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| Battlefield 2 - Ranked Vanilla General discussion for Battlefield 2 Ranked. |
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#1 (permalink) |
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Join Date: Jun 2005
Posts: 31
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statistics on tickets at end of round per map
would it be possible to track these somehow? Id like to see if my notions of perceived bias are justified, like
Oman, oilfields: even Sharqi: mec advantage Matshuur: usmc advantage -- etcera |
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#2 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,234
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Re: statistics on tickets at end of round per map
That would be interesting, but I don't know of any stats programs that keep track of that.
On that note, though, what do you guys think are the maps that favor one team or the other?
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Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#3 (permalink) | |
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Join Date: Jul 2005
Location: Halifax, Canada
Age: 26
Posts: 1,232
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Re: statistics on tickets at end of round per map
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Unbalanced maps suck, IMO. Conquest: Assault (1 UCB) maps are the worst part of BF2. |
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#6 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: statistics on tickets at end of round per map
I like the assault maps because of the requirement to defend home base, but the requirement to hold all flags for ticket bleed is simply idiotic. That said, the setup as it is would work better with low-ticket games, since holding all of the flags at the start for 5 minutes could win you the game.
I think the change to what TG has on Dragon Valley is appropriate, and doesn't diminish the value of holding the main Chinese base at all. Now for the topic, I think that would be totally cool. The statistics for everything are readily available and scripts can be made to do essentially ANYTHING with them.
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Peace through fear... since 1947! |
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#7 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: statistics on tickets at end of round per map
Quote:
Any thoughts (hijacking again) on what could be done to help balance Karkand?
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Peace through fear... since 1947! |
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#8 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,234
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Re: statistics on tickets at end of round per map
Speaking of Karkand.. Would it be better for MEC if we put ticket bleed on the map?
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#9 (permalink) |
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Join Date: Jul 2005
Location: England
Age: 21
Posts: 794
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Re: statistics on tickets at end of round per map
im becoming increasingly bored with karkand, not enough of the map see's action, the first few moment of the map leading up to the river faceoff are some fun times, but once you hit that stalemate it really doesnt do much for me, though i guess its good pistol practice
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#10 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,234
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Re: statistics on tickets at end of round per map
My thoughts about putting ticket bleed on Karkand..
1. It may be easier for the USMC to hold the west side than it is for MEC, and since most of the tickets are on that side, they would enjoy ticket bleed. 2. MEC would enjoy ticket bleed longer to start the game and this will give them more incentive to stay on the west side. I'm not sure if 1 is true, and if it is, this will make things worse for MEC. And once the standoff occurs on the river, MEC will just bleed to death. OTOH, it should definitely open up the gameplay on the map. MEC will fight harder to hold the bridge which should open up more opportunities for the USMC to forge across the river.. Also, should the USMC be able to take the east side, it will not be a disaster for the MEC since they can still take all the west and hold onto it for bleed. I will make sure to add ticket bleed to this map before this weekend's games.
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#11 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,234
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Re: statistics on tickets at end of round per map
Actually, I just realized that there are 4 CPs on each side of the river... This means there will be no ticket bleed on standoffs.. Hmmm...
Maybe we can make the bridge worth more? What do you think about that?
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#12 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,945
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Re: statistics on tickets at end of round per map
Quote:
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#13 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: statistics on tickets at end of round per map
I am thinking this:
- if the MEC gets the 4 flags on the west side, the USMC bleeds, since they are failing to defend the territory close to their main base (and presumably it would fall if it wasn't a UCB )- if either team holds 5 flags or more, the other team bleeds tickets - the west flags start neutral - the bleed rate is relatively fast Hopeful result: - USMC shoots for one flag on the other side, but doesn't spawn the whole team there for fear of losing the west side (which currently is just fine for them) - MEC shoots for flags on the other side, especially early in the game, but can aim to grab and defend ANY west side flag to get bleed going - if the sides end up flipping, the USMC has a very strong incentive to try to uproot the MEC from the west side and hopefully this forces them to weaken on the east side
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Peace through fear... since 1947! |
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#14 (permalink) |
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Join Date: Aug 2005
Age: 26
Posts: 673
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Re: statistics on tickets at end of round per map
I think ticket bleed should help MEC and do a lot to balance the map.
Right now there are a lot of river standoffs not only because it's difficult for USA to cross, but because there's no incentive for the MEC to take anything on the western side. The MEC find it impossible to hold all flags, safer to hold the eastern half, and they lose no matter which strategy they choose. |
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#15 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: statistics on tickets at end of round per map
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