Okay, sector overload is $#@!ing annoying. It serves no real purpose since our servers lag anyway, and the number of people required in a sector is much too small. It can also be abused to kill enemy SBs/HTTs/TP2 scouts in a sector without having to find them.
Allegiance has grown. Big event games are $#@!ing huge. During those games, a single team can pretty much cause sector overload by themselves. It has required an increase forever, we have suggested it again and again and again but for some reason nobody has bothered ever since Zone Games came back.
So this is for the record. Please increase sector overload, because it is EXTREMELY annoying, even without the obnoxious pinging sound.
Sector Overload
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CronoDroid
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Last edited by CronoDroid on Mon Feb 02, 2009 5:25 am, edited 1 time in total.
i said leave it alone. Even when it hits sector overload its laggy as hell. Increasing it like god4 or 5 core did made it almost impossible to kill anything except with prox in the few zgs we used it for
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Grimmwolf_GB
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Wow, the first time I had feedback on the change... (a bit too late though...)Broodwich wrote:QUOTE (Broodwich @ Feb 2 2009, 07:34 AM) i said leave it alone. Even when it hits sector overload its laggy as hell. Increasing it like god4 or 5 core did made it almost impossible to kill anything except with prox in the few zgs we used it for
I'll say it again, either remove sector overload(Raise the limit to 200 to avoid code change) or keep it as it is. Raising the sector overload limit while still making it possible to happen is just silly imo.
Sector overload is a global value that affects both teams at the same time. There's no incitative for any team to not trigger sector overload(decreasing lag) because it hurts the other team as much is it hurts them. Since I beleive that sector overload has no positive impact on lag, I think that it should be completely removed(Or reworked with a code change).
If you beleive that sector overload has a positive impact on lag(You'd need to bring convincing arguments), upping it wouldn't be a decent solution either because sectors with many people becomes laggy even before sector overload kicks in. Upping the sector overload limit would lower its effectiveness.
Sector overload is a global value that affects both teams at the same time. There's no incitative for any team to not trigger sector overload(decreasing lag) because it hurts the other team as much is it hurts them. Since I beleive that sector overload has no positive impact on lag, I think that it should be completely removed(Or reworked with a code change).
If you beleive that sector overload has a positive impact on lag(You'd need to bring convincing arguments), upping it wouldn't be a decent solution either because sectors with many people becomes laggy even before sector overload kicks in. Upping the sector overload limit would lower its effectiveness.
I don't know about that - in the Crono vs Kap game the other day - we defended with lt ints versus heavys int bombrun and Con push - Sector overload made the difference to kill the bomber - for the period we were defending in light ints it was definitely worth triggering sector overload in the contested sector as much as possible - as it acted as a leveller of sorts.Vlymoxyd wrote:QUOTE (Vlymoxyd @ Feb 2 2009, 07:47 PM) Sector overload is a global value that affects both teams at the same time. There's no incitative for any team to not trigger sector overload(decreasing lag) because it hurts the other team as much is it hurts them.
I agree with Vly. Basically, all sector overload does is make it suck to be in the sector even more than it does already (due to inherent added lag). I think I'd be in favor of removing sector overload completely, but I voted for the next best thing (raising the limit).Vlymoxyd wrote:QUOTE (Vlymoxyd @ Feb 2 2009, 03:47 PM) I'll say it again, either remove sector overload(Raise the limit to 200 to avoid code change) or keep it as it is. Raising the sector overload limit while still making it possible to happen is just silly imo.
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Since I beleive that sector overload has no positive impact on lag, I think that it should be completely removed(Or reworked with a code change).








