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  1. #16
    Dick Blonov's Avatar
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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    We do try to listen to feedback from the player community and adapt our rules accordingly.
    And all of you deserve all the +rep you can get. You do this out of your own time, and it's much appreciated.

    Kudos to the admin team!



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  2. #17
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    Re: ** Rules change: Fool's Road **

    Long time coming, this one.

    End result: Teamwork (on either side) is rewarded.

    Therefore, an excellent change.


  3. #18

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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by CryOfTheWulfen View Post
    Good change.
    But one question on this subject, is the milita flag considered their main aswell as their spawns as i thought no as you cant baserape there they have to acitely travel there, but the again its the flag, could you clarify as yesterday i was walking up the roadside to the flag when i was spotted, i was shot at,, shot back and killed the guy, but then thaught that this might be classed as BR and wanted to clarify.
    Sorry if i have confused this

    Cry Wolf

    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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  5. #19
    TheSkudDestroyer's Avatar
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    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.
    |TG-6th|Skud . . .about having a lot of fun while doing everything we can to help our team win!



  6. #20
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    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.


  7. #21
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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by TheSkudDestroyer View Post
    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.
    Yes, but you'd start to decay if you didnt have people on the bridge...
    Defending it is just as important as attacking it.



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  9. #22

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    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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  10. #23
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    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.


  11. #24
    CryOfTheWulfen's Avatar
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    Re: ** Rules change: Fool's Road **

    Ok i was just clearing that up for myself

    Cry Wolf
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  13. #25
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    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


    If you find yourself in a fair fight, then you have obviously failed to plan properly.


  14. #26

    Delta*RandyShugart*'s Avatar
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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    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
    the zatar AA locking onto the carrier is a glitch, and there is nothing you can do about it. You just have to fly low and fly through it. Its the dangers of being a chopper pilot.

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  15. #27

    d1sp0sabl3H3r0's Avatar
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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    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
    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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  17. #28

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    Re: ** Rules change: Fool's Road **

    Quote Originally Posted by Dirtboy View Post
    Remember guys...this does not mean we need 4 "sabotage" squads. Be mindful on what the TEAM needs!
    Yup... this is sad...

    Even who are playing a 6-man squad as "Sabotage"... damn... you need maximum 4 persons to be an effective sabotage squad...... 1 is enough for "Sabotage".... but 4 is the maximum if your doing a Ambush squad....
    Play Tactical Gamer Only



  18. #29
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    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.


  19. #30
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    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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