CD is Dead !?

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CD is Dead !?

  • Yes, I want to keep the old CD !

    Votes: 36 34.3%
  • No, I prefer the New one !

    Votes: 69 65.7%

  • Total voters
    105

-=THOR=-

FNG / Fresh Meat
Sep 20, 2011
1,050
50
0
Just went through a small test...

==Started CD-Apartments joined Axis==
1st objective:
3 Minutes Countdown timer.
Capped @ ~2:15
2nd objective:
3 Minutes Countdown timer.
Capped @ ~2:20
3rd objective:
Locked after 3 minutes.
==Round HalfTime==
1st objective:
3 Minutes Countdown timer.
Capped @ 1:00
2nd objective:
~30 Seconds Countdown timer.
Locked after timer runs out.
==Match won==

Pretty much the same as it was, except for the reduced timer on the last objective, due to the global time 'stopwatch'. From what I see in the webadmin, it *might be possible* to disable the timer, as well as scaling the timer up to twice the stock timer, but just don't if you like it as it was before.
 
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SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
Perhaps I'm just thick skinned (or having trouble with ping, seeing as I've gone over my data cap with this patch!) but I really like the new CountDown, I think we (Aus/NZ) should run in a heck of a lot more now.

The information is now so much more obvious, before it seemed like you just thought about staying alive and capping but now you can really see the timer, you've got this tradeoff, safety vs the stopwatch. It'd really be an art to perfect this, you'd need a really good team... I think I need to join a clan to get the best out of this mode.

Anyone going to run competitions in CD?
 

Nylle

FNG / Fresh Meat
Jan 31, 2011
466
46
0
Sweden
Man, how am I going to evaluate the new CD gameplay? I have't had a chance to play it yet, no one is playing it sadly.
But from what the changelog said the new sounds good.
Edit: Tested it out now, its really fun. Alot of improvements.
 
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Neuromante

FNG / Fresh Meat
May 25, 2006
228
20
0
Couldn't manage to get a proper game on the new Countdown yet, probably people still have a bitter taste in their mouth from the horrible mess that it used to be. If it's true that the old CD died I couldn't be happier, it means that TW finally regained touch with the community. :)
 

easton1234

FNG / Fresh Meat
Dec 7, 2008
234
51
0
North Georgia US
We will chk it out tonight on our {sBc} server...... I would rather play CD anytime over pubbing TE... so hopefully the Bloodbath won't suck.... But I think it should be ok.........
 

Abomolith

FNG / Fresh Meat
Jul 21, 2011
108
10
0
Definitely a game-breaking element in this newest update. Since the new patch, the second team to take the attacking role has to beat the capture time for each specific objective set by the previous attacking team. So if the first team captures the initial objective in 15 seconds, the next team must also do so. This gives a huge disadvantage to the second team, as I believe the time should still be based on overall capture. A couple of the maps we played tonight still seemed to be based off the old method of overall time though, so I'm not sure how exactly this system is working.

This is the most important element, and as it's not working, that's quite a detractor to CD. Other than that though, I greatly appreciate the extra HUD features with more info and the added time at the end of a capture to even out the previously abrupt switch.
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
The only time that matters now is the time to capture the last objective captured by the first attacking team.

Using Apartments as an example:

If Team 1 captures 4 objectives and captured the fourth objective in 2 minutes, Team two has 3 minutes to capture objective 1, 3 minutes to capture objective 2, 3 minutes to capture objective 3, and 1 minutes and 59 seconds to capture objective 4.
 

Private Who?

FNG / Fresh Meat
Mar 18, 2006
721
139
0
Texas
Well...for me personally I thought tonight's BloodBath scrim was really good. The changes took a couple of rounds to get used to, but I especially like not being able to see the other side's # of players, or when the attackers have reinforced. The new timing mechanism is fine, actually maybe a little EASIER to understand where you are in the progression of the round. A timer of some fashion is an ESSENTIAL element of count-down.

Overall I'm cool with the changes and looking forward to next week's BloodBath.

Thanks to Stalingrad Bridge Club for hosting and keeping this game-type going.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
Is anybody could tell me where can i found a player's topic that he ask for changing CD mod ?
I found no topic about this, so why should we participate to the beta if nobody is asking about changements ?
It doesn't make sens, the community did'nt ask this to TWI.
And they put more bugs now...:(

Most didn't ask because most didn't bother to play it.... which in itself is a reason to try and improve it.

At first I didn't like it much due to getting killed before I figured out where objectives and enemies were on the map & then sitting there with my thumb up me arse until the next round.

I now don't mind it that much, but each map/match was way too long.

Best two out of three:

First Match - One Round as attacker, then another round as defender

Second Match - One Round as attacker, then another round as defender

Third Match - One Round as attacker, then another round as defender (Tie Breaker)

Plus the pause between each objective after capture and the reset..... Up to 6 Rounds of Gameplay.

At least that's what I went through on a CD match of Spartanovka a couple months back... by the time the third round/match started to break the tie in score, I logged off. Too damn long for one map to be played imo. It was longer to play than most Territory maps and I simply don't have that much time on my hands, nor the patience to play one map for that long.... back and forth, over and over again.

I will try out Countdown to see what it is like now... maybe it is better, maybe it's worse, but I don't think it could get any worse than what it was.
 
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Abomolith

FNG / Fresh Meat
Jul 21, 2011
108
10
0
The only time that matters now is the time to capture the last objective captured by the first attacking team.

Using Apartments as an example:

If Team 1 captures 4 objectives and captured the fourth objective in 2 minutes, Team two has 3 minutes to capture objective 1, 3 minutes to capture objective 2, 3 minutes to capture objective 3, and 1 minutes and 59 seconds to capture objective 4.

I'm wondering if what we encountered was a bug of some sort then? There were several matches where the system seemed to be working fine - as you described. But on more than one match, the first attacking team did well, capturing several objectives quickly. In one instance, after the second team took the attacking role (on Apartments I believe) they were given ~15 seconds to capture the first objective. Failing this, the match ended immediately.

Actually, given further thought and this statement: "The only time that matters now is the time to capture the last objective captured by the first attacking team." Perhaps the first team managed to capture the first objective in 15 seconds, but got stonewalled on the next objective. Wouldn't this mean that the next team still had to take the first objective in under 15 seconds, since that was the last (and only) objective captured by the first team? I honestly don't remember the exact circumstances surrounding these matches, but I distinctly remember that it was annoying to have the match finish so quickly for the second team. Perhaps Horse, Traxx, Killerbee, or someone else who was there can specify further.

Currently, if a situation like the above happens, I think it's still a major disadvantage to the second attacking team. In my opinion, overall time is still a better tool for victory, because it doesn't force the second team into a frantic rush to capture an objective that the first team took quickly.
 
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greenlemonade

FNG / Fresh Meat
Sep 20, 2010
793
189
0
I love the new CD.
Time still matters (3 minutes is short), but making only the final objective time matter is great. It creates more close games. A team can struggle to hold on and pull of a win. There's also not as much pressure to cap cap cap! Lets teams who take their time and play smart win more. :)
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
Abomolith raises a good point. I think that there's the potential for rounds to end prematurely. Perhaps the teams should both be allowed to run through as far as they can get, with no regard for timing, and then the win/lose conditions are displayed at the end. The alternative is to *very clearly* display how much time you've got left, it must be 100% clear.
 

Phoen!x

FNG / Fresh Meat
Mar 7, 2012
44
0
0
Granville / France
so, there are things that i can't understand.

1) Why it's important to capture the last point faster than the other team and not the rest of the points ? Where is the logic ?

2) There is on the map, Station for exemple, a russian soldier and a german soldier. The german is attacking the first point and the russian is defending.

* If the russian is outside of the point and he kills the german who is also outside of the point, the russian wins 1 point for kill(Table score)

* If the russian is outside of the point, and he kills the german who is on the point, the russian wins 1 point for kill + 3 points for defending zone

* If the russian is on the point and he kills the german who is outside of the point, he wins 1 point for kill and 3 points for defending zone.

* If the russian is on the point and he kills the german who is also on the point, he wins 1 point for kill and 6 points for defending zone.

Finally, if there is an equality, it's your score in your table score which is important. So i fear that ambushes outside of the point are finished. And when you resupply the machingunner, you win 5 points again and it could be determined for the final results

Sorry but i'm skeptical.

Contrary, the fact that, defend can't see the reinforcements seems to be a good change. Black fade out between each point is a good thing too. The HUD is clear and useful for the beginners.
 

Harb

FNG / Fresh Meat
Feb 16, 2006
1,419
811
0
London
Should have an option for don't like either the old or the new :D

I want a proper single life game mode akin to traditional S&D/DE and I'm sure there are many others like me :)
 

easton1234

FNG / Fresh Meat
Dec 7, 2008
234
51
0
North Georgia US
Why did you change CD-Mode ???

We work harder since more than 1 years to handle this mode and now you totaly change every subtletys of this damn good mode ! :mad::mad:

Why ??? To bring more people ? This is stupid any players who did not play this mode yesterday will play this mode tomorow !

You just penalize good players like us !

Sorry I'm gratefull for your hard work with a new map and a lot corrections of bugs but i cant accept this...

You kill a lot of thing, you kill our hopes to show what we can do and our training in CD mode to the TWILadder.

I decide to organize a petition to recover entirely the old CD.

Thanks for your comprehension


One of you Best Fan,

{G.F.A} Gordon Freeman http://gfa.xooit.fr/index.php

French Community http://www.redorchestra2.fr/


I Dunno. I wouldnt trust this GFA Gordon Freeman.... Sounds like a Hacker to me;)
I played the new CD lastnight................................... its ok........just ok.. Just feels weird. With some tweaking between the new Cd and the old it should be fine.......... just needs tweakzzz. I will continue to play the mode 4x a wk and post any needed feedback....... We CD lovers need to post our issues with it..... The problem in the forums is that most of the CD players dont post all that often in the forums to the noobs are the ones that are heard. So I have told the NA CD players lastnight to post as much as possible all their issues with the new mode.
 
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easton1234

FNG / Fresh Meat
Dec 7, 2008
234
51
0
North Georgia US
I don't like the point system at all in CD. The only thing that should matter is Winning! That's it. This isn't TE. Wins and Kills. I don't like points for resupplying mg's and kills inside the cap. Some guys have positions set outside the cap.... So killz and time only.
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
Points shouldn't come into play at all when determining a victor. Just captures and time of final objective if captures are the same.
 

Phoen!x

FNG / Fresh Meat
Mar 7, 2012
44
0
0
Granville / France
I swear you that we saw it.
It was in a 1vs1, between me and my friend. The first capture in Station, i stoped him with his 2 reinforcements by killing him. And he did the same thing with me when i was attacking. Then, the game decide that he won thanks to his points.

So, how captures and time determine the winners in this type of situation ?