Thread: ** Rules change: Fool's Road **
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06-30-2008 08:23 PM #16
Re: ** Rules change: Fool's Road **
|TG-6th|Blonov
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06-30-2008 08:29 PM #17
Re: ** Rules change: Fool's Road **
Long time coming, this one.
End result: Teamwork (on either side) is rewarded.
Therefore, an excellent change.
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06-30-2008 09:45 PM #18
Re: ** Rules change: Fool's Road **
Wulfen - the main is considered the flag where the enemy team has a permanent spawn point. Therefore, the fortress and the area where the tanks spawn for the militia is their "main" until it comes into play. Any player-deployed spawns (RPs, FBs, bunkers) are fair game at any time.
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06-30-2008 10:15 PM #19
Re: ** Rules change: Fool's Road **
Good move by the admin team to simplify. Personally, I love defending Bridge as brits, so I dont mind. Fuzzhead mentions convoys, which will become important.
But I stress that people realize that just because you CAN doesnt mean your team doesnt need you elseware. Pay attention to your team's needs, not just your selfishness to be 1337.
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07-01-2008 10:07 AM #20
Re: ** Rules change: Fool's Road **
Good change guys, dunno if this will even out the playing field or not, but it should bring a different dynamic to the map.

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07-01-2008 10:16 AM #21
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07-01-2008 10:38 AM #22
Re: ** Rules change: Fool's Road **
Last night, was the first night in which the fools road map was played and the area of bridge/village was deemed available to attack. It proved the point that just because you can doesn't always mean you should. I was surprised that there were not 3 squads that were keen on attacking the bridge/village area. In fact there were none, and it wasn't until the warehouse flag was capped or nearly capped that a migration started to make it's way to the village flag.
Now will more people be doing this in the future? Yes. I can see it happening more as time goes by, making it their sole purpose to disrupt the British as they leave their main. It was nice to see last night that it even though it was an option it was not used, it might have been the case that not many people knew about it, or simply not that many people wanted to waste their time being hell bent on disrupting the British, and wanted to play as a team and hold/defend flags, only to make the Brits think they were going to be attacked. - If this makes any sense.
This weekend I think will show just how far some people go to make it their job of mining/attackin the village area and the bridge.

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07-01-2008 10:50 AM #23
Re: ** Rules change: Fool's Road **
Well not all players visit the forums so the rule may not be known just yet. Maybe in a week or two word of the rule will spread a bit more and players will become more keen on destroying and camping the bridge.
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06/01/08
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07-01-2008 11:29 AM #24
Re: ** Rules change: Fool's Road **
Ok i was just clearing that up for myself
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07-01-2008 07:13 PM #25
Re: ** Rules change: Fool's Road **
I was speaking to a guy in the tournament about this, when is it ok to fire on a vehicle leaving the main. He said about 100m is when its offically left the radius of the flag and is fair game.
This fools road rule seems to have switched from 1 extreme to the other and we are talking more like 20m, as soon as you reach the bridge. I guess militia dont have HAT at least but if they steal one it could end the game
I'd like to think people would be sensible on other maps, at least give people a chance to leave their main.
Zatar yesterday we had a complaint I think about people not being able to fly off the carrier without being locked and destroyed. There is some kind of weird bug there also with AA lock extending too far, but you see the dilemma hopefully
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07-02-2008 10:44 AM #26
Re: ** Rules change: Fool's Road **


P.I.C. No F.S.
NYY NYR
I'm Still With Coco!








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07-02-2008 10:51 AM #27
Re: ** Rules change: Fool's Road **
The bridge is much further than 20m from the main. We're opening the map up to make it play more like the map designer intended and to allow the militia to have some balance against the British. The British main is still out of play, the spawn points are protected by obstacles and cannot be camped from the opposite side of the river, and the British will just have to coordinate a little better to get across. If the militia want to concentrate too many forces intent on raping the bridge then they are going to experience serious difficulties elsewhere on the map and will eventually be forced to retreat or lose the map. I think it balances out quite nicely.
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07-02-2008 06:18 PM #28
- Join Date
- Jun 2007
- Age
- 25
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- 277
Re: ** Rules change: Fool's Road **
Play Tactical Gamer Only

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07-03-2008 09:38 AM #29
Re: ** Rules change: Fool's Road **
Played Fool's Road last night for the first time since the rules changed... I decided to Co cause the trees on that map give me an FPS of less than 15 (upgrade coming soon). I must say it was damn hard to get across the bridge with the militia constantly blowing it up and ambushing it. I had my entire team spread out over the other flags and I just couldn't bring up a supply truck to start building stuff. Eventually I worked together with a one-man squad and an APC to deal with them, allowing us to bring supplies to the hilltop and other flags.
I 've never seen this map being won by militia so I really like that you changed the rule. Even though we won by 200 tickets, it was much harder for me to get everything going the way I wanted.
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07-03-2008 11:05 AM #30
Re: ** Rules change: Fool's Road **
I agree, seems to have rebalanced this map quite well, although early in the map we had far to many people there (8 at one point). I just felt sorry for that poor engy who kept repairing the command post just to have some swine who was watching discreetly from the long grass creep in and blow it up again seconds later.
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