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Old 08-06-2005, 05:03 AM   #1 (permalink)
 
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Lightbulb Strike at Karkand: how to break the stalemate (8/5)

during a few riveting games of the infamous Strike at Karkand, my squad and i figured out a flanking maneuver i thought would be best, if made public for the sake of us all who are tired of digging in and racking up the AT mine teamkills.

from the MEC's back most spawn i grabbed an apc and loaded my entire squad into it. we were all medic class. i pulled off the dock (on the east i think) and headed for the red zone. we made it in pretty far and at which point i started (as the pilot) losing health. i died in the apc and i though my experiment failed. to my surprise, my team took over control and piloted it the remaining way, finding a shallow hill deep into red zone, getting on the road, jumping the culvert, crossing the bridge and raid through the US's ucb.

i tried it again to the same results. i died, but my team did not. in fact, the claimed losing no health after i died. i didn't get to try doing it as a gunner in the back, but the gyst of the exercise was to see if medics could counteract the effects of being in the red zone for too long. and at this point i think there are many other levels where you could mount a surprise attack by flanking from previously un-approachable directions.
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Old 08-06-2005, 09:11 AM   #2 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Quote:
Originally Posted by Legato895
from the MEC's back most spawn i grabbed an apc and loaded my entire squad into it. we were all medic class. i pulled off the dock (on the east i think) and headed for the red zone. we made it in pretty far and at which point i started (as the pilot) losing health. i died in the apc and i though my experiment failed.
Do you mean one of the Vodnik vans (the MEC/CHI equivalent to a Humvee) instead of an APC? I've never lost health while in an APC- you're either alive the whole time or you die if it blows up while you're inside.
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Old 08-06-2005, 09:53 AM   #3 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

I think what he is describing is pretty cheap. and that is all I am going to say.
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Old 08-06-2005, 10:20 AM   #4 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Nevermind, I understand now what he means by red zone. Hmm... seems rather uncool.
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Old 08-06-2005, 10:24 AM   #5 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Hi


Yep exploiting the map boundries would`nt strike me as being in the spirit of TG philosophy.

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Old 08-06-2005, 10:54 AM   #6 (permalink)
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Re: Strike at Karkand: how to break the stalemate (8/5)

tho it does make me wonder why the game only punishes the driver not the occupants. This way, you could go a LONG way if you kept switching up the driver when he died, leaving the squad leader last to drive to a safe location, and the whole squad spawns on him/her afterward, and with an APC to boot. Load up, and flag raid.

Doesnt sound like something that would be permitted here though, thankfully.
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Old 08-06-2005, 01:30 PM   #7 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

It's an exploit, plain and simple. Definately not TG gameplay.

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Old 08-06-2005, 01:48 PM   #8 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

sorry for bringing it up. just trying to figure out a way past the civil war raging on. i wasn't suggesting attacking the ucb, i was just seeing how you could break past the lines and cap a enemy's rear guard. it could be done both ways, and all it would entail is a squad for counter.

anyway, back to the drawing board!
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Old 08-06-2005, 03:46 PM   #9 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

That's the thing that frustrates me about Karkand and makes me not like it. Two evenly matched teams, both with good commanders (a common occurance on TG), will end up in a war of attrition at the river. Sure, squads will attempt to get across, but a good commander will spot them very quickly and dispatch a squad to handle the intruders.. They're, quite literally, sitting ducks in the water. Blow the bridge, mine the shallow crossing, and no vehicles are getting over. The strategic gameplay on that map is too predictable.
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Old 08-06-2005, 06:15 PM   #10 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Sounds interesting....

You get 10 seconds in the red. If they didn't want you in there, you'd die as soon as you hit the red area. People throw around the word "exploit" way too much.
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Old 08-06-2005, 06:31 PM   #11 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

I know your frustration but I dont think that would be a acceptable tactic because you are suppose to die after 10 seconds. I would think of it as cheating because thier is no way to stop you in their. I can think of a few more ways to get across but I want to try them so I know if they work or not..
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Old 08-06-2005, 06:38 PM   #12 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Hi

@Perry.Without giving away too much there are ways of forcing a breakhrough and all it boils down to is execution.
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Old 08-06-2005, 07:30 PM   #13 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Quote:
Originally Posted by Joebar
Sounds interesting....

You get 10 seconds in the red. If they didn't want you in there, you'd die as soon as you hit the red area. People throw around the word "exploit" way too much.
They could have also made it just an invisible wall that you bounced off of, but that would make it look kinda silly.

I believe that the boundaries are there to keep people confined to a certain area of operation while preventing the map from being a big square. If every map turned out to be a big square or rectangle, things would be very odd. The time you get before taking damage in the red zone is there so you have some "wiggle" room- to get around the corner of a building (like on karkand in some areas), time to get back out if you weren't paying attention to where you were going.

Think of the boundaries as the limits the CO sets for the engagement; operations outside that area are pretty suspicious. A person could (hypothetically) be running away from the fight, defecting, or just plain doing something he shouldn't. Hell, what does the CO voiceover say in game when you enter the red zone: "Are you going AWOL, soldier?" Skipping briefly across the edge of the red zone, no problem. Taking an armor convoy straight through the middle of it, problem.

Anyway, it's an innovative tactic. However, I think that the spirit of the law (don't travel through the red zone) should be what we follow.
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Old 08-07-2005, 04:37 AM   #14 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

Quote:
Originally Posted by Joebar
Sounds interesting....

You get 10 seconds in the red. If they didn't want you in there, you'd die as soon as you hit the red area. People throw around the word "exploit" way too much.

Agreed, if it was 10 seconds and out it would be ok. What was described at the top of the thread though was a way of circumventing the 10 second rule. The driver of the vehicle was the only one getting the countdown so the passengers were able to take over when the driver died and they kept on going through the red until they got across the red zone outside the line of sight of any potential enemies. Don't get me wrong, it was clever, but it pretty much fits the definition of the term "exploit". That's what using a game bug or design flaw to unfair advantage is.

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Old 08-07-2005, 05:00 AM   #15 (permalink)
 
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Re: Strike at Karkand: how to break the stalemate (8/5)

im with you guys, but just to clarify. its not that only the driver gets hurt, its that after i died, apparently the 4 remaining crew in the apc could heal each other faster than the red could take away. it was as if 5 was too much, but 4 could be self sustaining. since i was the driver both times, i wasn't sure exactly what was happening, but i was just being told from the rest of my squad that they were losing no health.
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