{USI}_Zombie
Member
+11|7047
I pretty much agree that the game needs some tweaking, and I won't bring up anything that has been brought up 100's of times already, but..........
  I believe that either both teams should have uncappable bases, or neither team should.  If you are on a side with a UC and the other doesn't, then in the unlikely event the rest of your team is paying attention, you should NEVER lose that map.  As we know there are those that will not pay attention and want to continueally stay in one place instead of taking that last cp.
  Anyway, I command a lot, and when on the side that does not have a UC, I find it near impossible to get the rest of the team to return and take the cp where the assets are back from the enemy.
  Some of the best battles are over the mains, but some people don't take advantage of this.  If neither side had UC's, IMO, it would be better.  Shongua Stalemate is my favorite map because no one has a UC, as well as Mastuur.
  It's kinda a bipolar post here because I do like to take and then hold the enemy cappable main.  When MEC takes the TV station on Sharqi or US takes the chemical plant on Dragon Valley or the airfield on Kubra, and then holds it, it takes an attack chopper away from the enemy, it takes the assets from the enemy commander, and it is also a lot of fun because there are usually 3 or 4 people paying attention and will try to take their base back leading to some intense fights.
  Like I said, bipolar, because when I am on the side with the UC I have a lot of fun, and on the side without, not so much fun.
=NAA=TheTaxidermist
Member
+6|7007|In a van down by the river
I think they should have an automatic autobalance for certain maps where it gives the team with the disadvantage (All capturable bases) an extra player or two to try and even out the difference of disadvantage.
=Ska[M]=Dan Havok
Member
+0|6996
I think, that  all the bases with assest should be UC unless the other team holds all other cp's.  That way if one team is being dominated it would eliminate base raping of the UC and one team won't lose all of thier assests because one guy managed to sneak past everybody else and take the flag.
kilroy0097
Kilroy Is Here!
+81|7117|Bryan/College Station, TX
As has been said before, maps without an Uncappable Flag base or with an UC show the storyline behind the map. They demonstrate that one side has a significant advantage due to the location of the territory where the map is located. Either one side has a secure supply line and hence had reinforcements (UC) or they don't. On maps that do not have an UC then it shows that either side is matched and the area is truely contested.

I do not believe that not having a UC is unfair to a team but it does give one team a disadvantage. The lack of teammates guarding or defending mainbases where commander assets are does not show a fault in the game itself. What it shows is a fault in the players and their inability to look at a defensive strategy and not an offensive one. This is the fault of too many players not wanting to sit back and guard a base. Do not fault the game for the incompetency of a majority of the players.
"When fascism comes to America, it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
{USI}_Zombie
Member
+11|7047
I do not believe that not having a UC is unfair to a team but it does give one team a disadvantage. The lack of teammates guarding or defending mainbases where commander assets are does not show a fault in the game itself. What it shows is a fault in the players and their inability to look at a defensive strategy and not an offensive one. This is the fault of too many players not wanting to sit back and guard a base. Do not fault the game for the incompetency of a majority of the players.

  I don't think it's unfair or a fault, just an annoyance is all.  My guys utilize the advantage or protect the disadvantage, but on the times I play w/o my {USI} buds, I find it hard to convince others....just venting
Tetrino
International OMGWTFBBQ
+200|7004|Uhh... erm...
Having a UC doesn't nescesarily (spelling?) mean you have the advantage. Once, I played Clean Sweep and my team (USMC) barely got off our main island due to extremely annoying and good players on the other side. We actually got the Command Center flag, barely before the round ended.
Esker
Member
+1|7000
If you read the map descriptions you'd realise why a lot of maps have uncapable flags.

The only real unbalanced map is Mashtur due to the Blackhawk but then it's usually clan servers that abuse this and as a result is around half or my kicks due to stopping them from "Owning" the MEC team when they spawn at the only spawn they have left.
Psycho
Member since 2005
+44|7050|Kansas, USA

=Ska[M]=Dan Havok wrote:

I think, that  all the bases with assest should be UC unless the other team holds all other cp's.  That way if one team is being dominated it would eliminate base raping of the UC and one team won't lose all of thier assests because one guy managed to sneak past everybody else and take the flag.
I think that's a great idea. Befire I got to your post I was thinking that it would be a good idea to make all the bases capturable, but make the main bases more difficult for the opposing team - but I didn't see a good way of doing that.

Your idea makes it so that once the base does become capturable it will have a good defense because that team will all be spawning there.
=Ska[M]=Dan Havok
Member
+0|6996
thanks man,  that's exactly why i thought about that.  Too many times have people snuck all around the city in Karkand and capped the main base out from under the Mec, who all spawned at the hotel in order to have an intense street battle.  I think it would just make things more fun that way.
Lawk
Member
+2|7047

kilroy0097 wrote:

As has been said before, maps without an Uncappable Flag base or with an UC show the storyline behind the map. They demonstrate that one side has a significant advantage due to the location of the territory where the map is located. Either one side has a secure supply line and hence had reinforcements (UC) or they don't. On maps that do not have an UC then it shows that either side is matched and the area is truely contested.

I do not believe that not having a UC is unfair to a team but it does give one team a disadvantage. The lack of teammates guarding or defending mainbases where commander assets are does not show a fault in the game itself. What it shows is a fault in the players and their inability to look at a defensive strategy and not an offensive one. This is the fault of too many players not wanting to sit back and guard a base. Do not fault the game for the incompetency of a majority of the players.
This is absolutely correct.

Unfortunately this is just another, "I wish the game were easier, after all, I am just not that good"-thread.
Lawk
Member
+2|7047

=Ska[M]=Dan Havok wrote:

thanks man,  that's exactly why i thought about that.  Too many times have people snuck all around the city in Karkand and capped the main base out from under the Mec, who all spawned at the hotel in order to have an intense street battle.  I think it would just make things more fun that way.
If you protect the MEC main, the intense battle will happen at the MEC main.  That is just common sense.  If you want the battle to only take place at the Hotel, try playing a server that has 32 players or less.

I actually prefer the USMC to sneak to the MEC "main" on a 64 player server and start to capture those bases because I will almost always fall back with a LAV myself and get all the kills, not having to share them with any teammates.
topal63
. . .
+533|6992

{USI}_Zombie wrote:

I pretty much agree that the game needs some tweaking, and I won't bring up anything that has been brought up 100's of times already, but..........
  I believe that either both teams should have uncappable bases, or neither team should.  If you are on a side with a UC and the other doesn't, then in the unlikely event the rest of your team is paying attention, you should NEVER lose that map.  As we know there are those that will not pay attention and want to continueally stay in one place instead of taking that last cp.
  Anyway, I command a lot, and when on the side that does not have a UC, I find it near impossible to get the rest of the team to return and take the cp where the assets are back from the enemy.
  Some of the best battles are over the mains, but some people don't take advantage of this.  If neither side had UC's, IMO, it would be better.  Shongua Stalemate is my favorite map because no one has a UC, as well as Mastuur.
  It's kinda a bipolar post here because I do like to take and then hold the enemy cappable main.  When MEC takes the TV station on Sharqi or US takes the chemical plant on Dragon Valley or the airfield on Kubra, and then holds it, it takes an attack chopper away from the enemy, it takes the assets from the enemy commander, and it is also a lot of fun because there are usually 3 or 4 people paying attention and will try to take their base back leading to some intense fights.
  Like I said, bipolar, because when I am on the side with the UC I have a lot of fun, and on the side without, not so much fun.
I know what you mean, its about the sense of FUN!

Some of the funnest rounds I've had in Karkand are NOT when the USMC capped all the bases; those can
end the game to quick - and that's a bore. And in-game player ability mismatches stacked on the USMC side can end the game super fast - especially if the MEC tank/apc spawn base is captured. That's 2 tanks + 4 APC
in favor of the USMC. . . against 0.0 armor units . . . it's usaully over pretty quick after that; and hardly
a measure of ability - to pound the MEC side with ALL the FIREPOWER that BF2-map has to offer.

It's funny when people think they're good because they took-out 50 people with a tank? When I do it I feel like a jerk - especially when I am on the USMC side and we have all the equipment. I casually drive to close to a wall and let some MEC spec-ops guy blow me up. I've had rounds with 0 deaths? When the game goes that bad for the MEC side - how is that fair&fun-game-play for the other side?

The APC & tank MG are troop-killing devices.
Tank vs. man? Of course tank wins 9 out 10 times with experienced players.

It would be nice to have a ground & pound map like that: no air-assault-vehicles, (2) uncapturable main bases, and say 3 to 5 cappable flags in middle somewhere - I think a map like that would be popular.

And if no new map/maps - why not on the existing ones add a simple server option - to make both main bases U.C.? All that is being added is the option - not much at all. If the servers fill-up and stay filled then it was a great idea to add that option.

Last edited by topal63 (2005-12-12 16:48:11)

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