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Last nights clan war.

Talk about SA:MP/MTA happenings here

Last nights clan war.

Postby Legham on Mon Nov 19, 2007 7:32 am

We all probably know SF won the war last night, but there was a whole lot of talk about them having an advantage over everyone else.. I didnt really know what the advantage was cause i dont know the game mode, so in this thread y'all fill me in on the problem :)
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Postby Dabombber on Mon Nov 19, 2007 8:43 am

SF spawned closer to the base than most other groups, i think tds was about the same distance away (below the base).

This didn't really affect the mode too much and the scores were quite close, i think the reason we didn't win was people not knowing the mode :roll: and the clusterfuck/lagfactory that was the military base.
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Postby Montecito on Mon Nov 19, 2007 10:59 am

you should of won :(

and u shudnt of spawned so far away either

if u had all ur players you would of won
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Postby Legham on Mon Nov 19, 2007 1:14 pm

Holy shit! that is a pretty massive difference in spawn location.. I think it would of made a fairly significant difference in the outcome.. heaps of the time that we could of been killing in was spent driving to the base..
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Postby Dabombber on Mon Nov 19, 2007 2:47 pm

Due to the way deaths for no reason gave a point to all other teams, and the majority of kills were by rockets and not counted properly (samp's fault), it was pretty even right up till the end. Any clan could have won, even if we were just at the sf base when they were in hunters :P

Personally i blame the lose on our colour being purple and not pink, a devious move on grievous' part to weaken alr.
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Postby KillFrenzy on Mon Nov 19, 2007 3:10 pm

I'll agree with the spawn points - even rustlers can't get us there faster - and there were only 3 rustlers for the whole team. I think they purposely rigged it so our spawns are further away. LTP has a pretty shit spawn too on the other side of the dam. TDS had an close spawn, but was on the other side to the main entry of the base. We must of spent a lot of time driving there. Don't worry, we can have a real match in MTA:DM, where they have really nice lag compensation (and hopefully proper kills detection).

Dabombber: Agreed with the killing system. I killed plenty of guys with a suicide death.

I guess we should nag too much much that SF comes here and say that they gave us rustlers so it was fair... cause the rustlers don't respawn very well after they get there and we eject.
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Postby Dabombber on Mon Nov 19, 2007 3:30 pm

Like I said, the spawns played little part in the match, i do agree they were disproportional, but the only way to avoid that would be to make a custom map. The real problem lies with the high concentration of people, it was almost impossible to stay alive for long no matter how good you are. I had the most kills in the server (*brags) but it hardly felt like i managed to kill anyone, it must have been frustrating for most players.
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Postby Montecito on Mon Nov 19, 2007 9:58 pm

i lag more than anyones
and it can be good and bad

good beacuase it stops ppl from killing me :D

and bad because i cant kill any1 or hardly move :(
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Postby flongdong on Thu Dec 13, 2007 1:38 pm

Montecito wrote:if u had all ur players you would of won


i spent most of the time wandering around near sf spawn lol.. didnt seem like an hour or whatever GW said it was. i only died like 4-5 times though, but doesnt do too good when i only had that many kills..
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Postby [DRuG]NikT on Sun Jan 20, 2008 6:11 am

You guys were spawning miles away... the fact it wasn't a total trouncing is testament to the fact you're all pro... as is your reaction not being over the top about it - nice work from a pro team.. much respekt.
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