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| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
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#1 (permalink) |
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Join Date: Aug 2007
Location: East London, England, UK
Age: 19
Posts: 1,531
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Question on TG rules...?
I was playing today on TG servers on CampG. Our SL had placed a spawn beacon near the edge of the map and I landed outside. I was wondering, is it against the TG rules to go outside boundaries to get behind enemy lines? I stuck close to the edge and made my way all the way around the back of their base. I was just wondering is it against the rules? Should you just wait for the death if that happens or are you permitted to get an advantage that way?
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Anger is a gift - Malcolm X ![]() ...If you can dream--and not make dreams your master, If you can think--and not make thoughts your aim; If you can meet with Triumph and Disaster And treat those two impostors just the same...
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#2 (permalink) |
![]() Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 1,112
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Re: Question on TG rules...?
No, it's not. At least I've done it often enough on maps like Minsk and Cebere Landing with other TGers.
Camp G might be an exception because it lets you go so far though, and you're essentially immune to any hostile action behind the walls...
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#3 (permalink) | |
![]() ![]() Join Date: Jul 2007
Location: Vancouver, west coast of Canada
Posts: 1,225
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Re: Question on TG rules...?
Quote:
1. It is a futile action. A lone man deep in enemy territory is easily taken down by a passing vehicle or advancing infantry. All it takes is a sat-track to discover you and a few people bored of the long walk to the front lines will come after you like starving wolves. You are wasting precious time. 2. A lone man is liable to die very quickly as soon as he takes a flag/silo. You may divert some attention from the main frontlines but you haven't a spawn beacon and the flag will be retaken quickly: again, you're wasting your and the team's time. Thirdly, and most importantly, you are hurting your squad. By leaving the squad to lone wolf outside the bounds, not only are you fragmenting the squad, you are inserting a layer of doubt within the people playing: if that guy can just run off and do his thing, why the heck should I bother listening to the SL? And worse yet, that guy just ran off and we could really use a medic right now. Either way, there's going to be five people who aren't going to be very pleased with you. In the wide scope of the round, two points and a fifteen second wait that result from a suicide are not all that significant; especially considering how much time is wasted following very closely to the walls or barriers outside.
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TacticalGamer -- 3rd Special Forces Detachment -- Zhohar
"Zho takes speed before squad leading. " -- HellHarry |
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#4 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,915
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Re: Question on TG rules...?
Well, to my knowledge, it is not against the rules. It is a tactic used oon different maps by different SL's. I would say that if you are a SM, then press on and do as much dmage as you can, Suicide tactics are not TG.
As an SL, I have used this tactic on Camp G. While instructing my squad to attack a given point and NOT to spawn on me, I have gone around to Harbor and gotten in position to take the flag. Then I tell my Sm's to spawn on me, Squad -up and take the flag. You have now helped the team greatly if you have been pressed to only a couple of flags. This is a tactic that has been used ny myself and others. If you find youself on the other side of the wall, I have too as an SM, you can still do some damage and someone will probably kill you.
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#5 (permalink) |
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Join Date: Aug 2007
Location: East London, England, UK
Age: 19
Posts: 1,531
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Re: Question on TG rules...?
Oh yes, I forgot to mention our SL left and I handily became SL with a spawn beacon on me, we all went round as a squad.
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Anger is a gift - Malcolm X ![]() ...If you can dream--and not make dreams your master, If you can think--and not make thoughts your aim; If you can meet with Triumph and Disaster And treat those two impostors just the same...
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#6 (permalink) |
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Join Date: Nov 2006
Posts: 1,944
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Re: Question on TG rules...?
There is no rule prohibiting players from entering the out-of-bounds area. Whether it is a sound tactic is another question all to itself. It can be a great way to flank a rear flag on some maps. However, on others, it might render a squad totally ineffective.
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#7 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,142
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Re: Question on TG rules...?
In addition to what the guys said, in earlier versions of the game when pod spinning allowed you to go quite a distance, this could have been viewed as an exploit, but now that you cant really spin more than about 3m in any direction (not to mention it's very hard to control now), landing outside the wall isnt exactly something you can really control. So unless you are doing it constantly and in a way that could be viewed as intentional, I dont really think that any of the admins are going to say anything to you being that the action is entriely accidental.
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#8 (permalink) |
![]() Join Date: Apr 2007
Location: TN
Posts: 2,869
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Re: Question on TG rules...?
Wow, this topic comes back around for more action! Just don't do it guys! Yes, with a squad that knows how to spin just enough to land on the inside of the wall, it can be very effective. You will almost always take the back flag you decide to hit and you can steal the walker on camp g if you wait for it to spawn before you attack. When you do it though, you will feel as if you have taken advantage of a game mechanic. The tops of the walls are not out of bounds so that the area outside of the wall under the walkway is also not out of bounds. I believe the all of the area outside of the walls were designed to be out of bounds. Due to game mechanics they would have to make to top of the walkway out of bounds also, so they left them inbounds. Seems to be taken advantage of the game engine's limitations.
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#9 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,915
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Re: Question on TG rules...?
You don't have to spin a pod, just jump off the wall. If no one is paying attention, then shame on them. The tools are there, you are just improvising. Same as on other maps, you can only be out of bounds so long, then you die. Not too careful, you're dead. I would not take my squad with me, that is a waste. Call them when you have made it and are in a safe place. I think this is simply a matter of opinion on whether or not to do it.
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![]() "No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr ![]() ![]() ![]() ![]() ![]() ![]() Acknowledge your teammates' Outstanding and Distinguished efforts: Submit a nomination |
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#10 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 34
Posts: 6,839
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Re: Question on TG rules...?
As PAC you do have to spin to get back inside the walls when you get near EU base. This is a "tactic" that I highly frown upon for either PAC or EU, but it's not against the rules.
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#12 (permalink) | |
![]() Join Date: Apr 2007
Location: Newington, CT
Age: 20
Posts: 1,148
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Re: Question on TG rules...?
Quote:
With sprint and a well timed jump it's easy as pie!
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#15 (permalink) |
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Join Date: Aug 2007
Location: East London, England, UK
Age: 19
Posts: 1,531
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Re: Question on TG rules...?
Lol, yes I was about attempt that jump, but thought it looked impossible, my time was running out before death, and I didn't have much sprint after getting up the hill.
__________________
Anger is a gift - Malcolm X ![]() ...If you can dream--and not make dreams your master, If you can think--and not make thoughts your aim; If you can meet with Triumph and Disaster And treat those two impostors just the same...
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