View Poll Results: What do you think of the Assault Lines version of Operation Shingle
- Voters
- 56. You may not vote on this poll
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Love it!
16 28.57% -
Hate it!
29 51.79% -
I just like to be spanked!
11 19.64%
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06-04-2009, 06:59 PM #16
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06-04-2009, 07:54 PM #17
Re: Operation Shingle - Assault Lines Version
Incidentally, medium-Tampa was a lot of fun. And I personally didn't notice a higher frequency of crashes.
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06-04-2009, 07:58 PM #18
Re: Operation Shingle - Assault Lines Version
Zho and I had a blast on medium Tampa with Nekomatas. It's still about the same size as the big one, just not as many flags which I think makes it easier. You can actually set an objective on a flag - cap and defend it - and not have to worry about 903843 other flags.
Last edited by FrozenInferno; 06-04-2009 at 10:08 PM.
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06-04-2009, 09:35 PM #19
Re: Operation Shingle - Assault Lines Version
Well... its nice to mix up the map rotation but I don't like any map on Assault lines. Shingle is actually one of my fav maps (cauz' I love snipin' xP) but like so many others that have posted the same... it makes it too easy for the defense to win. I think it'd be a good training map to teach people how to assault, but as a general playing map for regular rotation... I'd rather see the normal version instead.
Good Luck. You're gonna need it ^_^
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06-05-2009, 12:14 PM #20
Re: Operation Shingle - Assault Lines Version
Speaking theoretically as I haven't played the Assault Lines version, this seems to me to be an instance of just not working with the number of players we have on the server.
If you actually played the map with 12-16 each side, it might turn out to be significantly different. It could prevent the flag hopping that can come from maps with fewer players. But with 23 each side, this advantage disappears.
That isn't a request for the player count to be lowered -- I think 45-50 players is optimal for maps not named fall of berlin-- but it's a theory anyway.
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06-05-2009, 12:55 PM #21
Re: Operation Shingle - Assault Lines Version
This map doesn't work with fewer people. EU has to work very hard to just negate bleed (think it takes 3 flags to totally negate it, forget now), let alone control all the flags, which is pretty hard when you look at the actual flags and map layout. PAC has a very significant tactical advantage with columns and Command alone, giving them the two central spawn points to be able to quickly redeploy one or two people to take any flag EU just took while EU attempts to take another flag. While I do enjoy the map, I agree with Lyra - it makes for a HORRIBLE assault lines map.
Last edited by Lorax74; 06-05-2009 at 02:25 PM.




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06-05-2009, 01:45 PM #22
Re: Operation Shingle - Assault Lines Version
I don't agree with you. Let's use 14 as a medium number. Four people can easily defend Columns. From my experience even in Conquest Shingle, I will only assault Columns if I have Command, or get the clear from a CO. It is an extremely difficult flag to take.
Furthering this, any attempt to take the somewhat sane path of going north first, then taking catwalks is stopped by the fact that there are people at Command who I cannot touch because a) it is an uncap so I can't shoot first, and b) it is on higher ground.
I am focusing on Columns because it takes so little to defend it proper, and because it is the only higher ground on the map, it is very important. This creates a number imbalance in any of the satellite flags that the EU hits: they are fighting against larger numbers ... and on top of which, unless they catch a lucky break, they are most certanly being rocketed from higher ground: Columns or Command, take your pick.
I enjoy Berlin, and I usually win it as PAC. It is a difficult map, but nowhere near as difficult as Shingle AL.Fight!
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06-05-2009, 03:52 PM #23
Re: Operation Shingle - Assault Lines Version
Shingle assault lines is the devil. I would rather have Minsk in rotation.
Don't get me wrong, I love Shingle, I actually think it is one of my favorite maps in standard conquest. The assault lines version however, is just broken. As it is, in standard conquest, PAC has the major advantage and generally wins. the best chance EU has of changing this is by capturing the high ground, Command Center, or Columns, without at least one of these flags, victory is very very hard to achieve for the EU. Without the ability to take Command, EU's chances drop to almost nothing.
Think of it this way, how may of you have seen a cap out on Shingle? For those of you that have actually seen this, how often does it happen? Now that is with EU being able to capture Command. Take that out of the picture and just how often do you think EU will have any chance in hell of getting Command unlocked let alone captured?
I would rather play Minsk.
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06-05-2009, 04:17 PM #24
Re: Operation Shingle - Assault Lines Version
I like the variation. A lot of these maps are biased, and its easy to tell which team will win most of the time anyway.
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06-05-2009, 04:28 PM #25
Re: Operation Shingle - Assault Lines Version
Are you saying that it's easy to predict which team will win on the basis that they are playing PAC or EU? Or that it's easy to spot a team stack?
Edit: What I mean is: it's extremely rare that one faction will win a map consistently. In fact, I can think of only one map that this consistently happens on -- EU winning Conquest Minsk -- and it's rare that we play it, if ever.
I find the entire assumption that PAC or EU should win a map consistently quite far out.Last edited by Zhohar; 06-05-2009 at 08:43 PM.
Fight!
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06-05-2009, 06:20 PM #26
Re: Operation Shingle - Assault Lines Version
its all been said before but giving Pac the added advantage on this map is tarded. Plus (as said before) EU has to grab 2 flags to null bleed as is. Thumbs down on assualt lines for Single
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06-05-2009, 10:29 PM #27
Re: Operation Shingle - Assault Lines Version
About the uncap rule.......My understanding of the uncap rule is this.....as soon as I see rockets or any fire for that matter coming from an uncap......that person has given up the privilege of being in an uncap. An uncap is NOT a safe haven to fire from without repercussions!!! Even if that person is not firing at me they are fair game. I have the right to defend ANY MEMBER of my team from fire. Even if it does come from an uncap!
I never think about it for more than a fraction of a second. If I see a rocket trail heading out of an uncap you can bet your life I will be sending a volley in to that area. If you happen to be killed and weren't firing out of the uncap, this is your bad luck for being close to someone who has forfeit both his and your "safety zone".
That being said....I don't like the AL version of this map.
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06-05-2009, 11:34 PM #28
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Re: Operation Shingle - Assault Lines Version
Jazy in that case PAC doesn't have an uncap. Command Center on Shingles more of a legit command center than the one on cerbere in my opinion. Not only is it a great staging point for assaulting every flag on the map except Warehouse, and arguably Dune Station, but you also have line of fire to a majority of the hot spots on the map. You can't lay down suppressive fire on Command if it's UCB because theoretically if they're just looking at you, they're protected by UCB rules. One could just simply wait until you make a commitment in movement (ie. ladder, flag neutralize attempt) then send a volley of rockets at you and run.
Take away the UCB rules for PAC on this map, however, and you still have the problem that PAC doesn't need to defend it anymore. A squad and a half could defend Columns (let's say 10 people), leaving you with 12 (13 with CO) people to defend the rest. Usually 6 of those would be back at Command, leaving PAC with one squad to defend the remaining 4 flags. With command no longer needed to be defended, you can have 2 squads defending Refugee and Dunes. Forfeit Trenches and Warehouses to EU since they can't assault Command anyway, so them having that flag is near useless to them, and warehouses is impossible to defend against all of EU. PAC shouldn't lose.
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06-06-2009, 12:08 AM #29
Re: Operation Shingle - Assault Lines Version
I love playing Berlin as PAC too. I'll always choose to go PAC if given a choice (as I will with any assault map [besides shingle/ns maps]). But if two evenly matched (and good) sides with 23 players each face against each other, the chances of breaking through is very small.
That said, it makes succeeding all the more rewarding as it's usually through ingenuity. It also highlights a well coordinating squad well.
As for Shingle, my compy gave out fairly close to when Shingle came out, so my experience is limited. I'll defer to your knowledge of it. But in my experience, the fewer people you place in a map, the more the increase in flags accessible to the assaulting team results in options.
Anyway, it's sort of pointless. I'm not advocating reducing the number of players. That's been tried multiple times and it's almost always a bust for the public server.
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06-06-2009, 02:30 PM #30
Re: Operation Shingle - Assault Lines Version
Seeing that the voting is 2:1 hating AL Shingle, should we request removing it from the rotation?
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