flag capture in bf2 -1 reply

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red_dog

arf! arf!

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19th February 2004

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#1 13 years ago

has anyone noticed the clusterfu*ks around flags when trying to cap one? i have been run over by teammates i don't know how many times as everyone with a vehicle rushes up next to a flag to get those precious points. its not uncommon to see 2-3 vehicles and a chopper all hovering right next to a flag to get those points. this is just lame... hopefully the fh2 team can expand the radius of the capture area or _do something_ that eliminates this type of point whoring. but then again, didn't someone say ranking wasn't available to mods so if true might solve some of it, but score whores will still do this just to be on top of the scoreboard in individual games.




Rikupsoni

Victim of Forgotten HopeForum bystander

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26th April 2004

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#2 13 years ago

Isn't it just good, more tanks&infantry = flag more secured so nothing can stop it. And if there's too many players = more flags...




Maxa

°_o

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11th February 2005

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#3 13 years ago

When there are enemies nearby, it's only good that several people try to cap the flag as soon as possible

i have been run over by teammates i don't know how many times as everyone with a vehicle rushes up next to a flag to get those precious points.

Sometimes people rush too eagerly, yes, but I personally don't remember ever being run over. And those who are not the first to neutralize/cap a flag get only assist points, i.e. 1 point, not 2 points




[SYN] Ace

Dread thinks I'm a special person

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7th October 2003

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#4 13 years ago

Yeah, I've played about 100 hours of BF2 and I've been run over in a flag capture 1 time that I recall. Usually, you want to get a few guys on the flag to turn it faster so you can clear the area because when that flag goes grey, odds are an arty strike is coming.




Tsunami Bomb

The Internet ends at GF

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19th June 2005

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#5 13 years ago

Id like to see a different concept, better than capping flags in FH2. Im sure if we all did a little research and put in an idea, the devs could throw a master peice together.




red_dog

arf! arf!

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19th February 2004

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#6 13 years ago
RikupsoniIsn't it just good, more tanks&infantry = flag more secured so nothing can stop it.

yes, but... when you see a humvee and 2 apcs jostling each other at a flag you know it is just bad team play. they aren't covering 1/10 the field of fire they could be. and many times they die for their eagerness to an anti-tank guy maybe well concealed or maybe right in the open where they would see them if they weren't hell bent on that flag. when i encounter this i usually lay back and take out the c4 bunnymen who spawn in and start hopping or look for the anti-tank guy. then there are the chopper gangs who ride around with 2-5 guys in a chopper and cap flags without ever touching the ground. in fh2 it is probably moot, but feet should touch the ground to cap a flag. you know the old maxim, you don't own it until you got a 19 year old kid with a rifle on it. so i guess my bitch is more or less about bad team play, reinforced by a scoring system in need of some tweaking... but thats what we are talking about here, yes? highlighting the game engines inadequacies for the fh2?




red_dog

arf! arf!

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19th February 2004

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#7 13 years ago
Tsunami BombId like to see a different concept, better than capping flags in FH2. Im sure if we all did a little research and put in an idea, the devs could throw a master peice together.

yeahthat.gif




Arisaka

Staff suffers from PCD

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16th August 2004

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#8 13 years ago
Tsunami BombId like to see a different concept, better than capping flags in FH2. Im sure if we all did a little research and put in an idea, the devs could throw a master peice together.

the flags represent area control. What would be cool is a proper area control system. Before i explain it in detail i have to stress that i don't believe BF2 will handle it, and it probably would require implementation at engine level.

Each team has to control a given area of the territory on the map, for instance 30% or 40%. If a team holds less land it bleeds. The area is calculated by drawing a line between all the troops on the map, then adding a hundred or two meters. Numerical strength means greater distance from troops. If the two teams are closer than that (clashing) each team holds halfway over to the other.

When there are no troops in an area, the front gradually goes back in that area, and needs to be reinforced in order to be claimed. A loner wouldn't hold much area if going behind lines, and the area behind him would close, as if he was surrounded. It would open for more advanced, and more varied tactics and gameplay. It would also be an improvement realism wise.




FactionRecon

11PzG Grunt

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4th August 2003

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#9 13 years ago

I think that the whole idea of "flags" is a bit overplayed. I think the flag statics should be removed and replaced with some non-stand-outish object in a strategic/tactical objective area.

This way fighting occurs not for the flag, because people don't know what the "flag" is. All they are competing for is a spawn area and an extra objective, which is how it should be.




Tas

Serious business brigade

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4th September 2004

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#10 13 years ago
FactionReconI think that the whole idea of "flags" is a bit overplayed. I think the flag statics should be removed and replaced with some non-stand-outish object in a strategic/tactical objective area. This way fighting occurs not for the flag, because people don't know what the "flag" is. All they are competing for is a spawn area and an extra objective, which is how it should be.

Thats how i would like to see it, but then that the spawnpoint should be located near a strategic position, to add some realism. I mean, why the hell am i fighting over this out-of-the-way group of cottages for example No.. if it was a building located at a crossroads, THAT, i would understand. Its going to take some change in mapping, thats for sure.