Countdown wow! why is everyone playing territory with this gem around?

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҈Oc†ө

FNG / Fresh Meat
Oct 22, 2010
124
21
0
At first i hated CD, but now i'm enjoying it more than any other gamemode.

CD is by far the most realistic war experience for me
 

Firzenizer

FNG / Fresh Meat
Jul 24, 2011
24
0
0
Finland
www.worldsbestptcsites.com
CD is like perfect game mode sad that people don't play it. Territory is mostly just a huge disaster. Feels like playing call of duty almost.

CD aint a disaster mode where 70% of the team is just camping for some random kills instead of playing for the objective.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
CD is amazing and I'm surprised it's not more popular.

Thankfully there are a few CD only servers. SFSS runs one.

Add them to your favorites CD lovers let's fill up the CD only servers!

Territory is fun too but CD is more intense IMO and people are much more aggressive when it comes to going for objectives. It's also even more satisfying to get a string of kills on CD and one player can make a really big difference. The wait times are so short when you die too that you can afford to be quite aggressive. In fact I've noticed that the more aggressive I am the better I tend to do. (while of course still using cover etc., I dont mean running around in the open like a headless chicken)
 
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Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
CD is like perfect game mode sad that people don't play it. Territory is mostly just a huge disaster. Feels like playing call of duty almost.

CD aint a disaster mode where 70% of the team is just camping for some random kills instead of playing for the objective.

I've played far less CD than TE, but for my experience the 70% who would 'camp for random kills' in TE instead either camp in CD anyway, or end up dead within the first 60 seconds of a match, and then sit there chatting/laughing at the players still alive.
 

UW-Soulreaper

FNG / Fresh Meat
Sep 3, 2011
37
2
0


We run CD most of the time we play around 8pm central.

I find it to be the best tactical experience, TE is great but ya don't have to worry bout dying as much.
 

mechtech

FNG / Fresh Meat
May 16, 2009
65
25
0
Something's off about this gametype, and I think the main thing is the lack of setup time. You're at risk of being shot within about 3 seconds of spawning, which is way faster than even an an arcade game like counterstrike :eek:

That said, it's still pretty fun, and I'm certainly glad TWI put in this gametype. Some maps are really fun to play on countdown.
 

the_Monk

FNG / Fresh Meat
Aug 4, 2011
286
145
0
I agree setup is something that should be looked at for CD but I also think there is an even larger loss of "flow feeling" in the mode.

What I mean is the different objectives feel so disconnected for the attackers especially.

Here are my suggestions:

1. The countdown timer should SPEED UP if people aren't near the objective.

2. Those left alive at the end of the objective should somehow be allowed to remain alive and using the "setup time" be able to move into defense/attack positions.
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
Having given it a new chance to prove itself, I am now a die hard Countdown fan. Everything makes sense now. Territory mode is a mess, like a pretentious team deathmatch. Territory mode itself makes the game look rough and headless.

Countdown is slower, and suddenly all game mechanics just fall into place perfectly. If you have complaints about guns being to accurate or running and gunning being to easy, give Countdown a chance and don't quit until you have re-learned all the maps (they play VERY differently from Territory).

I still haven't figured out how respawns work for either team, but that is about the only mystery. This game mode is straight up Red Orchestra infantry warfare, you can make careful outflanking maneuvers without ever stepping into protected areas. People instinctively move cautiously in groups and save their grenades for clearing out rooms. Since there is no chaotic Territory style battle with players swarming in every direction, and no guaranteed respawns, run and gun insanity is quickly put down. Now it truly is platoon vs platoon, or squad vs squad, which is much more suitable than having whole companies worth of men fighting for single buildings.

Countdown = Red Orchestra
Territory = Team Deathmatch (in disguise)
Firefight = Broken
 
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Chumba

FNG / Fresh Meat
Sep 30, 2011
11
15
0
Something's off about this gametype, and I think the main thing is the lack of setup time. You're at risk of being shot within about 3 seconds of spawning, which is way faster than even an an arcade game like counterstrike :eek:

That said, it's still pretty fun, and I'm certainly glad TWI put in this gametype. Some maps are really fun to play on countdown.

Thats just backed up the reason why it's tactical and so much fun. I have not died within the first 3 seconds as I look for cover and plan my route, there is no rushing and spraying in this game as the people who do tend to leave the server within the first 3 seconds.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
Sorry, I just can't get into CD at all. Half the time when you're "defending," the "attackers" get into the area you're supposed to defend before YOU do! You take 3 steps from initial spawn, die, and pick your nose for several minutes. Where's the fun? So-called "defenders" should SPAWN into the defensive zone, not have to run the same or less distance to it as the so-called attackers, who get 2 rounds of reinforcements.

Now, if they spawned the defenders into their defensive zone and gave them a few seconds to set-up some kind of actual defense before they get bum-rushed, maybe it might be enjoyable.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
I agree I'd give defenders maybe 5 seconds more to setup. Or even more (but then the attackers would need another wave or 2)

It really defends on the objective though. Sometimes the defenders have plenty of time, others it's more of a rush.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
Having given it a new chance to prove itself, I am now a die hard Countdown fan. Everything makes sense now. Territory mode is a mess, like a pretentious team deathmatch. Territory mode itself makes the game look rough and headless.

Countdown is slower, and suddenly all game mechanics just fall into place perfectly. If you have complaints about guns being to accurate or running and gunning being to easy, give Countdown a chance and don't quit until you have re-learned all the maps (they play VERY differently from Territory).

I still haven't figured out how respawns work for either team, but that is about the only mystery. This game mode is straight up Red Orchestra infantry warfare, you can make careful outflanking maneuvers without ever stepping into protected areas. People instinctively move cautiously in groups and save their grenades for clearing out rooms. Since there is no chaotic Territory style battle with players swarming in every direction, and no guaranteed respawns, run and gun insanity is quickly put down. Now it truly is platoon vs platoon, or squad vs squad, which is much more suitable than having whole companies worth of men fighting for single buildings.

Countdown = Red Orchestra
Territory = Team Deathmatch (in disguise)
Firefight = Broken

Actually, you missed one. Firefight=Black Ops TDM in disguise. Territory would be more of a mix of TDM with Headquarters, but with spawns that make sense (if -- and ONLY if -- you insist on COD comparisons; the only mode I see directly comparable to a COD mode is the firefight comparison I just made).
 

LeftHandPath

FNG / Fresh Meat
Jul 30, 2011
184
17
0
CD is like perfect game mode sad that people don't play it. Territory is mostly just a huge disaster. Feels like playing call of duty almost.

CD aint a disaster mode where 70% of the team is just camping for some random kills instead of playing for the objective.

Really?

The main gamemode in Red Orchestra is the fail mode then.
 

MadMax

FNG / Fresh Meat
Nov 21, 2005
239
13
0
Ger
Tried this mode out today and I must admit I have really overseen it, because I was used to territory mode from ROOST.

It plays way more tactical, even on pubs, compared to territory. As the latter has become a run and gun gamplay only in RO2. I really had some fun with it.

Didn't understand the spawnsystem so far though.
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
From what I can understand, defenders don't respawn until a new objective is unlocked. Attackers respawn when all players are killed or the Commander forces a respawn. They only get 2 new waves after the initial spawn however, so the Commander better use it when it is most helpful.

Bad players tend to leave Countdown servers rather quickly because you can not hoard kill points in this game mode, and dying matters more than in territory. Those who stay are interested in winning, not so much grinding.
 

Centimeter

FNG / Fresh Meat
Jul 14, 2006
103
12
0
Moscow, RSFSR
I don't know why I can't enjoy Countdown. I should be all over it, but I'm just not feeling it. It feels unrefined somehow. Single life (sort of) = Awesome. Single objective = quite bland and not so awesome.

The worst part of it for me is the constant starting and stopping with each objective that falls. I wish it progressed seamlessly because the short pause in between each objective is a MASSIVE immersion breaker for me.

without pauses + longer capture times, so attackers wont capture all points instantly, could be more interesting.