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View Poll Results: Do you think in tickets when commanding
No 24 23.30%
Yes 53 51.46%
Occasionally 26 25.24%
Voters: 103. You may not vote on this poll

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Old 12-06-2007, 12:38 AM   #11

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If you don't think of tickets then you're not going to help your team much.. The game is won and lost with tickets.

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Old 12-06-2007, 01:20 PM   #12
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I think PR needs to add MORE tickets and make the rounds last longer. I wouldnt mind playing a round that I didnt get to finish. i think rounds are too short and so people dont get to take the time that soldiers would in planning out, observing, and setting ambushes, etc

PR needs to increase tickets and get used to longer rounds that one might not get to see the end of...

Thats just imho



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Old 12-06-2007, 01:39 PM   #13
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Quote:
Originally Posted by [R-CON]OkitaMakoto View Post
I think PR needs to add MORE tickets and make the rounds last longer. I wouldnt mind playing a round that I didnt get to finish. i think rounds are too short and so people dont get to take the time that soldiers would in planning out, observing, and setting ambushes, etc

PR needs to increase tickets and get used to longer rounds that one might not get to see the end of...

Thats just imho
I hear you Okita, but our idea of how PR could be played is kind of skewed by ArmA, no?

What I mean is, as long as you have two adversarial sides trying to cap each other's CPs, you're going to have that "race mentality", where each side is trying to throw as many bodies on the CP as possible. This will happen regardless of how long the match is, since a long match will just represent a longer race. Ambushes are great for more objective-based missions, which I think PR should definitely branch into.

But I'm afraid that as long as we have any kind of AAS, we won't see much of an improvement in gameplay. I think this is the success of situations found in TG or Op Real. In TG (when the TG guys are playing and there's tight administrating), your primary goal is not to win, but to follow their procedures and experience that tight squad-play with a competent CoC. In Op Real (as I understand things... I've never looked into it that much) a scenario is set up and played out outside the confines of AAS gameplay.

One thing I want to mention is that I like long rounds on good maps, but if I'm just not feeling the map, I hate waiting around for the round to be over.


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Old 12-06-2007, 02:05 PM   #14

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Well, one thing I do like, is that ticket bleed rarely forces you into mad CP rush, except on GoO, where those extra 50 ticket run out very quickly, before you can reach the beachhead.

One thing I always hated about vBf2, was the ticket bleed. One side controlling a flag more than the other and the other already starts to bleed (Mashtuur comes to mind)

Then again, the pace of the game is still too fast. For example, when a CP is lost, the team never realizes, that they need to defend the next flags that are in the group, and before they get back on the lost flag, the other team already captures the other CP.
IMO, there should be a delay, before the next AAS group can be captured to minimize the "k, we captured his, lets rush to the next one, since it's cappable now"

I like rounds to last about 1-2 hours, the 5-6 on open beta Kashan desert was waaay too much, literally spent the entire evening playing one round.

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Old 12-06-2007, 03:58 PM   #15
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Maybe if CP's were made even larger? Like, to cover a few city blocks or a full village? So itd be even further from the bf2 CP mentality. I know this is where PR was wanting to go with the earlier CP changes in capture radius, but I honestly think it could be extended even more to become something like Areas of Control...

amiright?

Idk...



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Old 12-06-2007, 08:10 PM   #16
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Whenever possible, I dont build any assets because I believe it A. takes troops from frontline and B. wastes tickets. Sure, that Firebase might give a spawn, but if the APC is closer and is cautious then we have a quick ticket advantage.


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Old 12-06-2007, 09:48 PM   #17

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Always.

If the team has 100 tickets, and the enemy is above or below that, I think about not building anymore... all the time... and just use my command trucks to give the team spawns.

If I build before the 50 ticket limit, there is always a good chance that it won't be useful... and just take away too many tickets.

It is every 10 minutes that bunkers and firebases credit you 10 tickets back to your team's score right?

Even if the team has 150 tickets, I worry... because usually around that time the team is either struggling or winning. If they are struggling, I'd build... in hopes that we earn tickets in the last stages of the round. I've had some really close calls where the team was losing 7 to 12, and then a bunker/firebase gave us 10 tickets back to turn the score around to 6-3 after people were dying. End score was 3-0 our team . Have had a few of these "bunker saves the day" rounds at the end... they are always a shocker . Opponents always saying "gg" when they believe they have the win wrapped up in their favor.... then our team all laughs when we get the tickets turned around on them

Commanding is quite fun if you do it right. I am a fast commander to build and hide stuff... and I see soooo many commanders not understand a lot of primary concepts of their job. (eg, Building assets in hidden areas and NOT on the flag area, trying to not eat up tickets, using trucks as a forward spawn (also hidden), etc).

Heck, I've even built bunkers at the main uncappable base where the enemy cannot go (certain maps).... JUST so we can earn an unholy amount of tickets to win the game. Then firebases do all the work for spawns in between CPs.

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Old 12-07-2007, 12:31 AM   #18

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Quote:
Originally Posted by [R-CON]OkitaMakoto View Post
Maybe if CP's were made even larger? Like, to cover a few city blocks or a full village? So itd be even further from the bf2 CP mentality. I know this is where PR was wanting to go with the earlier CP changes in capture radius, but I honestly think it could be extended even more to become something like Areas of Control...

amiright?

Idk...
It's already like that, the cap range on North Village in Kashan is like 120 m, for example. Except on OGT, where Rhinub made the North/South Bridge cap range 3 m

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Old 12-07-2007, 12:35 AM   #19
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Quote:
Originally Posted by Outlawz View Post
It's already like that, the cap range on North Village in Kashan is like 120 m, for example. Except on OGT, where Rhinub made the North/South Bridge cap range 3 m
Yeah, some are big as Id like, but some still aren't. I talked w/ Fuzz though



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Old 12-07-2007, 08:38 AM   #20

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If you didnt build a bunker at the UCB in your last game commanding I think you should answer no to this question personally.

Is it worth it? Almost certainly


With all these tactics posts, it always seems slightly hypocritical. We never apply as much thought in game that we would concocting grand plans on the forums.


Put it this way, are you a good chess player ? Maybe yes, ok prehaps. How good are your tactics in a timed game with 1 second a move, probably quite crap. Thats not your fault, who can think properly when rushed

The average FPS game we play is not tactical at all and the simplist stuff is best imo, like building a bunker

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