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#1 |
![]() Join Date: May 2006
Posts: 2,148
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I couldn't see a feedback thread on this subject, sorry if i missed it.
Tactics & Teamwork have been running Kashan & Fools Road under this new mode and certain issues have been highlighted. It seems once your main has been turned grey, even if you totally clear the area of enemy you still can't cap your main back. This happened on Kashan, US had 4 bunkers up, their main went grey, they returned in force..cleared the area.. but the flag appeared uncappable. Also, due to cap radius areas and numbers required to cap/defend; a whole squad can, for example, be inside the Militia Base and the Brits can turn it grey from outside, without clearing out the base. These are pretty serious issues for gameplay. Is this how it is meant to be? I know this mode is 'raw' and WIP. But this is our feedback so far. (Aside from these issues, i've had two great rounds on fools road with this mode.. it has tons of potential). |
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#2 |
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Hm...never played it.
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#3 |
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Apart from the bugs which to me seem easily ironed out, this game mode looks very promising.
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#4 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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One of the aims for this mode appears to be (or should be) removing any and all reference to static, arbitrarily placed flags by the mapper.
To fully accomplish this you need to make a system where (only in this mode) each FB costs the enemy a certain number of tickets (by a ticket bleed) and also gives your team the exact same number of tickets via a bleed. Each FB destroyed stops both bleeds from it the moment it is in the wrecked phase. A spawning system similar to the rally point one can then be implimented, whereby 3 enemy troops within 60m, 2 within 40m or 1 within 20m stop people spawning there. When any FB is 'spotted' by the enemy, via the commo rose, both teams are notified and an attack/defend marker is issued. Fighting would then commence over the assets there just like it would over a normal flag. The marker would be a defend marker when your team owns the asset and an attack marker when you do not. The asset could also be 'spotted' automatically by getting 2 people within 40m or 1 within 20m. Once said asset is spotted it should act like a flag to each team. Either team can capture the asset and then either build it and spawn there or can remove it from play, thus removing the attack/defend marker from the map. This should then remove all problems with people wanting to attack, but not having anywhere to do so and with main bases being attacked by teams who have all 4 FBs placed. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#5 |
![]() Join Date: May 2006
Posts: 2,148
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Can a DEV answer if the Main bases are meant to be able to be retaken please or is it an error / bug?
Thanks |
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Last edited by MadTommy; 09-07-2008 at 05:36 AM..
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#6 |
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Just a small bug. Yesterday I played this mode in Kashan and our SQ noticed that the CP was missing from the main base, we were on USA side.
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#7 |
![]() Join Date: Jul 2008
Posts: 965
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Love it.
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#8 |
![]() Join Date: Oct 2007
Posts: 37
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Can't have helos or aircraft though. They make quick work of anything destructible.
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#9 |
![]() Join Date: Apr 2007
Posts: 1,580
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#10 |
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Or position your AA better.
Maybe for CNC firebases could be given more AA placements than in AAS to make the use on air maps possible. |
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| candc, cnc, counts, feedback, mode, suggestion |
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