The suicide intercept plugin was an aggressive solution to a minor problem, and after seeing the reaction to it, I won't be doing anything like that again without seeing what the community thinks of the idea first. It has been completely disabled.
(tl;dr Melee mode on, Tauntkill weapons on, No explode delay)
Thank you to everyone that voted. Happy capping!
We're trying out something new, and I need your thoughts on it. Give it some time to try out the changes to get a better opinion on it.
We're back to using the Melee plugin for endround time, but with a twist. As suggested in the previous thread, I've managed to add exceptions for weapons that have a taunt kill. This still applies to both teams, however, it brought up an interesting idea: allowing a variety of weapons that are not spammable for the attackers to use as well.
As it is right now, while melee endround is active, all pyro secondaries, the huntsman, and the frontier justice are allowed. This lets those three classes have their tauntkills back that were previously taken away by the plugin. It also allows those weapons to be used by the attackers to hunt down the losing team. Should this selection stay as it is, expand to allow other weapons that are not spammy, or should we go back to pure melee-only? (Question 2)
Another new thing that a lot of you have noticed, was the Suicide Intercept plugin added a few days ago. This was added to stop players from killing themselves before a tauntkill could connect. As we all know, a tauntkill is pretty rare, and those times where you manage to get one feel satisfying, especially when they are accompanied by a fun sound clip. Players exploding themselves robs others of this reward, and is a really dick move. I've tried to make it as unobtrusive as possible, but as long as people do this, I feel it needs to stay, as do other admins.
I've cut the suicide delay down to only being active during endrounds. Knowing that the only reason it is in place is to stop others from robbing players the satisfaction of tauntkills, do you feel that a 5 second delay on explode and kill commands should be in place always, only during endround, or not at all? (Question 3)
Edited by Neh, August 03 2012 - 12:03 PM.