Server-side modding 0.61 - New thread (m)
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bubu | Date: Wednesday, 2020-07-22, 9:54 AM | Message # 1 |
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| Previous SSM thread: Old SSM thread For everybody: Please feel free to post suggestions for server side modding. For modders: Please explicitly post the intended changes in this thread before applying them.
New policies in place: To prevent miscommunication, misunderstandings, doing changes without listing them in this thread, delays in implementation, etc., Marduk will only collect and post the SSM requests and suggestions. I will then work with E3 and Radio in order to implement them correctly and in some defined time frame that would not span months. It would be ideal if we could gather more SSM modders than Radio and E3, anyone up for this task, please check: SSM Modding Documentation
Current SSM modders: Radiosmersh (Currently on vacation) E-3
Changes that were introduced in the 0.611 version (document made by Radio): List of changes
List of applied SSMs: (needs manual updating)
A Day of Zitadelle Reinstated Ferdinand; spawn is attached to the hut flag, so once Germans cap it, it won't respawn anymore Removed Bergetiger Removed fly-by Stukas and Il2-s
Alaska replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds increased maxnumberspawn of T29 to 2
Alpenfestung • Killercage size reduced from 25 m to 5 m
Battle at River Don Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 second
Battle of Angaur Replaced Lion with Jenkins (Fletcher class destroyer) Removed one of the additional Japanese spawn points in the woods (south of flag 5) Removed Japanese spawn APC Immobilized aircraft carrier Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
Battle of Foy Allies now bleed until they capture flag 3 Decreased Goliath spawn time from 5.5 to 2.5 minutes Increased minimal amount of players and time needed to capture last flag
Battle of Luzon decreased respawn time of US vehicles
Battle of the Bulge • Removed Jagdtiger, Pz II and Hetzer • Exchanged 1x StuG and 1x Pz IV with 2x SdKfz 251 • Added 1x spawn APC with repair function based on Pz IV (respawn time between 100 and 120 s) • Made Brummbär counterspawn only when Allies main flag (fuel depot) gets taken
Battle over Hokkaido Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket Two additional Tiger spawn
Berlin Outskirts Changed Maus to Elephant
Bizerte Hafthohlladung pickup kits Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)
Breakthrough Vehicle layout restored to pre-v0.6 state.
Bombing the Reich lowered objective HP from 260.000 to 100.000 Ships' respawn time increased to 6 minutes.
Desert Rose Replaced Bf 109G-2s with Bf 109G-6
Eagles Nest 1945 Doubled the respawn time of Greyhound Added 15 seconds to the spawn time of Sherman w/ sandbags
Crete Restored tickets to default FH0.7 values (25% more than in FHSW) Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed
Counterattack French tanks in Germain main base replaced by Pz II/38 (t)
Eagles Nest 45 Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below
Eastern Blitz Replaced one Pz. II with Pz. IV Ausf. Decreased the total amount of spawnable Pz. IIIs at the same time from 2 to 1
El Alamein replaced Leopard with Pz III Ausf. J replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming When Axis/Allies take North flag at the buildings in F1 spawns: -halftruck with permanent spawn -one stationary 88 mm gun (that also respawns when Allies take that flag) -two stationary PAKs (50 mm for Germans (with APCR rounds), 57 mm for Allies) -two MG-kits with mines -one sniper rifle -one 2 cm-/Bofors-Flak on the roof
Fall Gelb-1940 added killer cage around French which dissapears after Germans capture all other flags fixed mobile Flak 18 and Stug double spawn Char B1's spawn time decreased by 45 seconds One of the R35 tanks replaced with a Somua S-35 Removed one remote Stuka kit, also they don't respawn anymore increased (30%) bleedrate for both teams
Fall Weiß Replaced Pz. III Ausf. E with Pz. IV Ausf. D
Fht Operation Dracula Immobilized Allied carrier Removed the British destroyer Added Chi-Ha APC that spawns after Allies capture the docks flag
Guadalcanal fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag
Hungary Forest Increased ticket ratio by 75%
Ilomantsi Teamlocked ISU-152
In the Hell of Bocage Decreased Firefly respawn time from 150 to 100 seconds
Kasserine Pass Removed death zones at Allied base.
Kharkov Winter added 2 Schwimmwagens to German main base 37 mm AA gun now spawns when Soviets take hill flag added SdKfz 10/5 instead of Kettenkrad with Flak 30 added M3A1 with towable Bofors for Soviets removed obstacles at the north bridge Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg added one sniper kit to each main base peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV peplaced one of the fighters on both sides with Ju87D and IL2 respectively added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag) Replaced Bf 109G-6 with Bf 109E
Khota Bharu Bleed ratio increased by the 20% percent for both teams
Operation Forager D4 flag removed
Operation Goodwood The double Tortoise spawner now releases only one tank
Op. Kikusui Day 1 Removed wrenches from Japanese kits Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)
Op. Kikusui Day 2 Moved American fleet and spawnrotator planes closer to the Japanese base.
Pakfront Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.
Midway Replaced usual Daihatsu boats on Tsurumi oiler with tanks and field guns Added one halftruck to each flag on the island Added spawnable AT kit for Allies Increased the range of sight from 500 to 1000m Axis are in poccession of sea flags from the start respawn time of submarines increased to 2 mins self-destroy timer for unused ships removed
Raseiniai Made flags marked by number 4 on the minimap recappable
Reichsbahn Removed Jagdtiger that spawns at 3rd flag Replaced Maus with Jagdtiger
Sandstorm Tiger with autoloading cannon now counterspawns in Axis main base
Saipan Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning. Increased time needed to capture flags from 10 to 15 seconds.
Seelow Heights Axis reinforcements (spawn-PZ IV + 2 * Panther and 2 * Stug) spawn on the road leading from the southeastern border of the map when Axis main gets taken
Stalingrad Redsquare four flags removed train remove
Stashuv Area Changed Soviet assault kit with PPSh to officer's kit w/ binoculars Added sniper kit to the Soviet main base (in one of the tents) teamlocked ISU-152
The Merville Battery Increased the bleedrate by 30%
The Nebelwerfer Hunt Removed "Giesskanne"
Trois Points Replaced usual 6pdr's with longer barrel version
Tulagi Island Increased tickets amount by 100%
Westminster 1942 Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.
Westwall Lowered insane Axis bleed from 100 to 8 tickets per min (twice as much as Allied) Removed two SP Tortoises which spawn at the second flag Slightly raised position of the static MG42 overlooking the wooden bridge at flag 2
Zveroboy Restored missing knife in German AT kit
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bubu | Date: Sunday, 2020-08-16, 10:15 AM | Message # 21 |
Colonel
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| Update as of 10th Aug: - Konstantinovsk: - SSM done - ready for playing on the main server.
- Alaska: - Testing done - AMX50 spawns without issues and is locked inside a death-trap - The disconnect issue prevails - a kit spawning in tent in mainbase might be the problem, E3 is investigating
- Appenines: - balancing (as per Appeninnes problem) done - Team lock on axis planes had to be removed to alter the models available - Added AA 50cal-quad and T77, however they can't be team locked as they act as counterspawned objects
- Issues with Midway-42, Berlin-45: - Map loading screen is incorrect possibly due to the lexiconall.dat file
Next steps: - Alaska - Fix it ![dry](/.s/sm/2/dry.gif)
- Savoy 1940 - Add 3x BMW motorcycles to axis main if possible, probably spawn 1 and when taken another one spawns in short time - Investigate possibility of adding push mode
- Issues with Midway-42, Berlin-45: - Attempt to use 0.6 version of the maps on the test server and see if it fixes the issues - Attempt to use lexiconall.dat file from Eye both on server and client and see if it fixes the issues - Until then both maps will be removed from rotation until fixed
Radio, would u be able to take on Savoy, while E-3 is going insane with Alaska pls?
Message edited by bubu - Sunday, 2020-08-16, 10:19 AM |
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larxghh | Date: Monday, 2020-08-17, 6:18 PM | Message # 22 |
![larxghh](/avatar/00/00/49226945.jpg) Private
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| Can the 190 d9 in alpenfestung be armed with a 250kg sc250?
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marduk | Date: Monday, 2020-08-17, 9:04 PM | Message # 23 |
![marduk](/avatar/27/014019.jpg) General
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| Quote Bubu: "- Konstantinovsk: - SSM done - ready for playing on the main server."
SSM isn't done. I tested it a few days ago...
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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E-3 | Date: Tuesday, 2020-08-18, 0:04 AM | Message # 24 |
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| Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) SSM isn't done. I tested it a few days ago... I am guessing the ssm wasn't active on the main server at that time. Because on my offline tests the ssm was working fine I already gave the ssm to bubu
I'm an old bf1942 player I go far back all the way to 2002 and I also play cnc generals.
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bubu | Date: Tuesday, 2020-08-18, 1:59 PM | Message # 25 |
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| Yes, sorry guys, forgot to upload to main server. I uploaded both appenines and konstantinovsk yesterday night.
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marduk | Date: Tuesday, 2020-08-18, 5:41 PM | Message # 26 |
![marduk](/avatar/27/014019.jpg) General
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| Suomussalmi In E6 (exactly between church flag and E6 flag) there is a sign at the front of a house that says "dies ist eine schreckliche karte" (this is a terrible map). I don't know what modder misused his rights there but please remove that shit!
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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E-3 | Date: Tuesday, 2020-08-18, 8:38 PM | Message # 27 |
![E-3](/avatar/00/00/19718106.png) Lieutenant Colonel
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| Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) In E6 (exactly between church flag and E6 flag) there is a sign at the front of a house that says "dies ist eine schreckliche karte"(this is a terrible map). I don't know what modder misused his rights there but please remove that shit! Then that was already present on the map because this cannot be done by a ssm, only way to remove something like that is to completely remove it from the map and then reupload the map and redownload it to everybody.
I'm an old bf1942 player I go far back all the way to 2002 and I also play cnc generals.
Message edited by E-3 - Tuesday, 2020-08-18, 8:39 PM |
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bubu | Date: Wednesday, 2020-08-19, 8:37 AM | Message # 28 |
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| Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) SuomussalmiIn E6 (exactly between church flag and E6 flag) there is a sign at the front of a house that says "dies ist eine schreckliche karte" (this is a terrible map). I don't know what modder misused his rights there but please remove that shit!
Quote E-3 ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) Then that was already present on the map because this cannot be done by a ssm, only way to remove something like that is to completely remove it from the map and then reupload the map and redownload it to everybody Yep, must be an object from the guy who made the map or a guy who modded the map file. Nothing we can do apart from modding the map again and redistributing in the mappack.
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marduk | Date: Wednesday, 2020-08-19, 10:56 AM | Message # 29 |
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| There was the same sign in a house on Orel many years ago when Degtarev was still around. He hated Orel and I think he put it there. Now it is on Suomussalmi. It is pretty weird.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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mambabf42 | Date: Monday, 2020-09-21, 9:16 PM | Message # 30 |
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| Is it possible to join the server-side modding team? I would like to help, if needed.
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starking018 | Date: Friday, 2020-09-25, 3:14 PM | Message # 31 |
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| Quote mambabf42 ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) Is it possible to join the server-side modding team? I would like to help, if needed. That would be great! There are many things to be done, like tweaking balance, fixing issues, etc. which aren't done only because people don't have the time or will to do them. Like bringing back some old SSMs for FHSW 0.61, which were removed only because of incompatibility with FHSW 0.611 (it's a task that is boring but easy to do with a program like WinMerge):
Quote bubu ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) - Midway-1942 (SSM not needed anymore) - Breakthrough - Westminster 1942 - Berlin 1945 Add Seelow Heights to this list.
When you read this and other threads you'll find other SSMs which some or all people want (e.g. MAJORMASTERBATES and rafal_pl would like it to be impossible for planes to cap flags while flying on Rheinuebung and it's a good idea if it works). When you play maps you'll get more ideas for things which you'd be interested in doing.
Just suggest ideas and completed SSMs and they'll be evaluated, tested, and then applied if they're good.
Air Troll a.k.a. starking018
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bubu | Date: Saturday, 2020-09-26, 3:54 PM | Message # 32 |
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| Rheineubung: Decrease capping radius of the flags to prevent their capture by planes.
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bubu | Date: Saturday, 2020-09-26, 3:57 PM | Message # 33 |
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| Quote starking018 ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) Add Seelow Heights to this list. Is it removed already or pending removal? Do we have mass DC on this map or the map doesnt load at all?
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starking018 | Date: Saturday, 2020-09-26, 7:47 PM | Message # 34 |
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| The SSM on Seelow was removed after it caused client crashes. Also, it is not reconciled with the new additions, such as the new Yak-9UT.
Air Troll a.k.a. starking018
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aircraftcarrieroffreedom | Date: Wednesday, 2020-10-07, 2:11 PM | Message # 35 |
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| For Operation Longcloth (1943) the Axis need a buff in the form of:
- Type 89 Medium Tanks replaced with Chi Ha Ko tank destroyers (Type 2 Ho-I with 57 mm HV gun)
- Type 92 Tankettes replaced with Chi Ha Kai (Chi Ha with 47 mm Type 1 AT gun)
- Type 95 Ha Go (Older versions) replaced with Type 1 Chi He
- Type 95 Ha Go (Newer versions) replaced with Type 2 Ho-I tank destroyers (low velocity 75 mm HEAT Rounds)
- Type 97 Chi-Ha Tank (57 mm short cannon) replaced with a single Chi-Nu Medium Tank
- Type 38 Howitzers (75 mm) replaced with Type 96 Howitzer (155 mm)
- Type 1 Anti Tank (47 mm) on Axis non cap-able base replaced with Experimental 10 cm high powered cannon.
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marduk | Date: Wednesday, 2020-10-07, 4:43 PM | Message # 36 |
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| This way Axis definitely would be overpowered...
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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aircraftcarrieroffreedom | Date: Wednesday, 2020-10-07, 4:52 PM | Message # 37 |
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| Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) This way Axis definitely would be overpowered... AFAIK the Chi-Ha Kai and Chi-He tanks are not able to penetrate the Matilda or M3 Lee frontally. However, they would be able to actually damage the Matilda and Lee if they could shoot them from the sides. Which the current Axis tanks cannot do.
The Chi-Nu would only spawn if the Axis were really losing badly (Allies hold all caps). Whereas the Allies get the Matilda pretty easily. Even then, the Chi-Nu is still overall inferior against the Matilda, holding even with the Lee, as both can penetrate each other frontally, and Lee is a bit more durable.
The Axis would only get one (or possibly two) tanks capable of penetrating the Matilda frontally, the Type 2 Ho-I (maybe) and the Chi Ha Ko. This doesn't include the Chi Nu which only spawns if Axis are losing.
The Type 96 Howitzers would only put the Axis on par with the Allies. As the Allies already get M1917 Howitzers (155 mm)
Could you elaborate on why you think this would make the Axis overpowered?
Perhaps the Type 96 Howitzers would only be placed on Flags 2 and 3, as they might be a bit of a problem if the Japanese get them on the Two Flag 1s.
Message edited by aircraftcarrieroffreedom - Wednesday, 2020-10-07, 4:53 PM |
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marduk | Date: Wednesday, 2020-10-07, 5:34 PM | Message # 38 |
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| We never had the feeling before that Axis is disadvantaged on this map. In fact, Axis pretty often is able to push back Allies from the last two flags with infantry and the available spawn-halftrack, trucks and light tanks. I just don't see reason for modding this map. Also Axis is in advantage in defending the flags because of mine-kits (in case they are used cleverly) and the jungle terrain. Enemy tanks can be knocked out with turtle mines.
Generally, I don't see why all maps should be perfectly balanced. That would mean all maps are the same. This is boring, but fighting in a disadvantaged situation means you have to use your brains and develope creative ideas to win. This is more fun than just using equal heavy weapons against each other.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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aircraftcarrieroffreedom | Date: Wednesday, 2020-10-07, 6:27 PM | Message # 39 |
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| Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) I just don't see reason for modding this map. Also Axis is in advantage in defending the flags because of mine-kits (in case they are used cleverly) and the jungle terrain. Enemy tanks can be knocked out with turtle mines. The issue is that the Axis have basically no ranged weapons capable of dealing with the Matilda or Lee, anything that can damage them is a deployed infantry carried explosive, or a weak CAS plane. The Axis need to be able to predict where the Allies will send their medium/heavy tanks, which isn't completely possible.
The turtle mines (are they the magnetic mines), have very little effect on the Matilda. It takes 16x Individually deployed magnetic mines (4x the load of an engineer) to kill a Matilda, 4x double mines to kill (twice the load of an engineer), or a single quadruple mine rig. In order to stick a magnetic mine on, one has to be able to run up to the Matilda, deploy the mines, and then survive long enough for the timer on the mines to run out. The mine rig (4x mines bound together) doesn't stick to the tank, and needs to be thrown on top of the vehicle in order to kill the Matilda. This strategy is not fully effective against the Matilda since it requires players to be able to ambush the Matilda and get a quad rig, or four double mines on without dying.
All of this would be fine, if the Lee and Matilda vehicle classes were treated as rarely spawning Behemoths, like in battlefield 1, but they are not. The Matilda spawns every few seconds after one is destroyed, and so does the Lee.
Quote marduk ( ![Link to the quoted text](/.s/img/fr/ic/5/lastpost.gif) ) Generally, I don't see why all maps should be perfectly balanced. That would mean all maps are the same. This is boring, but fighting in a disadvantaged situation means you have to use your brains and develope creative ideas to win. This is more fun than just using equal heavy weapons against each other. I'm not sure if what you are trying to describe here is "disadvantage/advantage" but "Asymmetric" where one team has advantages in one category, but disadvantages in the other category meaning that both teams must use their strengths strategically to win a round. If one team is at a total disadvantage (ie one team has better tanks, CAS and antitank kits, while the other team has bad tanks, CAS and antitank kits), then they will almost never win a match unless the enemy is grossly incompetent.
I've not asked here for a perfectly balanced map here. The Allies would still have an advantage here by having two major tanks the Axis can't reliably penetrate frontally with their own tank guns. I have asked because they have a heavy tank with a powerful howitzer in addition to superior howitzer carriages, whereas the Axis would with the suggested SSM now rely on flanking the allied heavies, but have ranged weapons to deal with them from the sides, and by shooting weakspots. While in a singleplayer type game, it is interesting to be placed at a disadvantage, and use creativity to find a winning strategy, in a multiplayer game, both sides have real players with brains. Meaning that given equal competence, the advantaged team will almost always have a substantially higher win-rate.
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marduk | Date: Wednesday, 2020-10-07, 8:05 PM | Message # 40 |
![marduk](/avatar/27/014019.jpg) General
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| Blalalalalala A novel writer who tries to be super smart... Not welcome!
Do you really think you can behave like this from the beginning, with your first posts? (and for the rest reading this: That guy had opened a new thread before with a post double as long as the last one, all about Longcloth, and I already warned him via PM not to push if too far or I would block him - sorry for deleting that thread so there is no proof anymore!) I recommend if you want something from us you should not question everything what admins with years and years of expercience say, show some more humbleness and don't make endless posts: http://www.fhsw-europe.com/forum/2-982-1#16605
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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