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#21
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Same here and am just telling you that I don't think that S&D is more tactical than countdown in RO. Maybe in other games, but not in RO. Countdown also "allows you to formulate set attack and defend strategies", to say anything different it just fail.
I guess time will tell, what clans prefer to play ^^. GL HF anyway |
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#22
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I hate to break it to you guys but S&D game type is all about and only about:
-Tactical team play(constant comunication with team mates and knowing the field) -Good shooting skills and weapon handling(after all its an FPS game...) and its sort of similar to type of gameplay as Countdown in RO2 becuase you dont respawn after you die. Countdown: -trying to clean up enemies going from section to section if as attacker or if as a defender trying to defend the section. S&D -trying to plant the Bomb or clean out enemies(whichever comes firt) when as an attacker,as a defender your trying to kill the enemy and or defuse the bomb if its already been planted,there is no 2nd try for planting,once bomb has been defused by the Defenders the attackers lose the round.
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ASUS Crosshair III ROG (790FX);AMD x6 1090T @4.0ghz;ATI Crossfire 6870's x2;Corsair Dominator BEMP 8GB 1600Mhz 9-9-9-24;Kingston V100 SSD 64GB;HT|Omega Claro+;Corsair H50 push/pull; Corsair 1000W Last edited by SolitarioSoldat; 01-17-2011 at 09:09 PM. |
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#23
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Personally I preferred the S&D maps that were introduced into RO a few years ago. They were absolutely nothing like the S&D of COD (thankfully). Unfortunately they never took off because they came at a time where custom servers were in decline.
Not that I wouldn't support someone making a mod as described by Psycho-Chicken for those players that feel they must play something like that. Personally I can't stand that (COD) S&D game type myself and will avoid it like the plague and liked how it was done with the S&D maps made for ROOST above.
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Last edited by =GG= Mr Moe; 01-18-2011 at 07:17 AM. |
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#24
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Guess the point was that s&d is a very popular game play in most fps online games, I dont think it should harm the game to add another game mode?
i think s&d could easily attract more players/clans to HOS should be sad to see HOS community as dead likes roost after a couple of years, so my though was that if the game has more options for everybody the community would grow stornger.
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#25
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The countdown game mode is only defined by being one life. Objectives could either be things to capture or blow up. Its not specifically capturing only. I don't really see the advantage of planting a bomb over capturing a zone. As effectively the same game play as planting a bomb could be created with cap zones. With as only basic difference that you do not have to carry a bomb over to the location.
RO for me has always been about offering many sorts of different game play scenarios within its maps. And personally would hate it if all different sorts of maps were to be divided into separate game types. Every new map can feel like a completely new game and that is one of the things I like about RO. In battlefield or the left 4 dead series, even if you play on a different map everything plays the same every time for me, even if you play on a different map it primarily looks different rather than feel and play different, and I wouldn't want the diversity of mappers taken away. Countdown essentially is S&D but then done in Red Orchestra's own style. Capturing works fine with lower player amounts, and isn't less tactical in any way. I think people should try playing RO competitive, and see how things work for themselves a bit. Competitive play in RO1 is nothing like public play, I got bored of RO1 public play in 2005. I think that after the game has been released that most people won't really care for having game modes exactly the same as other games. And will learn to appreciate TWI's take on them.
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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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#26
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It would probably be fun to mix it up with some "destroy" countdown rounds where instead of capturing an area you blow up a door or wall or something, just like on StalingradKessel (to reach north rail yard or assembly hall) for instance.
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#27
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Quote:
If anything perhaps for S&D to be closer people should ask the ability to play countdown for a single objective with perhaps longer time limits. That allows people to only fight for the objectives where you need to blow something up. But in general countdown and territory, are a grouping of different maps that basically could all feature slightly different game styles. And its that variation that makes them so much fun.
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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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#28
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I actually enjoyed playing S&D in COD due to it being more about team communication rather than shooting anything that moves. Even better with friendly fire on. While others here may not like it, a little extra variety to cater to more people is always nice. It would make a good mutator/gametype.
Spoiler!
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#29
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You don't think countdown would be close enough to as much about team communication as S&D?
It's not that I (can only speak for myself) would not enjoy it, I just don't see how it would be something that has to be added to get a big competitive community. |
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#30
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I never said it is something that 'has to be added' or the game will not have a big community. . . Thats gona happen in anycase
![]() Im looking forward to playing all game types that will be available. (playing to death )The mod we run on COD WaW is ultra realistic, no huds, no score board till end of round (kills must be accumulated vocaly, and uniform identifiation is essential), no perks and country specific weapons. Basicaly as REAL as we could get the game. www.openwarfaremod.com BUT I would also like to play some scrims, taking advantage of this games superior mechanics, with smaller teams that attack 2 Objectives, weather it be AA guns, Tanks, Ammo dump or anything. As this game will be better in every sense (Realistic bullet balistics ![]() ![]() ),I think it would lend itself extremely well to an SnD gametype. We will be looking into creating this after release and if any one would like to help out, drop us a line at www.ThePARA.co.uk |
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#31
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Thing is [PARA]Lcpl.MxJames that its likely that when you play the new game that you'll notice that while a different flavour from S&D, that it will likely offer a taste of its own that doesn't do under.
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Unless specifically stated otherwise, anything I say reflects only my personal opinion and not that of Rising Storm. Last edited by Zetsumei; 01-18-2011 at 03:51 PM. |
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#32
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That may well be true Zetsumei
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#33
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Also been living in the CoD world for some time alongside the Para chaps, however after about 5 years I'm getting a little bored of S&D game after game. Sure it makes for quick competition, but I don't see what is any less competitive about have a longer gamemode. Just because we (as in CoD match players) have always played S&D doesn't mean that it has to stay that way.
Personally I see countdown as a sort of linear S&D, giving a losing team chance to recover and regroup instead of restarting and trying from scratch on the same map with the same objective location every single time. S&D is ideal for smaller teams (say 4v4) but for HoS I think we should be embracing how the game is ideally suited to larger teams 10/12+ and play out a longer match. The most fun I ever had in competition was playing a 30 minute Domination match (CoD:WaW) - the longer time and multiple objectives allowed fresh gameplay and tactics that just isn't possible in S&D. In my opinion I would prefer to push Countdown as an ideal competitive mode and go back to S&D when I fancy some good old fashioned CoD TR :-) Just my thoughts. (although having said that of course I won't object if/when a S&D mod is created and will almost certainly give it a bash - I just think that HoS can do better than S&D!) |
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#34
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But the general belief is that RO2 (with 0-16 player max sizes) will be more suited for e.g. 5on5 than RO1 was if I'm right.
Would that be fun I don't know, but I would guess it would be for enough people. I would imagine though that 8on8 is generally the max size for a game to get some "real competition" going. I don't really have any first hand experience though from other games, it is just me guessing. Never the less, it will be really interesting to see how it all turns out in the end. Which different sizes, modes and places RO2 will be played competitively :P. For bigger size matches it feels like competition within or between communites would fit better. Like a 16on16 Finnish community vs Swedish community for instance. Or simply a 16on16 internal RO2 gaming community, and it could be serious with individual rating based on team score if desired. It's gonna be tough to get competitive big size matches in high frequency enough with clan vs clan. Last edited by Snuffeldjuret; 01-19-2011 at 01:53 PM. |
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#35
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In general competitively with RO1 maps seemed to play the best way with half the players you would encounter in public games.
So I guess on the 16 player versions 5v5 would do well, and on the 32 player versions 8v8 would do well. The issue with higher player amounts is that you really start needing to do management and separate people over multiple voip channels if people want to continue communicating well. Even 8v8 can easily become chaos voice comm wise.
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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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#36
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I see what you mean with the player numbers - and my experience with stock CoD maps aligns with that. I wonder if its possible to unlock the extra play area by choice even if there are fewer players?
Just about every friendly or league CoD TR match I have played had between 8 and 10 players - I would just like to see larger 'friendly matches', maybe with several units forming a team. Sure it takes more organisation, but I think it would be worth it. However, a true S&D mode would appeal to the big esports groups, which would be no bad thing in my opinion. Like FFA I would expect this to be modded in rather than shipped with the game. |
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#37
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Nice post Robbo,
I undertand what your saying about the gametypes, i guess it comes down to waiting and seeing how the shipped game modes play competitively. I like your Idea about how a team has a chance to regroup and make a counter offensive. This seems more realistic than the whittling down of enemy on SnD. Basicaly please just realease the Beta so we can have a better idea of what is possible. ![]() Zetsumei- We play matches of 10 V 10 same Ts channel Number 1 rule is keep voice chat to minimum. Call kill counts, enemy locations (based on over head map) and ur own death. Thats it. You would be suprised at how precise in game chat is. P.S We will easily be able to field a Selected Tactical team of 20 men (and women). |
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#38
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You're going to have a blast with RO.
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#39
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Ok im just going to say i only read the first post or so but this is what i think. A S&D gamemode would would be great i dont think countdown mode would be the best for clan play. No the ruleset imo should be what was used in cod4.
The ruleset: • 6 second strat time • 1 SMG limit • 1 sniper limit • 45 second bomb fuse • 1:45 minute round length • 5 second plant time • 7 second defuse time • LMG Disabled This worked great in cod4. First team to win 13 round would win. After six rounds u would switch sides. IF u went 12 and 12 they u would do overtime. And that was first to three and after 2 rounds u would switch sides. 1:45 round time is good because its fast! u dont have time to mess around on attack u have to push. It made for great gameplay. |
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#40
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But this isn't cod4 mobetta. 1:45 is way to short in my opinion.
It should be like 3 or even 4 minutes. RO isn't fast paced like CoD. Everything should take a bit longer. Even the plant & defuse time. |
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