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  #21  
Old 06-28-2012, 03:07 AM
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Proud_God Proud_God is offline
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Quote:
Originally Posted by Mekhazzio View Post
[*]Leaders don't count as extra players for any purposes[/LIST]
Not sure what is meant by this. Surely a leader is considered as a player for capping?
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  #22  
Old 06-28-2012, 03:17 AM
Maniak82 Maniak82 is offline
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Originally Posted by Proud_God View Post
Not sure what is meant by this. Surely a leader is considered as a player for capping?
As I understand, a leader count only for one player in total capping player balance but add a 25% bonus to cap speed.
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  #23  
Old 06-28-2012, 03:18 AM
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Naturally, but no more than anyone else does. If you have 2 riflemen and a SL in a cap zone versus the enemy's 3 riflemen, you still don't start cap progress until you get a 4th body in the objective. Once you get that numerical superiority, then you get a faster cap for having the SL in there than 4 riflemen would have, but the SL bonus at this breakpoint is only 44% of what a 5th rifleman would add.

An important note for capping is that it doesn't matter how many more people you have in a zone over the enemy. Quantity relative to the enemy is only factored in for determing if a cap progresses and in which direction. The actual rate of progress is determined solely by the percentage of your team that's in the zone.

...which is kinda weird, if you ask me.
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  #24  
Old 06-28-2012, 03:28 AM
Maniak82 Maniak82 is offline
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Originally Posted by Mekhazzio View Post
An important note for capping is that it doesn't matter how many more people you have in a zone over the enemy. Quantity relative to the enemy is only factored in for determing if a cap progresses and in which direction. The actual rate of progress is determined solely by the percentage of your team that's in the zone.

...which is kinda weird, if you ask me.
Given that, the in game capping indicator is now very confusing...
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  #25  
Old 06-28-2012, 07:09 AM
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Johnny Utah Johnny Utah is offline
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Amazing that after over 600hrs on this game I can learn (and be confused by) new things…

I simply thought it was just our total # vs. their total #…and SLs counted as 2ppl, commander as 3ppl.

How does this reasoning explain how I can cap a zone by myself (1 person vs. 0 - ive confirmed this…happens in H on commisars a lot) - of course the cap takes almost 3min by myself?

Im confused
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  #26  
Old 06-28-2012, 07:22 AM
Calumhm Calumhm is offline
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Originally Posted by Maniak82 View Post
Thanks, that's clear now. Developers should really make some up-to-date manual or wiki about theses features...
There is a wiki, it's just they're too busy to put much time into it I suspect.

But anyway, I agree that more should be done to inform the players. I have 300 hours or something of RO2, and there are still things I'm only just recently learning.

New players have NO chance of discovering all of the many important not-entirely-obvious workings of this game without being told by vets.
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  #27  
Old 06-28-2012, 07:31 AM
Calumhm Calumhm is offline
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Originally Posted by Johnny Utah View Post

How does this reasoning explain how I can cap a zone by myself (1 person vs. 0 - ive confirmed this…happens in H on commisars a lot) - of course the cap takes almost 3min by myself?

Im confused
What Mek explained, and it seems strange to me, is that the speed of cap is not affected by ratio of axis-to-allies. Only by % of your team that are in the cap. This suggests to me that you could have the following scenario:

16 Axis players in cap, with 16 allied players. One allied player dies, and the cap is taken by axis within moments, because a huge percentage of the team is in the cap.

-- Is this really how it can work? I like the idea of using percentage-of-team, because it theoretically prevents a tiny element of the team capping unopposed in seconds, but for my hypothetical example I don't like how it sounds..

Last edited by Calumhm; 06-28-2012 at 07:34 AM. Reason: to make sense
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  #28  
Old 06-28-2012, 08:08 AM
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Mekhazzio Mekhazzio is offline
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Quote:
Originally Posted by Calumhm View Post
16 Axis players in cap, with 16 allied players. One allied player dies, and the cap is taken by axis within moments, because a huge percentage of the team is in the cap.
Yeah, that's exactly how it works. Strange, isn't it? It does explain how cap zones can wobble so violently back and forth - I always thought it unlikely that population in the zone was really changing that dramatically.

The up shot is that it won't go "in seconds" because there's a sharp limit on maximum cap rate. 5 players for a full server, which isn't much...and yes, because it's exponential, if you're by yourself, it goes extremely slowly. Here's the table, in seconds, for a 32-man team, for 1-6+ people in the obj:
Code:
384.02    96    42.67    24    15.36    15.0
The default fastest cap time is 15 seconds, although I think the map creators can change that for specific zones if they want.
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  #29  
Old 06-28-2012, 03:56 PM
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Johnny Utah Johnny Utah is offline
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please explain the negative results of simply having it being a simple personnel ratio, with total players present over the other team being associated with a "cap speed"??? make sl and tl add a multiplier to that.

that seems so straightforward and logical and intuitive....why make up such a convoluted cap system thats the opposite??? it makes little sense to me!
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