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10-01-2008, 11:06 AM #46
Re: TG Camping
Well IMHO
1. Armed forces don't bunny hop to avoid fire, they do dive to the ground.
2. Armed forces don't put C4 on their jeeps to ram tanks or use suicide tactics
3. Armed forces will put a tank ,APC, armed HUMVV on a strategic point to cover an area and shoot any and all enemy they see. Vehicles will use the best cover available. This defensive position is important to the defending team, so expect stiff resistance.
Armed forces would also attack the enemy barracks where the enemy "spawns" from, but we choose not to do that to allow the game to be playable.
So here at TG we choose play styles to be more tactical than arcade style. Its a balance between those 2 that brings the most enjoyment to the game.
Really I think this thread ends up being about map balance issues that give one team a significant advantage over the other one, and about players taking advantage of those map issues. Some folks will knowingly do this to help the team, some do it to help their score, others may just happen upon them. Though kills are tickets at the end of the game, so all kills help the team.
The friction happens when one players style of play is significantly different than the other players style. Both can be within the rules, but may cause discontent between the players.
I think the best we can do at this time is to note the things that need fixing and ask the devs to make the appropriate changes, and deal with the game play.
Enjoy the game as best you can, do what enablesyou to enjoy the game and help your team win within the rules and philosophy of TG
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10-01-2008, 02:11 PM #47
- Join Date
- Sep 2008
- Location
- Winston Salem NC
- Posts
- 6
Re: TG Camping
Not sure that the tactics in game correspond to live fire tactics. I wasn't playing the map (or evening ) in question...but in a live fire situation...we would simply blow the wall apart, then hit what was behind it. With limitations like that (and others in game). Field tactics HAVE to be adjusted to deal with specific issues that arise. When defending that flag...C4 the far side of that wall and wait. All spawn at other poinjt and move to the rear of the offending vehicle. As a group of fairly serious gamers and tacticians of various levels, we should be able to think outside the box and eliminate point threats like that one as a team.
Fight together or die alone...your choice.
My 0.16 bits
B~
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10-01-2008, 02:49 PM #48
Re: TG Camping
If those walls could blow up then we would have found other ways to give the "hull down" position there.
Battlefield Samurai 'Banzaaaiii!!!
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10-01-2008, 04:17 PM #49
Re: TG Camping
I agree with point 1, and you do get really tired when your trying to jump around with an 80 pound pack on your back. lol But, I also think that it's in the game and should be allowed in limited use, but not my server so not my rules
I think EA should have patched it out the first week the game was being played, but that's just me.
As for point 2, depends on what "force" your fighting. Any number of "forces" from Insurgence to the old Japanese kamikaze pilots have done similar things with some great success. I also agree that even though it's doable in game, it's not a real tactic and glad it's not allowed. I actually did ram a full chopper one time and got the kick for it, but it was well worth the kick just to see the comments afterward. lol It's the only time I have done anything that was a kickable offense, and have not done it since, but god it was funny.
As for point 3, I think it's contradicted by your point about uncaps. Spawn killing a flag with an APC or Tank does make the game un playable. Again, no issue with it if your actually helping your team and taking the flag, but when it's done just to get kills and no attempt is made on the flag it's crap game play. Nothing I can do about it (again, not my server, so not my rules) but I sure loose respect for those that do it over and over again.
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10-01-2008, 05:46 PM #50
Re: TG Camping
His 3rd point doesn't necessarily include firing onto spawn points.
|TG-12th| Namebot

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10-02-2008, 02:15 PM #51
Re: TG Camping
I think that is the big discrepancy and misunderstanding here. There is a significant difference in a spawn area(The flag and near by areas) and spawn points (the actually place that the characters spawn into the spawn area). I don't think anyone is arguing it is within the rules or sporting to fire on spawn points, but firing into a spawn area against active troops is.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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10-02-2008, 06:04 PM #52
Re: TG Camping
Compared to todays "real tactic" there is only one solution "JDAM" muntions.
End of story!!
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10-03-2008, 04:54 PM #53
Re: TG Camping
I'm a bit disappointed by what I've read in this thread, and find myself agreeing more with our new member Bloedig than others here.
Sheesh. I thought the TG way would be more like "either you are attacking\defending a point, or supporting others attacking\defending a point, otherwise you are camping which is NOT the way the game should be played."
This pattern has become more difficult for me to overlook as I've become more aware of this.
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10-03-2008, 08:25 PM #54
Re: TG Camping
1) As it was mentioned before, tying up enemy resources at a capturable flag is supporting the team. Every person who spawns in there and dies is a person that could have been spawning in elsewhere and helping remove the threat from a different angle, or defending a different flag. That is not the APC or tank user's tactical decision to make.
2) If your orders are to defend that flag despite the heavy fire, that's between your squad leader and the commander at that point to be made aware of the situation and make a tactical decision to either route in support or change the objective. That is not the APC or tank user's issue. If those orders remain, that is a poor tactical decision made by the enemy team.
3) It is not the APC or tank player's responsibility to remind the enemy players to spawn elsewhere if they are under heavy fire, just like the enemy players would if that flag is being shelled by artillery. Again, a poor tactical decision by the enemy.
4) If that is the only capturable flag left to spawn at, then the enemy has the tactical decision to either spawn at the UCB or on a squad leader and make a move on the APC/tank firing into the capturable flag, or to spawn into heavy fire and risk dying.
5) If that is the only remaining flag for the enemy to spawn in at, then the enemy should have done a better job of capturing and maintaining flags earlier in the game. In this situation, you could make the point that your team should move in and capture the flag to end the game so as to not risk an enemy escaping the incoming heavy fire and re-capping a different flag.
It is all about the enemy weighing the risk against the reward. The enemy measures the risk of getting waxed by incoming heavy fire against the reward of possibly being able to do something to take out that APC or tank. You all make the same risk/reward measurement when you know a flag is under attack and you spawn in there before the flag turns neutral, or when you choose to spawn in at a flag that is being shelled by artillery. This is no different. This server is about making the appropriate tactical decisions and working as a team. Letting the enemy get into a superior firing position and tie up your resources is a tactical failure on your team's part... please place the blame on whatever team did not prioritize that flag with the central overwatch position, not the person taking advantage of your team's inability to prioritize objectives.
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