Map Roaming = Lonewolf incentive

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Holy.Death

FNG / Fresh Meat
Sep 17, 2011
1,427
91
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There is absolutely nothing favorable to players who step away from the objectives.
You can help win the objectives indirectly.

Fallen Fighters can be a good example.

As the Axis player the key to success (and by that I mean capture and holding of C) is not the left side (although control there helps) but the right side. To be more specific - Germans have to hold Soviet tunnel on the right side, from there they can reinforce C and, more importantly, prevent Soviets from getting into C with ease.

Soviets are much more safer there as their backs are covered by their own MG's, marksmen and sharpshooters from A. Germans are more exposed. Point is, with Soviet tunnel held by a handful of Germans the Red Army has to expose itself to German MG's, marksmen and sharpshooters firing from E, making capture and holding of C much harder for Soviets and much easier for the Germans.

We won that map, as the Axis team, exactly because we held that tunnel. It isn't direct objective but it's vital for the success as a whole (it's also easier to reinforce right side when you control it and find cover in both tunnels if artillery goes down, plus there is no danger of enemy fire, or at least not as high as across the Park).

Another indirect help is hold off left side (from the German perspective) as then squad leaders can put smoke to reach their own tunnel without fear of being killed on the way and help to capture C from another direction.

In short - you not only defend the objective by being there, you also defend it by preventing the enemy from being somewhere else.
 

Arc_Shielder

FNG / Fresh Meat
Jul 24, 2012
17
1
0
I'm aware of that as in Axis I often run with my MG to the right side in Fallen Fighters. As I pointed out before, I come from online communities that play in extremely big maps and strategic thinking in and around objectives is very important to win the rounds.

So I understand that very well. Perfectly even.

All maps don't play out like Fallen Fighters and don't require any kind of limitation system. Others do. It varies according to how much width one map - like in Mamayev(?) - have. Or better yet, how much the gameplay flows in a way that team stretches where it's required and making lonewolf attempts redundant.

In PR you do have limited kits but only if there is a squad created by a SL. This obliges said a squad to be run with a leader at all times. Due to the huge scale of the maps and logistics involved, you do have to work as a squad to even have a remote chance of winning the round. Not to mention that due to its high deviation most players are deemed useless on their own as they're taken out easily.

The only thing in RO2 that I can look out is to either work around objectives and squad incentives or limit certain areas of certain maps dynamically. Because there is absolutely no reason for a player to go around enemy spawnpoints or far from its attacking objective that has no strategic efficiency.

Again, I'm not sure anyone is following me. I don't want teams trapped inside objectives. I want them to have ground to flank the objective properly and to hold off the enemy from flanking if required. What I don't want is to allow said player to go beyond that objective by 50 or 100 m (in a vertical map like Station or Mamayev for e.g.) way behind enemy lines as opposed of securing the objective or holding off the enemy from flanking.
 
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ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
What's the point of having the map if you aren't going to use all of it? What if a squad derives some amazing plan that requires the ground you've taken away from them?

No more mollycoddling game mechanics, please.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
there is absolutely no reason for the defenders to go meters beyond its objective
There are lots of reasons. For starters, the best possible way to secure an objective area is to not allow enemies into it to begin with and, also, bullets do not fizzle at objective boundaries, so controlling all lines of sight into your objective allows greater mobility within it. Both of these apply equally to both attackers as defenders.
What's the point of having the map if you aren't going to use all of it?
This. Invisible kill zones are a huge infringement on gameplay, because not only do they give free territory control, the side that's vulnerable to it won't even know about it unless they've played enough to have the boundaries memorized. If you want to channelize things, put walls there, because at least then they're visible and apply equally to both sides. Or better yet, don't do that, because channelized maps are tactically shallow.

If I were in charge, protected areas wouldn't do anything but prevent artillery. The freebie defense zones cause more problems than they're worth, especially when they push up close to objectives.
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
You can help win the objectives indirectly.

Fallen Fighters can be a good example.

As the Axis player the key to success (and by that I mean capture and holding of C) is not the left side (although control there helps) but the right side. To be more specific - Germans have to hold Soviet tunnel on the right side, from there they can reinforce C and, more importantly, prevent Soviets from getting into C with ease.

Soviets are much more safer there as their backs are covered by their own MG's, marksmen and sharpshooters from A. Germans are more exposed. Point is, with Soviet tunnel held by a handful of Germans the Red Army has to expose itself to German MG's, marksmen and sharpshooters firing from E, making capture and holding of C much harder for Soviets and much easier for the Germans.

We won that map, as the Axis team, exactly because we held that tunnel. It isn't direct objective but it's vital for the success as a whole (it's also easier to reinforce right side when you control it and find cover in both tunnels if artillery goes down, plus there is no danger of enemy fire, or at least not as high as across the Park).

Another indirect help is hold off left side (from the German perspective) as then squad leaders can put smoke to reach their own tunnel without fear of being killed on the way and help to capture C from another direction.

In short - you not only defend the objective by being there, you also defend it by preventing the enemy from being somewhere else.

Another great example of this is that village adjacent the church in Spartanovka.
 

GrimReality

FNG / Fresh Meat
Nov 8, 2009
242
97
0
www.deathb4dishonor.net
Arc, I feel ya. Mostly on Mamayev where the axis flanking can quickly turn into the axis shooting russian fish in a barrel as they funnel out of poorly placed spawns into open country kill zones (particularly on the latter stages of the map). Though I'm not really recalling too much of that kinda nonsense on other maps... perhaps a bit on Pavlovs, in this case for the Germans when they get pushed back to their last two territories again funneling out into the enemies waiting crosshairs.

But, these are more specific to the maps themselves, and could be fixed, not necessarily by your suggested bubble of playable area, but more with better cover and better paths for the defending teams. Oh and spawns that aren't a mile away from the objective could help too on just about every map.
 
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