paras are restricted to 8 per team now
Roundtime increased 30 more seconds
Flashbangs are 1 per player now


Point the AFKs out to the admins (@ "Player so-and-so is AFK" in team chat). Admins can read chat but they're not constantly in the respective spawns to see who is AFK. This is especially hard if there's one admin on for a 64 man server. There's a lot going on so cut some slack, we're human.Now all we need is something to take care of the AFKS. I cuss, get warned within 10 seconds, afks dont get kicked/moved to spec for like 10 rounds even when theres admins there.