Recent event salt

Issues I personally observed in the recent event.

1st reason : The main reason of salt I observed in deadchat was the abuse of OT nades, OT mortar, and mortar in general, mortar was the number 1 win condition for marines as I have observed inround that mortar was directly hitting entire groups of UPP soldiers and even inside their ship.
Mortar was able to directly fire INSIDE of the ship, and I have not seen any shortages of mortar shells, OT nades are general salt.

How to fix this: Fix the ceilings and make mortar/cas/ob unable to fire inside the ship, or make mortar shells very limited.
I belive mortar can still be incorporated in HvH events if you do these two, or you could just reduce the power of the shells.

2nd reason : Around 10 MARSOC was spawned by the admins, hardcore was not enabled on them until the near end, spawning MARSOC in but not giving UPP their commandos aswell is just plain unfair, me and many others in dchat were seeing the MARSOC just kill every UPP soldier they saw in the blink of an eye.
I saw marines and UPP stealing the OP MARSOC guns aswell, and the scout was the one I primarily observed using the gun.

How to fix this: You either spawn commandos at the same time as MARSOC gets spawned or don’t spawn MARSOC at all, you could spawn in larger amounts of FORECON instead of 10 protags that have the best guns and armor.

3rd reason: The SHARP operator and the AMR sniper spec especially had an impact on this round, I saw the SHARP operator peek a corner for a second and fire 2 blue fire WP nades, which instantly killed 2 guys, the AMR sniper spec would rely on his spotter and fire at the direction of the laze, I saw it instakill people aswell, and with no warning at all.

I don’t think theres anything you could do to fix this problem without significantly changing the gameplan of these two roles.

Giving UPP commandos would probably make them worse off (they’re the weakest deathsquad)

I concur with OT being too strong for HvH, I will likely just disable the OT job role for my future HvH events.

The ability for the mortar to hit inside the UPP ship is more a mapping issue with area code, I’ll try to fix it but the entire game mode is a hacked together mess to make it work.


The Marine Raider spawns were somewhat calculated. I sent in 8 Marsoc at the ~20 min mark after it was clear the Marines were on the verge of being wiped out. I gave advance warning to the UPP, and I only spawned in the weaker version of the Raiders, meaning no HEAP ammo or their god-stim/chems.

I did eventually switch them over to a hardcore. I will at least credit once I alerted them to this they did act more conservatively, but 6 of the 8 Marsoc died reaching the UPP ship.

From my observation, the Raiders all died fairly quickly to UPP gun fire, but the Marsoc guns would kill the UPP extreamly quickly. So I felt it was overall balanced.


I do want to change USCM specs to spawn them with something else, but this is more a code issue that I need to investigate.

2 Likes

Please let me be OT so I can make Nerve Gas nades. Please It’s my only chance to committing funny war crimes in the server :cry: :cry: :cry: :cry:

I was the scout, got the marsoc gun with 10 ammo, when i went to get another from a dead body it magically got gibbed :(, then i found another gun with 17 ammo and finnaly was able to use 27 shoots of the MARSOC gun.
MARSOC is op but the issue of the UPP commandos is that they are literally the scout spec, they could go invisible go to the backline appear out of thin air and wipe the marines with their AP commando rifles.
I agree that the OT stuff were actually op as hell and the mortar was truly fundamental for the marines victory.
I think that giving both sides mortar would be more fair or heavly increasing the cooldown between each mortar shoots giving it like a 2minute cooldown besides the like 10 seconds that it has if you try to fire twice in a row.
Since it is a defense mission the UPP should have more defensable places like they did but removing the marines CAS deletes a good tool from support, maybe giving 2 mortars to the UPP would make CAS being possible enabled.

As the sniper of that round I can only say…

Alright jokes aside I never fired at the order of the spotter because we only tried that plan for some 4 minutes and in those 4 minutes he never ordered me to fire so I ended up doing the usual HvH shuffle with the binos and the gun (which can already be done with an XM88). But imho I don’t think I had a big impact, the greatest performing strategy I had was using a corpse or a bush to camo, use binos to see when and were UPP were and I saw if that was a fight I could win (no more than 2 UPP in theory) and then blast someone by aiming at the head whenever they came in range. And even with that strat I was reliant on landing the 1st shot or else I would’ve died (which happened in 2 out of the 8 fights I was in) because the AMR has an absurdly low firerate, and in those 8 fights I was I might have killed like 9 UPP, 3 of those were UPP that were on the floor already dying so I shot them to instakill them to make sure that they wouldn’t get up randomly.
So really with my cheese strat I can only confirm like 5 UPP “CQC” kills + 1 guy that I fired through bino usage, everything else was people that I fired at when they were in crit. I planned to be able to take on 2 UPP at the same time but the AMR RoF prevented me from doing that, so I really was only able to reliably win 1v1s.