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| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
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#32 (permalink) | |
![]() ![]() ![]() Join Date: Feb 2007
Location: Schenectady NY
Age: 36
Posts: 4,201
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Re: Main Server Map Schedule Changes:
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For reference, since we implemented the map rotation change, we have crashed on the following maps: BF2142process has stopped on Map: sidi power plant BF2142process has stopped on Map: minsk BF2142process has stopped on Map: verdun BF2142process has stopped on Map: suez canal BF2142process has stopped on Map: sidi power plant BF2142process has stopped on Map: verdun After the above 6 crashes occured over the course of two days we lowered the count from 64 to 32 people for the armor maps. since we lowered the player count (about 1 day so far) we have had 2 crashes: BF2142process has stopped on Map: suez canal BF2142process has stopped on Map: verdun We are still in the process of collecting data to make sure this is not a fluke. Statistically speaking, the evidence is a bit damning. Armor maps seem to crash the server. Our next step is to see if we can figure out what about the armor maps is crashing the server.
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#33 (permalink) |
![]() Join Date: Apr 2007
Location: Norway
Age: 32
Posts: 1,671
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Re: Main Server Map Schedule Changes:
I finally got around to playing the new map rotation and it's was really refreshing and different. Thanks!
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#34 (permalink) |
![]() Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 691
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Re: Main Server Map Schedule Changes:
Last night after two landslide rapes of one team, 95% of the server quit, but nobody rejoined. Then we played a 6 v 6 on Belgrade. The map started with my team having 3 people and the other team having about 9, so we lost every flag and bled out bad until some people left / switched. Then it evened out a bit. I commanded while tanking at the same time. We were down over 175 tickets at one point, and we fought as hard as we could.
Some highlights include: - Me micromanaging the command screen to drop an EMP on a hostile tank I was fighting from my own tank at the same time. - Me going 1 v 1 vs. the walker in a hover tank and surviving with over 50 health (the coward ran out of the walker for a Rorsch and made me chase him. Then I blew up the Rorsch with him in it). - Assisting both my squads with necessary supplies while using my tank to capture back flags. - Being the sole target of hatred from the enemy commander and being dumped on about 10 times, only dying to it once because I'm so awesome... In the end *we won 6-0*. Probably the greatest, most anticlimactic comeback I've ever seen. We were at 50 tickets and they still had 180+. I finished with 88 points, and about 12 various awards, pins, and ribbons. I was Support kit the entire time, so I was hoping that they would count towards the 30 kills for Support Gold but it didn't, I don't think... On a related note, the ribbon I got eluded me for quite some time because of the number of kills it required. And it was only worth 20 points. What a ****ing gyp D:<
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#35 (permalink) |
![]() ![]() Join Date: Mar 2007
Location: Toronto
Age: 30
Posts: 1,478
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Re: Main Server Map Schedule Changes:
Well done for making an epic come-back mate - A fighting commander should ba a no-no though, but well done all the same.
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#36 (permalink) | |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 954
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Re: Main Server Map Schedule Changes:
Quote:
Someone correct me if I'm wrong but with less than 10v10 it's ok to fight as CO or is it 10 total on the server?
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#39 (permalink) |
![]() ![]() ![]() Join Date: Apr 2007
Location: Gone for the weekend folks!
Age: 32
Posts: 2,588
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Re: Main Server Map Schedule Changes:
The only time I will allow a fighting commander is when the game is waiting for enough players to start. PLEASE consider carefully that there is no situation during a game when a fighting commander is permissible.
Commanders must do everything in their power to stay safe. They must stay in their UCB if possible, and MAY NOT defend it from anyone entering. If they are killed within the UCB they should report the player killing them to admins. Commanders outside the UCB may only kill in defense of their lives, NOT to claim an objective or defend one. This is to promote the idea of a tactical leadership who can be relied upon to have entire battlefield awareness in service of their team. You may not break the rules to save your team from defeat, no matter how tempting. Remember the TG way.
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#40 (permalink) |
![]() ![]() Join Date: Mar 2007
Location: Toronto
Age: 30
Posts: 1,478
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Re: Main Server Map Schedule Changes:
*Deep booming voice reminiscent of Zeus in "Clash of the Titans"*
THE GLOOP HAS SPOKEN !! *dum dum dummmmmm - dramatic music plays* [/Act_1]
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#41 (permalink) | |
![]() Join Date: Apr 2007
Location: New Tazewell, TN
Posts: 2,769
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Re: Main Server Map Schedule Changes:
Quote:
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#42 (permalink) |
![]() ![]() ![]() Join Date: Apr 2007
Location: Gone for the weekend folks!
Age: 32
Posts: 2,588
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Re: Main Server Map Schedule Changes:
No. I know it's hard to accept in the heat of battle when this one guy with rdx is getting in your house and breaking your furniture, believe me, I know.
You are free to detail a squad, or part of one to deal with the recon, but you can't. Put it this way- you are responsible to your team first, and yourself second. You can't help your team if you've got tunnel vision. That sniper is not allowed to kill you if you don't come gunning for him, but the moment you get up and turn in his direction he can turn you into swiss cheese if he likes. How does that help? Edit: Which isn't to say you can't set up a turret, or lay APM's, motion mines, or any other passive killing device you can think of.
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#43 (permalink) |
![]() Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 691
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Re: Main Server Map Schedule Changes:
I understood and realize that, but nobody on the server had a complaint about it when I asked, given that for 90% of the game, I was 'commanding' a squad of 2 or 3 other people.
There's no way I'd do that if the server were more full, or if by regular commanding we wouldn't have done anything other than lose a massive landslide, resulting in a crappy game for everyone. I'm more than willing to take responsibility for my actions, because I felt that given the circumstances, to do otherwise would result in everyone saying "this is stupid" and quitting. The other commander was, as well, joining the fighting. It was a gentleman's agreement for that and that instance alone. Commanders shouldn't fight for why you said - tunnel vision. They start focusing on their objective, and half a map away, a walker is pounding squads to pieces, and they're wondering where the crap the EMP is. However, in a small game that requires very little attention, if I had quit commanding, how would that have improved anything whatsoever? We would not have had a commander at all, in that case. Given the circumstances, it would have been worse if we had NO commander than a commander that was doing a bit of fighting. And no, I didn't get 'tunnel vision'. Ask the players that were there. For most of the game, I'd provide some light support from my tank, retreat to cover, and begin commanding again. This isn't and shouldn't be an acceptable excuse in a larger game, but again, given that I had 'Squad 1' that was only half full to worry about, I felt it was applicable to bend the rules to improve the game experience for everyone present. EDIT: And for the most part we were 'waiting for the game to start', because 8-12 people on a 64 player map is ridiculous, and we spent about 10 minutes wondering where the crap everyone went, and if the server were going to fill up again. There were so few players I was actually not even expecting it to be ranked.
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Last edited by Uranium - 235; 03-29-2008 at 06:06 PM. |
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#44 (permalink) | |
![]() ![]() Join Date: Aug 2007
Location: Ireland
Posts: 954
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Re: Main Server Map Schedule Changes:
Quote:
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#45 (permalink) | |
![]() ![]() Join Date: Mar 2007
Location: Toronto
Age: 30
Posts: 1,478
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Re: Main Server Map Schedule Changes:
Quote:
Winning by the rules is more gratifying than winning by bending the rules.
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