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08-29-2009, 01:33 PM
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#1 (permalink)
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Join Date: Aug 2009
Posts: 14
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Highway Tampa?
First off, let me admit that I've only been playing this game since May, and only discovered the TG servers a couple of months ago. While the map rotation as is is pretty good, my question for some of the more grizzled folks around here; why isn't Highway Tampa on the rotation more often than once in a blue moon?
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08-29-2009, 01:45 PM
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#2 (permalink)
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Join Date: Jan 2007
Location: Germany
Posts: 2,216
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Re: Highway Tampa?
Highway Tampa seems to have the funny ability to crash way more often than other maps
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08-29-2009, 02:21 PM
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#3 (permalink)
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Join Date: Oct 2007
Location: Ottawa, Ontario, Canada
Age: 19
Posts: 1,500
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Re: Highway Tampa?
Quote:
Originally Posted by Lyramion
Highway Tampa seems to have the funny ability to crash way more often than other maps
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Not to mention causing people to leave because of how long usually rounds go on that map
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08-29-2009, 02:26 PM
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#4 (permalink)
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Join Date: Jan 2007
Location: Germany
Posts: 2,216
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Re: Highway Tampa?
...and how boring the terrain is
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08-29-2009, 02:41 PM
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#5 (permalink)
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Join Date: May 2008
Location: Maryland
Posts: 2,684
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Re: Highway Tampa?
Quote:
Originally Posted by Lyramion
...and how boring the terrain is 
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People still live between the Rockies and Appalachians. Lack of elevation change isn't always a deterrent.  Just kidding!
It's armor also. Not just armor, but long range armor sniping with almost no hope of mixed infantry combat.
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08-29-2009, 02:46 PM
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#6 (permalink)
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Join Date: Jul 2009
Location: Abbotsford, Canada
Posts: 216
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Re: Highway Tampa?
Quote:
Originally Posted by DrBeat
People still live between the Rockies and Appalachians. Lack of elevation change isn't always a deterrent.
It's armor also. Not just armor, but long range armor sniping with almost no hope of mixed infantry combat.
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That and it takes forever to run anywhere.
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08-29-2009, 03:03 PM
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#7 (permalink)
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Join Date: Aug 2009
Posts: 14
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Re: Highway Tampa?
Quote:
Originally Posted by DrBeat
People still live between the Rockies and Appalachians. Lack of elevation change isn't always a deterrent.  Just kidding!
It's armor also. Not just armor, but long range armor sniping with almost no hope of mixed infantry combat.
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AT Buggies? Roflcopters? its a mechanized infantryman's dream because this is one of the few maps I've seen where its practical to weaponize FAVs (pod-bombing with APCs, etc) because of the easily navigated terrain. Considering the distance of the map for the ground pounder and the plentiful number of FAVs one must resign oneself to using them to get around; but doesn't that add an extra dimension to the map that others on the rotation do not have? The big suez map hasn't been used much recently, nor has the big minsk map, so it seems that the rotation is increasingly focused on close-quarters infantry combat maps (I have yet to see Tunis, Cerbere, or Camp G get the axe off of the rotation at any time). Granted, these maps are fun to play, but does it strike anyone else as becoming too much of a homogenous rotation, especially when folks complain about playing Sidi Powerplant, which is one of the few big maps that is consistently played now? (Personally I'm apathetic towards sidi, because it is too much of an armor camping map because the vehicles are essentially trapped in a giant rat's maze with no room to manuver; leaving them particularly vulnerable to infantry assaults).
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08-29-2009, 03:14 PM
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#8 (permalink)
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Join Date: May 2008
Location: Maryland
Posts: 2,684
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Re: Highway Tampa?
Quote:
Originally Posted by CableGuy10
AT Buggies? Roflcopters? its a mechanized infantryman's dream because this is one of the few maps I've seen where its practical to weaponize FAVs (pod-bombing with APCs, etc) because of the easily navigated terrain. Considering the distance of the map for the ground pounder and the plentiful number of FAVs one must resign oneself to using them to get around; but doesn't that add an extra dimension to the map that others on the rotation do not have? The big suez map hasn't been used much recently, nor has the big minsk map, so it seems that the rotation is increasingly focused on close-quarters infantry combat maps (I have yet to see Tunis, Cerbere, or Camp G get the axe off of the rotation at any time). Granted, these maps are fun to play, but does it strike anyone else as becoming too much of a homogenous rotation, especially when folks complain about playing Sidi Powerplant, which is one of the few big maps that is consistently played now? (Personally I'm apathetic towards sidi, because it is too much of an armor camping map because the vehicles are essentially trapped in a giant rat's maze with no room to manuver; leaving them particularly vulnerable to infantry assaults).
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I'm going to assume that "big" means 64 player. Please do correct me if I'm wrong in this.
TG does not have enough people to fill a 64 player map and thus runs the 48 or 16p version. I've seen you around the server, and as I'm sure you have noticed, TG tends to be an infantry geared community at its core. Tunis, Cerebere, and Camp G are ground infantry maps and highlights the great infantry combat of 2142. There have been polls and threads in the past showing this trend between infantry heavy and armor heavy. TG tries to strike a balance between the two camps.
Other then the crashes (because the server crashes enough) Tamp is simply not a very interesting map. In my eyes, Tampa is a map in which all flags were created equal. Great. Well, not really. The wide open space makes area denial and choke points (while annoying they are pretty essential) non existent. The map is all about flags, and less about taking flags because the offer a strategic position such as elevation or spawn points. I'd rather play armor Minsk and look down upon my foes from a hill.
My 2 cents.
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08-29-2009, 03:26 PM
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#9 (permalink)
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Join Date: Jun 2009
Age: 36
Posts: 51
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Re: Highway Tampa?
[QUOTE=DrBeat;1346288]I'm going to assume that "big" means 64 player. Please do correct me if I'm wrong in this.
TG does not have enough people to fill a 64 player map and thus runs the 48 or 16p version.
every friday its 64 player maps all day
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08-29-2009, 03:54 PM
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#10 (permalink)
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Join Date: Oct 2007
Location: Ottawa, Ontario, Canada
Age: 19
Posts: 1,500
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Re: Highway Tampa?
[QUOTE=SIDIOUS;1346293]
Quote:
Originally Posted by DrBeat
I'm going to assume that "big" means 64 player. Please do correct me if I'm wrong in this.
TG does not have enough people to fill a 64 player map and thus runs the 48 or 16p version.
every friday its 64 player maps all day
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TG can fill 64p easily, but that in turn, causes more pubbies to join which decreases the teamwork overall on the server.
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08-29-2009, 04:15 PM
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#11 (permalink)
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Join Date: Dec 2006
Location: Los Angeles
Posts: 2,160
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Re: Highway Tampa?
Quote:
Originally Posted by FL1Pmode
TG can fill 64p easily, but that in turn, causes more pubbies to join which decreases the teamwork overall on the server.
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TG has a hard time filling 64p when the server crashes frequently.
Adding Tampa will assure that the server crashes frequently.
Therefore, TG will have a hard time filling 64p.
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08-29-2009, 04:31 PM
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#12 (permalink)
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Join Date: Mar 2008
Location: Finland
Posts: 918
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Re: Highway Tampa?
When playing Tampa I feel like every kill is after a effort that is same than shooting gunship with PKs
A person starts in vehicle, you have damn long 1on1 fight with this vehicle, what ever it is. But the guy always has time to go hiding. He either comes back with new vehicle, or you find him waiting in some corner with mines that finish your vehicle. You have super long 1on1 at range ending up with you 10health left and no ammo left. Now you have 1-2 minute walk out of the never ending desert, with no medics in sight. You finally reach the closest flag and crab another piece of armor. And the hell all over again.
Or you can be infantry and wait at the flag for other infantry to come. Oh wait they're doing the same.
For me Tampa is the most boring map out of all, walkers are much more vulnerable, but there are way too many tanks in that map. So its almost that people are meant to be moving around in those slow steel platforms, hoping to get into spot where you can score kill 10+ infantry fighters. I don't find vehicle fights so exciting that they would keep the map alive.
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08-29-2009, 04:56 PM
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#13 (permalink)
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Join Date: Jul 2005
Location: Springfield, OH
Age: 27
Posts: 822
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Re: Highway Tampa?
Since the server crashes all the time regardless, how does one determine that Highway Tampa crashes more often than any other map?
In reality it doesn't matter whether or not Highway Tampa is in the rotation because the server will crash frequently anyway. Adding Highway Tampa doesn't ensure the server will crash because the server will always crash. For more than two years everyone has had theories on why the server keeps crashing, and not a single "fix" made any difference. Keeping Highway Tampa off the server does not help anything.
I think this is all in your heads, like the Krylov being better than the Voss
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08-29-2009, 05:16 PM
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#14 (permalink)
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Join Date: Oct 2007
Location: Ottawa, Ontario, Canada
Age: 19
Posts: 1,500
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Re: Highway Tampa?
Quote:
Originally Posted by Zoraster
TG has a hard time filling 64p when the server crashes frequently.
Adding Tampa will assure that the server crashes frequently.
Therefore, TG will have a hard time filling 64p.
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Well that is what I meant, we can fill 64p but what is the point if the server will inevitably crash?
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Zhohar- "We need to get Eroak into this squad before he TK'es the whole team"
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Spiff913 -"The team is saved!"
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08-29-2009, 05:18 PM
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#15 (permalink)
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Join Date: Apr 2007
Location: TN
Posts: 3,531
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Re: Highway Tampa?
Quote:
Originally Posted by Zoraster
TG has a hard time filling 64p when the server crashes frequently.
Adding Tampa will assure that the server crashes frequently.
Therefore, TG will have a hard time filling 64p.
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I would agree to that, even though I like tampa.
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