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Old 04-06-2008, 05:27 PM   #1 (permalink)
 
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Unhappy tacticalgamer 52/54 man server

im sure if you have noticed that the server has been crashing alot and i know it can get annoying somtimes. the server has been crashing especially everytime we play tunis harbor (or is that just me)? maybe if there really is a problem it would be great if the crashing can be fixed im sure alot of other people would be happy about this.
also, has anyone been noticing any problems when you click your soldier name and it says problem connecting to ea master server?
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Old 04-06-2008, 05:40 PM   #2 (permalink)


 
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Re: tacticalgamer 52/54 man server

We keep track of ALL crashes. The server has restarted on tunis 2 times in the past 20 minutes. Once was due to an adminstrative action, the other was due to an unknown reason.

The server does not crash every time we play Tunis. It almost NEVER crashes on tunis.

The server crashes almost exclusively on maps that are armor maps. It crashes about 2 times a day. Tunis is the first map in the rotation so that is the map it comes up on when the server crashes.

If we eliminated all armor maps we could probably eliminate nearly all crashing. Eliminating team autobalance cut the number of crashes we were having more than in half. This was due to an unusal bug that would crash the server when the autobalance script tried to move a player that was disconnected.

We get an occasional crash on a non armor map. About one crash out of every 10 is on a non armor map. this results in a crash on a non armor map about once every 3 days. All of the other crashes are on maps that have an armor focus. We do not know why this is the case, but at this point, there is nothing we can do about that other than eliminate armor maps from our rotation.

To be clear: the only solution we have at this point is to eliminate armor maps from our rotation. We have investigated server crashing at a very deep level and are SURE that we are not missing anything. We have great hardware, great connection and a great host.

If you are unsatisfied with the amount of crashing our server has I suggest you write EA/DICE and let them know your dissatisfaction.
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Old 04-06-2008, 06:01 PM   #3 (permalink)
 
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Re: tacticalgamer 52/54 man server

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Originally Posted by sc1ence View Post
We keep track of ALL crashes. The server has restarted on tunis 2 times in the past 20 minutes. Once was due to an adminstrative action, the other was due to an unknown reason.

The server does not crash every time we play Tunis. It almost NEVER crashes on tunis.

The server crashes almost exclusively on maps that are armor maps. It crashes about 2 times a day. Tunis is the first map in the rotation so that is the map it comes up on when the server crashes.

If we eliminated all armor maps we could probably eliminate nearly all crashing. Eliminating team autobalance cut the number of crashes we were having more than in half. This was due to an unusal bug that would crash the server when the autobalance script tried to move a player that was disconnected.

We get an occasional crash on a non armor map. About one crash out of every 10 is on a non armor map. this results in a crash on a non armor map about once every 3 days. All of the other crashes are on maps that have an armor focus. We do not know why this is the case, but at this point, there is nothing we can do about that other than eliminate armor maps from our rotation.

To be clear: the only solution we have at this point is to eliminate armor maps from our rotation. We have investigated server crashing at a very deep level and are SURE that we are not missing anything. We have great hardware, great connection and a great host.

If you are unsatisfied with the amount of crashing our server has I suggest you write EA/DICE and let them know your dissatisfaction.
ok sorry i dint know about that thank you and i have no problem if thats the reason
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Old 04-06-2008, 06:14 PM   #4 (permalink)
 
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Re: tacticalgamer 52/54 man server

cool, no armor!!! thats my vote, although I know its unreasonable and not going to happen.
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Old 04-06-2008, 06:28 PM   #5 (permalink)
 
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Re: tacticalgamer 52/54 man server

But I like armor :[
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Old 04-06-2008, 07:13 PM   #6 (permalink)
 
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Re: tacticalgamer 52/54 man server

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But I like armor :[
^ ^ ^

Half the point of Battlefield is vehicles. I can name a billion infantry-only FPS games.

I really don't see any appeal in the infantry-centric maps, especially in 2142, since they almost all suck. They usually fall into two categories. The first category are the linear slog fragfests. IE: Camp Gib, Cerbere, and Tunis Harbor. These maps are pretty formulaic in how they play out. "Don't spawn on me rushing power station". Blugh. There generally is no overarching strategy on these maps because the gameplay is chaotic, fast, and generally more reminiscent of a team deathmatch game than anything else.

The second category of infantry-centric maps COULD be good if they had no vehicles, but like Fall of Berlin, it's way too common to have an "APC SQUAD" that just roams around the map slaughtering squads (usually whoever was in the mortar ends the game with like 50 kills). You can fight your way past the entire map, only to have some nubby like ReaperAssault ( only because I see you in the upper left more than anyone else) casually fire a mortar in your direction and *SPLAT* your whole squad is instantly toast.

There's also less rocket spam on armor maps, so I'm all about that too
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Old 04-06-2008, 07:26 PM   #7 (permalink)


 
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Re: tacticalgamer 52/54 man server

Our intention is to keep the armor maps in place and put up with the crashing. If people find this unacceptable we are willing to set up the 2nd TG server as an infantry only rotation on a limited basis.

As a last resort we would remove all armor maps from the rotation of our main conquest server. This currently is not under serious consideration. If our community of players wants to see a change to infantry only maps to eliminate crashing they should speak up and make their case.

To our mind, the frequency of crashing is now at an acceptable level. In the past week we had 2 days where the server did not crash, 3 days where it crashed just once and 2 days where it crashed 2 or more times.

We understand the frustration of having the server crash multiple times in a row. Compared to the frequency of crashing we had 3 weeks ago (roughly every 4 hours) we are doing quite well.
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Old 04-06-2008, 07:27 PM   #8 (permalink)

 
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Re: tacticalgamer 52/54 man server

Quote:
Originally Posted by Uranium - 235 View Post
^ ^ ^

s because the gameplay is chaotic, fast, and generally more reminiscent of a team deathmatch game than anything else.

Hence the point of playing BF2142 vs POE
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Old 04-07-2008, 09:00 AM   #9 (permalink)

 
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Re: tacticalgamer 52/54 man server

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The first category are the linear slog fragfests. IE: Tunis Harbor.



You heard it here first folks. Triangle is the new linear
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Old 04-07-2008, 09:28 AM   #10 (permalink)
 
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Re: tacticalgamer 52/54 man server

OH GOD CRUX you cannot post this in a public forum...!!!


This is better....


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Old 04-07-2008, 10:18 AM   #11 (permalink)

 
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Re: tacticalgamer 52/54 man server

Damn, My post should have said "BF2142 VS POE"

Duh!
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Old 04-07-2008, 01:19 PM   #12 (permalink)
 
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Re: tacticalgamer 52/54 man server

Quote:
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You heard it here first folks. Triangle is the new linear
You forgot the out of bounds, edge of the world, driving contests. The little used swimming squad assault from the PAC UCB. More popular is the barge diving and jumping swimming contest. Definitely not linear.

Lyra nice butterfly.
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Old 04-07-2008, 02:36 PM   #13 (permalink)



 
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Re: tacticalgamer 52/54 man server

Dont forget the PAC water walker to EU base.
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Old 04-07-2008, 03:00 PM   #14 (permalink)
 
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Re: tacticalgamer 52/54 man server

theres another route than i know its a seceret (u gotta be support with bianchi lmg to perform this)
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Old 04-08-2008, 12:55 AM   #15 (permalink)
 
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Re: tacticalgamer 52/54 man server

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You heard it here first folks. Triangle is the new linear
That depends if you consider a coinflip to be anything but a binary choice. I consider 'non-linear' to be more than just two choices. Most of Tunis's gameplay focuses on two specific strategic movements, generally through two very specific chokepoints. Its only saving grace is that Power Station is notoriously difficult to defend. Were it bottled up like Eastern Docks is, the game would immediately stalemate due to the lack of concrete strategic options.

A good example is Camp Gib. You can either FAV rush through Toll Station, or you can rush the catwalk. Neither of those have a very good chance of succeeding. Nor are they very pragmatic choices. Or you can join the footzerg and hurl grenades and rockets futilely.

Still, are you going to tell me that on any typical map of Tunis, you don't find yourself in the same rut of flipping a coin over and over? More open-ended maps like Belgrade avoid the 'coin flip' by providing you many routes of access, and many places to go.

I judge how well a map plays based on how 'open' it is, and how far you can reduce strategy to the lowest common denominator.

Camp Gib is practically a zero-strategy map. Any success on this map, and I don't think anyone can disagree, is due to a stroke of luck. The guy on the rooftop just HAPPENED to be downstairs getting more ammo, allowing you to sneak past. I don't know how I'd 'save' Camp Gib. Widen the entire approach, or maybe have flanking buildings or tunnels around Toll Station. Maybe the entire point was to just have a stalemate at Toll Station 9/10 games.

Fall of Berlin and Tunis Harbor are just a cut above Camp Gib, as in a typical game, defensive strategy almost always can be focused into one or two very specific chokepoints. Fall of Berlin would benefit immensely from removal of the vehicles, at any rate (though I've wondered what a gunship to destroy them would do, given the ample infantry cover. Would be fun in the narrow canyons at any rate). Fall of Berlin could be saved by removing the vehicles and changing the 'ladder' routes to interior routes or otherwise. The vehicles just make the map unnecessarily fragtastic, and the ladder routes just complicate things immensely. They make you an extremely easy target, and if they're being watched by even just one vigilant defender, nobody will ever get through them. Tunis Harbor... I'd like to see the entire northern harbor opened up and two more flags added up there, with a few new routes to get there.

Cerbere Landing is better than those preceeding two, as given the staggered nature of the flags, it's rather difficult to identify chokepoints, as there's a lot of ways for infantry to move around. That is to say, it's only really a crappy, linear, boring map if the defensive team manages to secure Office Ruins. Then you're pretty much riding out the map on a prayer as PAC. Cerbere would be difficult to easily improve, though if some buildings could be moved through would change it up somewhat.

Belgrade barely qualifies as an infantry-centric map, but it's a great map in my opinion. It's well-balanced (well, Pond is a pretty crap flag compared to Monorail), and provides a lot of wiggle-room for strategy. I still feel that APCs overpower things (it's really just the mortar of instant death that feels broken), but it has tanks too, so I can't complain too much about it. If I had to improve Belgrade, I'd add a Gunship Maybe not. It'd be fun, but then you'd have noobs parking it on a roof with a nose hanging over, just slaughtering squads down below. Actually, I'd just make Pond a bit more defensible. Reposition the Rorsches so they can actually hit something instead of trees, the ground, or the sky (I'm pretty sure one is pointed into the PAC's *OWN BASE*).

Wow. Anyway...

... my point was that the maps like Camp Gib are so cramped and spammarific, I don't really understand why we would find them very interesting. FAV rushing through Toll Station vs. suicidally running along the catwalk hoping you get through aren't very practical, or even sane tactical strategies. At any rate, the amount of decisionmaking on these maps is usually low, and 'adapting to change' isn't difficult as the maps are cramped, predictable, and there's very little 'new' in them. That TG is all about teamwork and strategy and tactics, but everyone's favorite maps are the ones that lack two of these things just seems... weird. That the most rigid, static, linear, and inflexible map is in the rotation more than any other is startling, to say the least.

I don't find these maps (three in particular) to be very conducive to TG's playstyle in an FPS game of this nature, so I have to ask a serious question: Do we just run these maps to clog the server with players? Is it necessary to do that? Do we sacrifice what TG is "about" just to have our server at the top of the player list all the time? Or is there some level of 'openness' about these maps that I'm either blind to, or not nit-picky enough to recognize? Sure swimming around in Tunis CAN work on occasion, but would you call a strategy that one guy with a pistol could neutralize to be a particularly prudent one?

Don't tell me I'm the only one who noticed this anomaly. It's good that the server should have something for everyone (I still want Titan to pop up every two Conquest rounds or something), but it's just the popularity of what I see as the most hideously crappy, spammy maps that I don't understand. I guess from a pubby standpoint, a city map with a lot of players = a chance to get some easy kills or something, but... eh?

EDIT: Since I know someone's going to misunderstand it, by 'low decisionmaking', I mean that if something changes on the battlefield (they secure Junkyard behind you), there isn't much of a 'cause-effect' decision to be made. On a slightly less linear map like Cerbere, a decision to retreat can cost you more than just the flag you were on. On Tunis, you're usually only dealing with only one or two enemy flags (unless you somehow lost them all, but that's not generally the norm), so a decision to move a squad won't have consequences quite as dire as it would on a larger, more open map. IE: You could have a squad going to each flag on Cerbere, but on Tunis, since everyone's going to one of two flags, the impact will likely be felt less.

My first time commanding was on Tunis, and I jumped in as an ersatz replacement at the last minute. I got a victory on it, and I basically just watched as the three primary squads simply moved back and forth from flag to flag whenever something changed. Crux was right on the money - it's a triangle, and in a triangle, there's only two sides accessible from a single point.
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