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#1
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The battles are finishing way too early, and find my self hardly seeing an enemy at all.. or immersing my self and taking it easy.. then suddenly END ..
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#2
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Now, that makes sense. |
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#3
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Again Mike is here with the rational solution.
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#4
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__________________
Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. |
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#5
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One thing I think could help is increasing lockdown time, or doing away with it. This would be especially helpful for long maps like Bridges. |
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#6
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servers can disable lockdown, i dont like it personally, so i disabled it.
can also set notimelimit, but things get... weird when you do that, kind of screws up other time-based elements. would make things better if thor's time limits mut was whitelisted, could really customize the battles then, unfortunately its not, so people wont join unranked servers for that kind of thing. sometimes for kicks we'll do notimelimit and inf reinforcements on the bungee cord maps, for long protracted battles that swing back and forth as each team caps/defends objectives for hours. i think the longest battle we had was 6hours on pavlovs house. it was pretty great watching how tactics evolved, snipers and mg's would set up in certain places, and had runners getting them ammo/resupplying, tanks would flank and provide long distance support, commanders would plan out paths and give specific covering fire spots to assaults, it was really great to hear the voip chatter between teams and squads, helping to spot problem areas and suggestions to other squads who would distract or flank, and others would stick near tanks to keep AT/engineers away, importance of roles would would gain and wane depending on the areas. even lowly riflemen become important at times depending on what needed to be done. i think once you become involved in a LONG battle, and you invest a certain amount of time, team coercion really goes through the roof as everyone commits hours to a single map, so instead of individuals just running out of spawn to do whatever, they become close-knit squads, and chat between squad leaders to help eachother obtain squad goals really became the key to winning. Last edited by ro_sauce; 10-14-2012 at 07:33 PM. |
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#7
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Which is why I'm drooling over multi-player campaign mode.
__________________
![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game |
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#8
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1:30h maps at least please.
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#9
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SHOW ME.... and assure me the server will perform properly and remain RANKED.
Last edited by Mike_Nomad; 10-15-2012 at 07:48 PM. |
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#10
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If there were longer battles, I'd never get any XP at all. I pop in, play for 15-20 minutes. That's my style.
__________________
Thompson-30rd:Squad Leader; BAR foregrip-Slow Auto:Automatic rifleman
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#11
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Personally, I think that it would be the best thing if one host has two servers that offer both extremes. One server being dedicated to maps that are over 45 mins apiece, and one that has just the quick fixes of Apartments, Spartanovka, and the like. Last edited by BuenaventuraDurruti; 10-15-2012 at 02:11 PM. |
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#12
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gametypes->territory->bdisabletimelimit
server remains ranked. have you not experimented with all the settings yet? Quote:
otherwise i just keep it on stock limits. Last edited by ro_sauce; 10-15-2012 at 06:42 PM. |
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#13
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You said it yourself above..... no time limit causes weirdness. I'd love to lose the time limits and use a Team High Score Settng instead... There are many minor changes I'd like.... but I believe at this time, I can forget it. Last edited by Mike_Nomad; 10-17-2012 at 06:51 AM. |
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#14
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