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Thread: Map time limit - does have its benefits

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    Default Map time limit - does have its benefits

    What Im suggesting would be easy to implement and pretty effective at keeping the server "fresh." Having mp_timelimit set to something like an hour or half an hour you can get AFK's into spectator without having to manage them. A team shuffle every map change because it does get kind of boring when it gets stacked sometimes, even though most people will join the same team. As well as the server pretty much being refreshed every map change. Should help to cool down the complaints of people saying it's so laggy. All it needs is mp_timelimit 60(30) and only office in the map rotation.

    -nG. jo3y

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    wil
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    I don't recall the actual reason but that has been tried and proven to not work as well as people think. At least I'm pretty sure that was the result. Adam knows bout bout this than I do. I just recall reading up on something like this.
    Dust2, where all the skilled CS:S players go. Office is for noobs and the unskilled. It's a free country, make your choice. I wont judge you...too much
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    I honestly feel that T's have a bigger advantage in office, but it's just how I feel.


    which is why I pay in T

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    wil
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    Depends to be honest. If you have well organized players on a 10v10+ then yes I'd say T's have the advantage. But if there is no organization then ct's have the slight advantage. If your goal is not for your team to win but get a high KDR tho...t's probably have it made. If you play wisely and just pick off the injured then as a T you have HIGH potential for a extremely high KDR. At least that's how I feel about office.
    Dust2, where all the skilled CS:S players go. Office is for noobs and the unskilled. It's a free country, make your choice. I wont judge you...too much
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    Quote Originally Posted by wil View Post
    Depends to be honest. If you have well organized players on a 10v10+ then yes I'd say T's have the advantage. But if there is no organization then ct's have the slight advantage. If your goal is not for your team to win but get a high KDR tho...t's probably have it made. If you play wisely and just pick off the injured then as a T you have HIGH potential for a extremely high KDR. At least that's how I feel about office.
    That is true, but then there are some Ts who just kill the hostages for amusement.

    CTs tend to teamflash more.

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    as for the idea to shuffle teams. i sometimes think that its pointless because they can just switch teams. and i just love your animation freezing
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    You guys said your team balance was based on KDR right? What if it was set so that the CT team had a higher average KDR than the T's because once a T gets switched over to CT they start doing worse xD. The CT's have the general disadvantage in the map.

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    Quote Originally Posted by wil View Post
    Depends to be honest. If you have well organized players on a 10v10+ then yes I'd say T's have the advantage. But if there is no organization then ct's have the slight advantage. If your goal is not for your team to win but get a high KDR tho...t's probably have it made. If you play wisely and just pick off the injured then as a T you have HIGH potential for a extremely high KDR. At least that's how I feel about office.
    Completely agree with this. It just matters if everyone is working together.

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    As someone stated, I have said this numerous times before....

    People think that 'restarting' the map makes the server run 'better' but in actuality it doesn't do nearly anything. Source has had a memory hole for YEARS now, and I doubt it will ever be rectified because the number of servers that run our type of setup is far and few in between, where it isn't a big enough issue for it to be warranted. Anyway--The server continues to load entities over, and over while not releasing memory. After about 24-36 hours of play, it then goes out of hand and jumps substantially. Reloading the map does nothing to the process that's already running, it simply reload's the map. This is why a restart is warranted, and we always restart the servers well before this time range, which frees the memory. I think the issues being felt in game recently is completely un-related to this, I'm more than certain I've found the culprit, and I should have substantially cleaner servers after I finish yesterday's maintenance window this afternoon after work.

    Cheers.

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    Quote Originally Posted by adamnp View Post
    As someone stated, I have said this numerous times before....

    People think that 'restarting' the map makes the server run 'better' but in actuality it doesn't do nearly anything. Source has had a memory hole for YEARS now, and I doubt it will ever be rectified because the number of servers that run our type of setup is far and few in between, where it isn't a big enough issue for it to be warranted. Anyway--The server continues to load entities over, and over while not releasing memory. After about 24-36 hours of play, it then goes out of hand and jumps substantially. Reloading the map does nothing to the process that's already running, it simply reload's the map. This is why a restart is warranted, and we always restart the servers well before this time range, which frees the memory. I think the issues being felt in game recently is completely un-related to this, I'm more than certain I've found the culprit, and I should have substantially cleaner servers after I finish yesterday's maintenance window this afternoon after work.

    Cheers.
    Nice one adam Took you long enough

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