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| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
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#1 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Austintown, Ohio
Age: 36
Posts: 2,876
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Titan movement.
I wanted to start a discussion on Titan movement on the TG Titan server. I feel we either need a gentleman's agreement not to move them, or we need to turn off their movement. I like Titan game play, but every round becomes a huge lag fest as the Titans get closer and closer. The 9th played two rounds last night, Suez and Verdun. Both started off just fine, but by the end became so lag laden it was unplayable.
What does the TG community think?
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#3 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Northeastern University (Boston)
Age: 21
Posts: 4,264
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Re: Titan movement.
Aye, I woulda killed Eroak many many more times if the Titan lag hadn't been in effect.
I can see both sides of the argument. I think they're amazingly powerful at covering silos and can easily cover two or even three at a time, but at what cost? LAG! My rule of thumb if I command in Titan (very rare) is that I'll move the Titan only if needed, and will move it backwards away from everything, making it harder to board and also helping to alleviate some of the lag.
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#4 (permalink) |
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Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,809
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Re: Titan movement.
It seems to me that the closer they get the greater the lag. I'm not how we would monitor distance between the two to prevent greater lag.
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#5 (permalink) |
![]() Join Date: Aug 2004
Location: Atl, GA
Age: 29
Posts: 663
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Re: Titan movement.
On this topic, what about individuals moving the Titan partly out of bounds so that being in that particular part could in fact cause you to leave the area and die. I haven't seen it happen yet, but it is doable.
Just a thought. Personally, I'd like to see Titan movement disabled all together. Let the ground guns clear nearby flags and APC's trying to get within jump distance.
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#6 (permalink) | |
![]() Join Date: May 2007
Location: Wisconsin, USA
Age: 27
Posts: 1,834
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Re: Titan movement.
Quote:
If the "gentleman's agreement" is going to say not to move them at all, then we might as well just disable it but this takes away a great tactical portion of Commanding in titan mode.
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#7 (permalink) | |
![]() ![]() Join Date: Apr 2007
Location: Austintown, Ohio
Age: 36
Posts: 2,876
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Re: Titan movement.
Quote:
Can we get some admins to weigh in on the subject?
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#8 (permalink) |
![]() Join Date: May 2007
Location: Wisconsin, USA
Age: 27
Posts: 1,834
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Re: Titan movement.
That would be the one downside Draeh. The only way to properly convey this info to non-TG'ers is to put it on the connect screen or scroll an announcement in game. Neither of these options sound like something the admins will go for so we may end up having to turn it off completely.
As much as it would hurt tactically, turning it off completely would be better than the laggy rounds that happen when some pubbie thinks he is doing us a favor by moving the titans within podding distance.
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#9 (permalink) |
![]() Join Date: Apr 2007
Location: Gone for the weekend folks!
Age: 32
Posts: 2,580
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Re: Titan movement.
Let's try an announcement for a while, with TG on each team warning the commander when they see the Titan passing the first silo. If that fails, I'd settle for no movement.
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#10 (permalink) |
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Join Date: Feb 2007
Location: Midwest hollar-back!
Age: 23
Posts: 401
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Re: Titan movement.
I would be ok with saying no movement past 1st Silo except that it is twice as hard to find an admin when you are on Titan as it is when you are on Conquest.
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#11 (permalink) |
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Join Date: Dec 2006
Location: Los Angeles
Age: 24
Posts: 1,325
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Re: Titan movement.
I can't speak for all admins, but we can either turn it off or on. We aren't going to make a rule just limiting the movement of the titan to a certain area. You can make gentlemen's agreement on it, but remember that those can't be enforced by admins.
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#12 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 34
Posts: 7,312
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Re: Titan movement.
Agreed. I wouldn't be opposed to disabling Titan movement either. If movement is disabled, we would not have to worry about pubbies and people who do not wish to honor a gentleman's agreement, which are not really enforceable anyway.
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#13 (permalink) | |
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Join Date: Jul 2007
Location: Winnipeg, Canada
Age: 52
Posts: 33
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Re: Titan movement.
Quote:
It was terribly laggy last night when the Titans got close, and not just on the Titan, but everywhere on the map. I have played on some other servers that post you will be kicked if you move the Titan past the 1st silo. I've been enjoying using the Titan guns and on some maps the Titan starts so far back that they are useless.
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#15 (permalink) |
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Join Date: Jun 2007
Posts: 234
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Re: Titan movement.
Based off the fact that a jeep takes 4 - 5 to be solidly effective, and a titan is about 8 times as wide, 100 times as long, and like 10 times as tall... I would guess something like 40000?
Edit: +/- 5 of course
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---Bellicosity--- Last edited by DLBlue; 08-17-2007 at 12:33 PM. Reason: Clarified the accuracy of the amount |
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