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Old 11-06-2007, 09:01 PM   #1 (permalink)
bobjones
 
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Class Cap

Is this possible yet?

Tonight we were playing a couple maps where we had to escort the MCP.
Here's what the class load out looked like

2 Soldiers
1 Medic
1 Engineer
4 Field Ops
4 Covert Ops (and no radar)

Needless to say we didn't get anything done.
I just left when I saw everyone do the same thing during the second MCP escort map.

imo, a 1 sniper cap when the server has < 10 people, and a 2 sniper cap with >10 might help.
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Old 11-06-2007, 09:11 PM   #2 (permalink)
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Re: Class Cap

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Originally Posted by bobjones View Post
Is this possible yet?

Tonight we were playing a couple maps where we had to escort the MCP.
Here's what the class load out looked like

2 Soldiers
1 Medic
1 Engineer
4 Field Ops
4 Covert Ops (and no radar)

Needless to say we didn't get anything done.
I just left when I saw everyone do the same thing during the second MCP escort map.

imo, a 1 sniper cap when the server has < 10 people, and a 2 sniper cap with >10 might help.
With one engineer I'd be interested on how long the second one lasted as well. Some people just don't get it and probably never will.
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Old 11-06-2007, 09:29 PM   #3 (permalink)
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Re: Class Cap

When this takes place, the correct action is to try to whip your team into shape using voip and text. We demand teamwork at TG. The next step if they are unresponsive is to try to contact an admin.

I would issue the 2 lowest ranked Covs and FOs a warning to change to a more helpful class. If they did not listen, they would be kicked.

I know it can be frustrating. but we need to lead by example and sometimes, we need to just take a team and whip it into shape.

I do not know of a way to restrict the number of classes available automatically.
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Old 11-06-2007, 09:46 PM   #4 (permalink)
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Re: Class Cap

And besides, CovOps is needed for some objectives, would you restrict it then? Teamwork, my man, teamwork.
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Old 11-06-2007, 10:38 PM   #5 (permalink)
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Re: Class Cap

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Originally Posted by IMI-50AE View Post
And besides, CovOps is needed for some objectives, would you restrict it then? Teamwork, my man, teamwork.
i thought about this, and imo restricted classes would promote more teamwork than a lot of covert ops suicidally flooding an objective until they got it hacked.


and yeah science, i did try to bring it to their attention, but not very many care about the server / objective (yet).
and i don't care enough to try to find an admin. i'd rather just read or something.
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Old 11-06-2007, 11:16 PM   #6 (permalink)
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Re: Class Cap

Class restrictions don't really belong in QW. If you're team's being useless, kick them or live with it - don't blame the class.
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Old 11-06-2007, 11:45 PM   #7 (permalink)
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Re: Class Cap

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Class restrictions don't really belong in QW.
Worked fine in ET. And I understand QW is not ET, but I think it's hard to say either way until the option becomes available.
Just something to think about.
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Old 11-07-2007, 01:11 AM   #8 (permalink)
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Re: Class Cap

I guess what it boils down to many times is the difference between what *should* happen and what *does* happen. What should happen is that there are one or two players being the objective class, say CovOps, and they are concentrating on hacking. They would be supported by the rest of the team, with medics hanging around for revives and supplies, FOs for arty cover, Soldiers for MG and Launcher protection, and Engineers to keep AP, AV, and AA defenses operational as well as repairing the team's vehicles. This force would hit the objective like a Kansas Tornado, with a prelim bombardment by artillery followed by the infantry assault with armor support, and the hackers coming up in the rear after a perimeter is established. Sounds awesome, maybe even orgasmic if you're into that sort of thing? Yeah. Does it really ever click that well? Nope. Oh, sure, some elements do come together nicely, mostly in the FO department with them calling out when they are firing arty, so the others can make good use of the cover it provides, but not as much in the rest of it.


What does happen alot is that the attacking team throws itself at the enemy, with each soldier fighting his own little slice of the battle, only helping buddies when it is really obvious (standard pub behavior, I know TG does better ), and then there are the two or three odd guys who really care about the mission and are desperately trying to complete it against all odds, usually begging for assistance from their team without success, and the result is the enemy only really has to worry about one or two enemies actually threatening the objective. Just what I have observed.

My $0.02
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Old 11-07-2007, 11:04 AM   #9 (permalink)
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Re: Class Cap

I doubt class restriction will fix teamworks issues.
You whould have to have a class restriction loadout for every objective and differently for the offensive or defensive teams.

Currently, ETQW with no class restriction is like a big sandbox of possibilities, you may never really know what the enemy team will trow at you, or how they will act.
I kind of like the idea of full class freedom, a good team will form up a good mix of units.
Having the other team that is complely unbalanced form up into a well balanced mix of units will do nothing about there style of play.
When we at TG go out there and educate the pubbies they will find that working together and communicating is a lot more fun and will improve your stats better then just sitting on a hill sniping.

Showing the public that our server is different, that we want to bring tactics and teamplay to the pubbie player, will further help build up this fledgeling ETQW community.
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Old 11-07-2007, 12:34 PM   #10 (permalink)
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Re: Class Cap

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Originally Posted by Steevo View Post
Showing the public that our server is different, that we want to bring tactics and teamplay to the pubbie player, will further help build up this fledgeling ETQW community.
I really think this is the critical issue. We need guys playing it the TG way and getting others to play it that way too. We must be the agents of change. Restiricting classes wont work for the reasons Stevo listed above. there will be a time when having a bunch of snipers may make sense. its a rock paper scissors kind of game.
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Old 11-07-2007, 04:08 PM   #11 (permalink)
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Re: Class Cap

Decided to move on from BF2142. Are there Times when most people roll? Group? I tried getting on last night but the server was full the couple times I tried getting on. As I see it the only way to get this working is to get a few TG members on and get some Coordination. The couple of times I have been on the TG server it wasn't any different than most of the Pubbies servers. I am not talking about all the TG members on the same team, but a core to set the example on each side.
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Old 11-09-2007, 01:37 PM   #12 (permalink)
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Re: Class Cap

Quote:
Originally Posted by Requital View Post
Decided to move on from BF2142. Are there Times when most people roll? Group? I tried getting on last night but the server was full the couple times I tried getting on. As I see it the only way to get this working is to get a few TG members on and get some Coordination. The couple of times I have been on the TG server it wasn't any different than most of the Pubbies servers. I am not talking about all the TG members on the same team, but a core to set the example on each side.
There's just not enough TG regular interest at this point. The only people I see on the server regularly are SteveO, Science, IMI and Deathstick. I think over time this will change. The server's usually full in the EST late afternoon and evening, empty otherwise. If it's full, just let it auto-join. You shouldn't have to wait more than a few minutes to get on. You can minimize during the wait if you check it often.
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Old 11-09-2007, 02:32 PM   #13 (permalink)
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Re: Class Cap

we are starting to see more Tg regulars pop in and play a bit. but not in any large numbers. we are working hard to convert the pubs that play on our server to the TG way.
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Old 11-09-2007, 02:48 PM   #14 (permalink)
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Re: Class Cap

Yeah, maybe if I can finish working on this damn TGU module I told sc1ence I would do we can get a fresh crop of TGers.
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