Personally, I see two extremes in terms of behavior and both come from problems inherent in pub play.
1.) People rambo around, charging objectives alone.
2.) People hang back and snipe and NEVER charge.
Both lead to team losses. Both also sometimes lead to team victories. Finding the balance between the two and hoping the other team doesn't have that same balance is where maps are really decided in pub play.
It's all well and good to want people to play the game a certain way, moving in squads, providing covering fire, assaulting objectives as a team rather than as individuals going into the meat grinder one by one.
I got news for you. Pub play don't work like that. It never has, it never will. People go on a pub server just to have a nice fun game and not take it particularly seriously. If you want serious, tactically-oriented gameplay, join a clan or a gaming community where you have private matches. If you want as close to real-life as you can get, join a clan that doesn't use cheapass tactics or "game the system" in order to win, and that focuses on using realistic tactics.
For all the complaints about people acting like rambos in here, how do we then square that against maps where your team REFUSES to attack and is only interested in hanging back and plinking away while time ticks down? Clearly, not everyone is ramboing. I've played more rounds as the attacker that are lost simply because people only were concerned with long-range rifle combat and staying alive, and had zero regard for getting in the damn cap zone.
Now maybe part of the issue is that cap zones don't always equate to logical positions that you want to control. Take Odessa for example. Why do you want to capture the apartments or the square? The tower I get. It provides you with high ground and that's always an advantage. The HQ I get. It's the location of the enemy headquarters and undoubtedly has valuable information or whatever. But the square? It's an open, fully exposed area of no particular strategic value save what we have arbitrarily assigned it. The apartments? MAYBE you could say they're strategic, but they don't really look out onto anything worthwhile.
When you're faced with maps like that, people may not take the objective seriously because getting the objective doesn't get them anything aside from points. You want realistic combat? Start with map design. Have objectives be strategically valuable positions. Strongpoints that your side either needs to eliminate or control. Then maybe people will want to get their asses to those positions, because they give them a better location to attack the enemy.
As for the rest of it, leave it to mutators and mods. There's no need to force a particular style of gameplay on anyone when you're dealing with an engine as flexible as this engine is. That's the beauty of it. If you want the game to play in a subtle but profoundly different way, you make a mutator and run it. Maybe it gets popular, maybe not. But changing the fundamental gameplay is a mistake. For the game to be successful it needs to remain flexible and adaptable to different playstyles, from the rambos (who really DON'T do all that well unless they do so in a smart way at the right time), to the wannabe snipers (who may get decent scores but whose teams lose the map), to the hardcore crack commando units (who will kick major ass because they practice tactics on a regular basis and support each other well).
Personally, I'd love it if pickup games worked in a way that we all suddenly turned into that last category. But if you're talking about public play,
you might as well ask for a pony for christmas.
1.) People rambo around, charging objectives alone.
2.) People hang back and snipe and NEVER charge.
Both lead to team losses. Both also sometimes lead to team victories. Finding the balance between the two and hoping the other team doesn't have that same balance is where maps are really decided in pub play.
It's all well and good to want people to play the game a certain way, moving in squads, providing covering fire, assaulting objectives as a team rather than as individuals going into the meat grinder one by one.
I got news for you. Pub play don't work like that. It never has, it never will. People go on a pub server just to have a nice fun game and not take it particularly seriously. If you want serious, tactically-oriented gameplay, join a clan or a gaming community where you have private matches. If you want as close to real-life as you can get, join a clan that doesn't use cheapass tactics or "game the system" in order to win, and that focuses on using realistic tactics.
For all the complaints about people acting like rambos in here, how do we then square that against maps where your team REFUSES to attack and is only interested in hanging back and plinking away while time ticks down? Clearly, not everyone is ramboing. I've played more rounds as the attacker that are lost simply because people only were concerned with long-range rifle combat and staying alive, and had zero regard for getting in the damn cap zone.
Now maybe part of the issue is that cap zones don't always equate to logical positions that you want to control. Take Odessa for example. Why do you want to capture the apartments or the square? The tower I get. It provides you with high ground and that's always an advantage. The HQ I get. It's the location of the enemy headquarters and undoubtedly has valuable information or whatever. But the square? It's an open, fully exposed area of no particular strategic value save what we have arbitrarily assigned it. The apartments? MAYBE you could say they're strategic, but they don't really look out onto anything worthwhile.
When you're faced with maps like that, people may not take the objective seriously because getting the objective doesn't get them anything aside from points. You want realistic combat? Start with map design. Have objectives be strategically valuable positions. Strongpoints that your side either needs to eliminate or control. Then maybe people will want to get their asses to those positions, because they give them a better location to attack the enemy.
As for the rest of it, leave it to mutators and mods. There's no need to force a particular style of gameplay on anyone when you're dealing with an engine as flexible as this engine is. That's the beauty of it. If you want the game to play in a subtle but profoundly different way, you make a mutator and run it. Maybe it gets popular, maybe not. But changing the fundamental gameplay is a mistake. For the game to be successful it needs to remain flexible and adaptable to different playstyles, from the rambos (who really DON'T do all that well unless they do so in a smart way at the right time), to the wannabe snipers (who may get decent scores but whose teams lose the map), to the hardcore crack commando units (who will kick major ass because they practice tactics on a regular basis and support each other well).
Personally, I'd love it if pickup games worked in a way that we all suddenly turned into that last category. But if you're talking about public play,
you might as well ask for a pony for christmas.
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