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#21
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Be nice if there was an option in the UDK for spawn protection volumes so the mapper could alter the death timer based on the map. ( and a seperate one for Vehicles).
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............steam name: prot0typ1cal................ |
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#22
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to the 2th cap to noitce it. I used about 15 seconds and a textwarning. So the player could retreat without the red screen. He can decide to stay....... Quote:
And if i remember correct even the type. Could be in RO1.... I'm getting old to remember. |
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#23
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yeah i total agree with you
https://encrypted-tbn0.gstatic.com/i...QOI5gd3a11Zlvg MAUS best tank of ww2 |
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#24
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Will post tomorrow with more insight.
I'm lost for words playing realism game and I can't stay put and flank. |
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#25
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Not that your topic is without merit or need of answers
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#26
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Spawn protection and blocking zones are there for a reason and if properly implemented are absolutely needed to avoid exploiters and control gameplay.
I don't care how good you think you are with a rifle and how good you are at sniping the flanks of the enemy or "infiltrating" - for the sake of your team winning the match your task is to at all times either be inside a cap zone or on the way to one. If you are "flanking" you are not playing the game right, plain and simple. That is the reason mappers want to put up these barriers, and yes, they are necessary. It annoys me... these types of players have such a high regard of their own skill with a rifle the actual goal of winning the match doesn't matter to them any more. |
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#27
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If there's one tactic that I've seen lose more games than any other, it's people obsessively rushing the point rather than fighting to control the terrain around it. |
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#28
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There is no why, there is only SHAMBEH BAMBEH
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#29
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In my opinion the job of cutting off the approaches to the cap belongs to the Commander and artillery strikes, and this is much more effective as well. The rest of us, well, we're just cannon fodder, meant to "get in that trench or die trying"... ![]() You need to think like this; OK I decide to do this, but what if everyone else on my team does the same? If no-one gets to the cap zone, whether defending or attacking, it is left up to chance if we lose it or capture it. |
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#30
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You're probably better off with people doing their own thing. There are still plenty of people who think "rush the cap" is the only right way to play, so you might as well make yourself more useful by fighting to control the territory around the cap so those suicidal chargers at least have a chance of getting in the cap and surviving. Yes, if literally every single person decides to capture the surrounding areas, nobody caps. But if literally every single person decides to rush the cap... the results are probably the same, particularly if the enemy is playing smart and taking that uncontested terrain to more easily massacre your forces. In either case, the idea that the only right way to play is to always be trying to get into the cap zone is still utterly wrong. |
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#31
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Rushing in RO2 is usually a terrible idea if there's the least bit if experience on the opposing team. A good example is Bridges; Allies can literally rush (and do) all game long and they will keep getting killed by a couple of guys. Certain xp farmers depend on it
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There is no why, there is only SHAMBEH BAMBEH
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