Camping outside a cappable flag = noob? -1 reply

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ww2freak

Ingame name: Major.

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27th April 2003

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#91 12 years ago

The mainbase flag at Tobruk is cappable, but only if you take the first and second line flags.

And that is great.

Matter of choice, my ass. Most server users are tards and noobs, I don't want to give those people a choice.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#92 12 years ago
The 13th RaptorOnly in your opinion, there is nothing in a uncappable base but disoriented spawners and vehicles out in the open, no flags, no objectives, zip.

That's because it's just that, an uncap. It's a static point that serves little purpose in overall gameplay and can be too easily camped.

I much prefer more "open" mainbases, if such are indeed necessary, like in Sector 318, distributed spawn main spawn points (Prokhorovka gets at this), mobile spawn points for reinforcements and commander-deployed transports or the likes (we have planes, why can't we have trucks? Ooh, there's a thread...) and other, "alternative" ways of having people show up on a map where the main spawn is NOT an objective (aka Saipan-1944 or Tobruk.)




Tas

Serious business brigade

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4th September 2004

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#93 12 years ago

Some maps just dont allow for such big mainbases, i agree they are better, but in maps like Cretan village and Neunen? (jagdpanzer, limited zooka, pak38 at rear flag) it just wouldnt work.




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#94 12 years ago

XP(nl)I agree. Problem is that the FH devs are against any form of basecamp, making areas a no go zone. What I like to see(still) is a serverside option turning basecamp on or off.[/quote]

Yup, i agree.

[quote=FuzzyBunny]You want to know the fundamental problem? In WWII, you rarely had the concept of "mainbases". There _were_ big, built-up bases, but they were mainly of strategic importance and waaaaay behind the front, and staging areas, but again, these were not often on the actual frontlines.

In assault maps, the "mainbase" was cappable--good example of this being Tobruk. The rough idea was to destroy the enemy, or to capture objectives, or both. Many FH maps treat massive, mobile battles as a soccer match; each side has a bench, and you meet in the middle.

I hope FH2 will take this into consideration.

:gpost: QFFT!

Some people will never accept "realistic" gameplay where they are restricted by imaginary lines on the ground :rolleyes:. Next what? "Don't shoot in this area, my imaginary friends are sleeping?" :uhoh:. But like someone else said, this debate is pointless, like comparing apples and oranges.

But get rid of uncaps and both sides will stop whinning. Those that don't want unrealistic restrictions will be happy. And those that complain about uncap camping will be happy, since there won't be anymore uncaps.

Make them require 5-7 people to cap, make them push even (i detest push-maps for the same "imaginary restrictions" argument, but i am willing to compromise), but please remove uncaps. BFV had every flag cappable. It took almost a minute to cap the "main" flag alone, but it was still cappable. If one side managed to push the enemy all the way to their main, you should save the losing team the humiliation and let them lose the flag, and should save the winning team the time and let them cap the damn flag, instead of sitting around it waiting for tickets to go down.




Lobo

All your base are belong to FH

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27th April 2003

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#95 12 years ago

Yes, imaginary restrictions, I guess you are right, there are WW2 reports about lonely soldiers attacking main bases against a garrisoned guard armed to the teeth, I think they even got the Congressional Medal Of Honor, wow




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#96 12 years ago
LoboYes, imaginary restrictions, I guess you are right, there are WW2 reports about lonely soldiers attacking main bases against a garrisoned guard armed to the teeth, I think they even got the Congressional Medal Of Honor, wow

The only reason "lonely" soldiers didnt attack "main" bases, cause there was a garrisoned guard armed to the teeth. Something that is absent from FH.

Why dont you reverse the ABC code, and make it trap friendly troops in their own base, so they defend it for once, instead of running off? How is that for a realism idea? :naughty:

Like i said in my post (which you obviously didnt read, besides what you wanted to take out of it), this whole argument is pointless to argue about. But there are several solutions to make it stop:

a) Remove uncappable bases, and make the "main" base cappable, but requiring lots of people (5-10?) and having control of all other flags. Make it even a push map if you need to (see, i am compromising here, someone should take an example)

b) Make more spawns like bunker flags on Charlie sector, where the defenders dont spawn on the flag, but away from it.




Lobo

All your base are belong to FH

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27th April 2003

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#97 12 years ago
'[SYN hydraSlav']The only reason "lonely" soldiers didnt attack "main" bases, cause there was a garrisoned guard armed to the teeth. Something that is absent from FH.

Totally agree but sadly in 2006 FH has just 64 players, so some kind of walkaround is necesary.

I know all the arguments of the guys pro-basecamping, it's war and all that jazz, I just request...don't wave the realism flag to support your philosophy, it's simply not true.

In some maps the uncapable bases are a must to get the kind of gameplay the level designer has in mind. Anyways, don't worry a lot, at least in desert campaign I think we will not use a lot ABC system, I am one of the most militant pro-ABC mappers in the mod and I will even not place ABC in my desert maps, imo ABC is against the philosophy of desert warfare, with its flowing frontlines, so at least in 0.1 the servers pro-basecamping will enjoy maps as you like.




RexRaptor

V for Vendetta

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25th February 2005

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#98 12 years ago

FuzzyBunnyImagine Berlin Streets, with only three kinds of kits:

-banzai charge -German engineer -flamethrower kit from Lillliput

oh my god, I think I just had an orgasm.

You forgot the Maus tanks that can run over teh crumbling buildings..




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#99 12 years ago

LoboTotally agree but sadly in 2006 FH has just 64 players, so some kind of walkaround is necesary.

I know all the arguments of the guys pro-basecamping, it's war and all that jazz, I just request...don't wave the realism flag to support your philosophy, it's simply not true.

Thanks for changing the tone, Lobo. Respect :cool:




The Crimson Major

Veteran Lurker

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26th April 2004

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#100 12 years ago

thats technically spawn raping, and if you did it to me, I'd be mad, but thats the game.