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#1 | |
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So, just to say I have played 5 full rounds of CnC in .9, one of those was Qinling in the PRT C8.5 not even an hour ago. I think the game mode essentially does not work as it is right now, for a few reasons. 1. The maps are too big. When you are going to have such small areas of engagement, namely those around the FoBs, I'm not sure it makes sense to have such huge maps. All this actually does is draw out the initial recon period to ridiculous lengths, leaving many players- even most players- nothing to do but wait. 2. Assets. As it stands the most viable tactic is to find the enemy FoB, laze it, bomb it. Tallying that up, we're talking 1 pilot in a Scout chopper, 1 guy to laze, 1 guy to bomb (rough approximation). Meanwhile the rest of the team sit on their thumbs. That's not even an exaggeration, during our PRT battle standing orders were for everybody to stay at main except for those few who were lazing or flying. It's not at all easy to see how that is completely unsatisfying, and the removal of certain assets is key to getting anything like a working game mode, imo. TLDR: 1. Smaller maps for more diverse action and more intense engagements (or any engagements for that matter.) 2. Less powerful assets so that more people on a team are involved in the battle. 3. As it stands, for most players the gameplay just ends up drawn out and aimless. | |
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#2 |
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maybe one could have an insurgency-style marker for enemy fob's after it has been up for 20 minutes or so in a range of maybe 300-500m around the actual fob. CATA didn't know they pos of the NATO fob for almost the whole game, and believe me, we looked
also: there should be a bleed instantly when a fob is destroyed. i don't know if it was a server issue but there was no bleed for some reason. |
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#3 | ||
![]() Join Date: Apr 2009
Posts: 945
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#4 | |
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Glad to see someone used their initiative here mate, well done. Will add my thoughts later on. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Gaz - Robbi you're a twat |
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#5 |
![]() Join Date: Jul 2007
Posts: 830
Location: Sea of Tranquillity
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Bleed should be instant and hard. Or there is no point going to kill the FOb in the 1st place as we found out in the PRT battle.
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#6 |
![]() Join Date: Apr 2009
Posts: 945
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Instant and hard bleed didn't work as well. In one match when someone put FOB in wrong place they instantly lost game in 2 min.
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#7 |
![]() Join Date: Jun 2008
Posts: 34
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Unfortunately, this game mode is not played very often on public servers. I have never seen a populated server playing this mode. I think it needs to be improved upon for it to become popular enough for it to be developed further, otherwise, perhaps efforts should be directed to other parts of the mod, and this put on the back burner.
my 2 bits |
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#8 | ||
![]() Join Date: Apr 2010
Posts: 628
Location: Pittsburgh
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If Airpower is thought to be too powerful in CnC then I would suggest allowing for the testing of Radar Station assets or upping the ammount of AA. ---- I personally want to add that 20 wires/foxhole per FO seems a tad too short for such an important position. If every AAS map is allowed a maximum of 100 foxholes/wires then I think CnC should get that for its one "Uber" FO. This would allow for clever battle lines to be formed and even halt the movement of APCs which have in my experience lead to a short, suicidal, and cheap rush to our FO and then an artillery strike. I also suggest that you should have the FO be resistant to artillery strikes much like the INS/Militia/Tali Caches are as the above experience was really disheartening. | ||
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#9 |
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Server Administrator (A-N)
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Ground AA wont help shit when bombs can be dropped beyond AA range. If my teams pilots take out your teams jets for example, you will be screwed.
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#10 |
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Forum Moderator
![]() Join Date: Mar 2008
Posts: 671
Location: Wales - UK
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I personally think the maps are the right size, any smaller and the FOB's can end up being too close to each other every time.
From the times I have played this mode with my clan, we split into 2 main groups - scouting/attacking & defending. The defending squad build the FOB and it's defences and yes will admit they can then have a small wait while the enemy finds them and starts attacking, but this time can be spent ensuring all angles are covered and everybody knows what they are doing when the attack starts. The attacking group sends out air and ground assets looking for the enemy and when spotted, reforms to plan an assault. I've not played this mode since 0.917 and am not sure if the ticket bleed unbalance has been fixed yet, hope it has as we have our first inter-clan scrim in CnC mode in a few weeks and we are all really looking forward to it. |
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