Proposed Container City fix

Post » Sun Aug 16, 2009 4:43 am

I've found that on almost every map, there's really only one path out of a team's spawn point, and if the enemy team pushes you back to that path they can keep you locked down the entire game without so much as breaking a sweat.

There should be at least two exits to every spawn area, this game is all about being able to move and that idea goes out the window when you get stuck in your own spawn.
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Lynne Hinton
 
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Post » Sun Aug 16, 2009 11:47 am

it is an objective based game.. but you still have to win you're gun fights -_-
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T. tacks Rims
 
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Post » Sun Aug 16, 2009 5:25 am

Doesn't help the fact that soldiers have a completely static standing bomb plant animation that is easy to shoot in the face on the container city plant and the bridge plant in the 2nd part of resort. Makes those 2 objectives near impossible when I can sit in a corner with rifle as engi and basically get free kills on most soldiers that go to plant without having a ridiculous amount of backup crossing to our side and killing our team first. :(
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Big mike
 
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Post » Sun Aug 16, 2009 12:11 pm

As somebody has stated before, in each map the defending team can easily trap the attackers in their spawn if they work together, it's only been a week and people are starting to figure this out. Just imagine what it'll be like a month from now, its going to svck being a attacker.
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glot
 
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Post » Sun Aug 16, 2009 4:56 pm

As somebody has stated before, in each map the defending team can easily trap the attackers in their spawn if they work together, it's only been a week and people are starting to figure this out. Just imagine what it'll be like a month from now, its going to svck being a attacker.


Yeah that's true, but that's the point of the game... If you get overwhelmed then that's the only feasible solution ._. Star Wars Battlefront 2 was no different, people would start camping in spawns once the players got lazy on their defending...

Same way if any player in your team gets lazy, you soon run out of time while there is that one person being every single class for the rest of the team -.-'

P.S. People still play SWBF2, so there are no worries to this game.

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Chloe Mayo
 
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Post » Sun Aug 16, 2009 12:57 pm

when I'm attacking and we get stuck we switch all our lights to meds and make sure everyone stays at the front-lines. It works like a charm.
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Nancy RIP
 
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Post » Sun Aug 16, 2009 6:26 pm

when I'm attacking and we get stuck we switch all our lights to meds and make sure everyone stays at the front-lines. It works like a charm.



So your saying a strat is exit the server change body types hope you get back on the server and rejoin just to get out of your spawn....



It wouldn't be hard for them to patch it in. Make either the 2nd exit from the spawn have high ground instead of both low so security are less of targets. Cause usually by the time they look up they are already sprayed with lead. Even when you take the bot past the resistance spawn it is up in the air (high ground) and splits in opposite directions. Sure its close and both teams have to fight to hold/push but its not really camp-able.
The best would be to have a 2nd story room with windows similar to the room directly above the door the must be destroyed. (which a lot of people do not even know is there.) Its not a game changer the level is still a hard push to finish.
It reminds me of The Beach in Wolf ET. but even on that the 2 entrances were on opposite ends.
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Petr Jordy Zugar
 
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Post » Sun Aug 16, 2009 9:57 am

I don't know about at low levels, but once the Medic gets Adrenaline that can be used with the heavy soldiers to mow down everyone that is camping the spawn. Also if the attack is swift enough, it can leave the field open until the next respawn. It is a strong tactic and brutal without some communication, but still possible to overcome.
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A Boy called Marilyn
 
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Post » Sun Aug 16, 2009 5:44 am

This is just pathetic!

Guys seriously? How hard is it to lean snipe and coordinate with others on your team?

Start by taking out the high up enemies!

There is plenty of cover!

Piece of cake!

Peace!
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Melanie Steinberg
 
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Post » Sun Aug 16, 2009 3:41 pm

So your saying a strat is exit the server change body types hope you get back on the server and rejoin just to get out of your spawn....



I reckon he means that those players, already with a light body, switch to meds from the spawn command post, to make a fast moving corps of supporters for those non-lights still/already shooting on the front lines.
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Melanie
 
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Post » Sun Aug 16, 2009 8:00 am

I reckon he means that those players, already with a light body, switch to meds from the spawn command post, to make a fast moving corps of supporters for those non-lights still/already shooting on the front lines.


Ya it was a late night last night ;P.
I assumed he was referring to medium.
Adrenaline doesn't last that long. By the time your up the stairs you'd be a target.
It is not impossible to get out of. Its just a little ridiculous to have to try so much just to leave your spawn.
To the strats people are coming up with do you not think the other team is doing the exact same thing?
The teams I have seen this happen on had plenty of medics just healing anyone that actually got killed. Which wasn't many.
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Kay O'Hara
 
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Post » Sun Aug 16, 2009 9:17 am

I've never been unable to blow the first wall on CC.

What often happens is, as a Heavy Engineer, start the match, buff myself, and then a Light/Medium who starts running to the objective. Get carried halfway effectively, means I generally get near the wall before the Resistance do. Stick a turret (only on Medium but works like a charm) pointing in the general direction of the gap in the wall, and then use my buffed Maximus to start whittling down people through the gaps in the wall. It's like a freakin' LMG sniper rifle with a red dot sight, assuming you burst fire. That gives plenty protection to any soldiers on your team planting charges, and if they're still getting through, or you have a lull in the action because of people respawning, stick a mine either under the gap (works every time because they can't stop mid-slide) or if you're getting flanked, put it at the top of the wall to the far-right that both you and the team can climb over.

This is, of course, assuming you're doing ALL the work. ;)

Keep in mind, that the Sec can get to the wall a little before the Res, and any soldier bar maybe a heavy can get the charge up before they get cut down, and once it's there, it should be easy to defend.

Other general tips are Caltrops/ satchel charges around that gap, and dedicate a couple of soldiers/operatives to go over the wall to the right and cause some mayhem. A light engineer/operative can go over there, run across the bridge, drop down and cap the Health command post easily if their team is tied up at the first objective. And with any luck, you can upgrade/firewall if too, and suddenly it's a lot harder for anyone to stop your team.

Of course, once you manage to get locked down, all I can recommend is any heavies and mediums change a weapon to the Lobster/EZ Nade briefly, carpet bomb the points where the enemies are gathered, and let the lights (have them mostly be medics just for this) leg it to more advanced cover, heal up, and go over the wall/through the gap and do some suppressing fire.

If your team has any semblance of co-ordination, or brain cells, most of this should be fairly automatic.

Good luck, men. :P
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Bek Rideout
 
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Post » Sun Aug 16, 2009 4:25 am

I say add a secondary obj to hack something to push back the resistance spawn, that would suffice in my opinion.

also, its poor map design in my opinion to have a choke point right in the beginning, you come out of the security spawn virtually blind
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Kat Ives
 
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