I like FF because it requires some of the best teamwork to win and survival skills to stay alive outside of the buildings. But it can also be fairly rage inducing for the same reasons.
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Sounds more like a bad team than a bad map, in my opinion. Everything you describe here is something you can, and likely will, run into on every map in the game (at least the infantry/CA maps). There will always be people who are less interested in objectives than their k/d and there will always be enemies who try to lock you into your spawn. These things are about player attitudes much more than map design, in my opinion.Just had a game on Pavlovs and borderline rage quit!
Played a SL, would smoke toward obj's but theres still too much open ground.
Spawn, if lucky get 5 steps without being sniped.
Then was lucky to get another 5 steps, oh wait, 15 steps, MIRACLE! BAM!
Is an absolute camp/snipe fest yet seems to be the map i end up on most, is hands down the worst map.
I think the problem was/is both teams just full on camp, no one was capping objectives, either side, and whenever i tried to rally a few people we would have a good 20 opponents camping, making it impossible. Were possibly others on other team doing the same but still was just a ****ty stalemate.
Very frustrated right now...cant wait till all these players move on to BF/MW 3
What kills me about Pavlov's when I play Russian is.....I'll defend Zab's against some Axis. Fine. We'll finally clear it out and I'll start looking to move up. We'll cap the next objective....and I'll STILL see Germans moving into Zab's, even though they can't capture it at all. So I'll go to kill them, so they aren't shooting our whole team in the back or at spawn....and by the time I'm done clearing them, the objectives will have shifted back....and MORE Germans start coming to Zab's.
It's like once I start fighting there, I keep finding reasons not to leave.
It depends on how the territories are connected, and how the map was built. Basically, if a territory doesn't touch an enemy territory on its border, it can't be captured. It's kind of like Company of Hero's supply line idea (if you ever played that.) You have to have unbroken lines of control to the point you're going to capture, otherwise you're trying to attack across enemy controlled territory.How does the objective shifting work in TE, anyway? I've never been real clear on when and why one capture point will go inactive and a new one open up. I just, every now and then, see the force indicator (capture meter, whatever) disappear when I'm defending and see in tactical view that there's a new objective.
I really enjoyed Fallen Fighters in the beta. Wish I could find this map in retailCommisar's House for me! Worst Pavlov's House and Fallen Fighters.
Oh yeah i get that, but the map itself leans toward that type of play style more so than othersSounds more like a bad team than a bad map, in my opinion. Everything you describe here is something you can, and likely will, run into on every map in the game (at least the infantry/CA maps). There will always be people who are less interested in objectives than their k/d and there will always be enemies who try to lock you into your spawn. These things are about player attitudes much more than map design, in my opinion.
heh. maybe I should suffer the outrageous pings and play on aussie serversDunno Pavlovs and fallen make up for at least 70% of all the maps i end up finding games on, but then again i only have a handfull to choose from (Aussie)