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11-09-2009, 12:29 PM
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#1 (permalink)
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Join Date: Sep 2009
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Titan rules and tactics?
Every now and then the TG servers run titan maps, and sometimes we're even lucky enough to have moving titans. I was wondering if TG has any titan-specific rules about titan mode. Lots of servers have rules along the lines of "titans must be at least one silo apart," and those make sense. Some rules I've seen on public servers, however, don't make as much sense.
The other day I was playing on a public titan server, and as soon as the game began, I made a squad called "TITANGUN" and ended up with a full squad. Surprisingly, 3 of the squad members used VOIP and actually followed orders. I asked the commander to advance the titan, and let us know where it would eventually stop. Then, the four of us took an APC, placed vehicle sonar (PDS?) around the area where the Titan would stop, and returned to the Titan (via APC pods). By the time we'd done this, the Titan was almost to the middle of the map (sidi, just so you know. We didn't actually park in the middle because there's a silo there, but close enough). At this point, things got very interesting. The four of us each manned a turret, and knew exactly where any enemy vehicles were around us. By working with the commander, I was able to use move and attack markers to indicate targets that the commander wanted destroyed quickly. Two of the gunners even mimicked at EMP/OS just by coordinating with the commander through me. The enemy Titan's shield went down way before ours, and when ours did finally do down, I switched to manning both AA guns, and let my squad members know that my old turret was empty. APCs hardly ever managed to get close enough to pod onto our titan, and it was very rare that a transport would come in low enough to avoid being shredded by the AA, but high enough not to crash. In the end, our team won by a landslide, titan hull at over 75%, all consoles still intact (it only took 2 defenders to keep up with the few people that made it onto our titan). As the game was ending and I was congratulating my squad for what I thought was a really well played game (and apparently the commander thought so, too,) I suddenly get a kick warning, telling me that I'm being kicked for "spending too long in the Titan guns."
Now, I felt really silly for not noticing that on the scrolling rules (assuming it was there), but most of all, I was curious: what had we done that was so bad that we needed to be kicked? Granted, no one in my squad died (except the two guys that ignored me entirely) but I don't think our strategy was unfair. We couldn't hold ground, or even attack the enemy titan directly. A few enemies thought to use ground based weapons against the Titan guns, forcing us to try to shoot and repair at the same time. One clever enemy even landed on our titan and used his pilum against my AA guns, and there was nothing I could do about it.
So my questions are, would this sort of thing be allowed on a TG Titan map, and/or are there any other strange rules specific to Titan maps that we have on TG servers?
I'd also invite people to post their own Titan strategies, but this is the wrong forum for that. Not that I'd mind, but somebody else would.
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Playing as: |TG| Merkov
Now playing with the TG prefix because, according to oniell121, doing very stupid things with alarming frequency isn't a good enough reason not to wear them...
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11-09-2009, 01:46 PM
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#2 (permalink)
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Join Date: Mar 2008
Location: Colorado Springs, Colorado
Age: 39
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Re: Titan rules and tactics?
I think the mentality on some servers leans more towards making sure everyone playing has an equal shot at using vehicles and the like, to keep things "fair", give people equal opportunity to up K/D ratio, or whatever, ultimately losing sight of what it takes to actually win a round. Obviously, on our server, if there is an APC, tank, gunship, etc. squad, those same players will typically utilize the same piece of equipment all round long to try to contribute to the overall team victory. You're dealing with two completely different perspectives on game play. As to why you actually got kicked, who knows? If you were breaking a rule, I would think a warning first would have been due.
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~Twiggy~
xfire:bigmclarge
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11-09-2009, 02:30 PM
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#3 (permalink)
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Join Date: Nov 2006
Location: Bucks County, PA
Age: 29
Posts: 4,688
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Re: Titan rules and tactics?
There were reports of lag with the titan matches the past 2 nights during titan assault. I'm going to be forced to remove titan movement since its to hard to control.
As for Titan rules, the UCB rules are lifted. Spawn camping can still happen, but the rules of engagement dont apply. Don't sit in a titan UCB waiting for players to spawn in, Grab what you need and make use of it.
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| Think Tank| TGU Admin| BFx Admin| Community Improvement|
From the TG Primer: 2) Create an environment where there is
mutual respect for your fellow gamers and where all members
would be working together to advance the enjoyment of their hobby.
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11-09-2009, 03:28 PM
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#4 (permalink)
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Join Date: Mar 2009
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Re: Titan rules and tactics?
Its disappointing that moving titans can cause so much lag, I love being able to pod out to where I want to go then find some other mode of transportation.
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Posted by Deterhek:
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11-09-2009, 05:17 PM
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#5 (permalink)
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Join Date: Dec 2008
Location: United States
Age: 20
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Re: Titan rules and tactics?
Yeah I agree, Titans without movement is like a Fried Egg Sandwich without the eggs. Sadly it causes so much lag as has been said. *sigh* If only everyone could afford ridiculously fast internet.
If we did allow Titan movement and your squads job was to man the guns the entire round then I'm sure there wouldn't be any objections. I mean, that is what the guns are there for right? As BigMcLarge said, different server mentalities.
__________________
"...Two roads diverged in a wood and I-
I took the one less traveled by
And that has made all the difference." Excerpt from The Road Not Taken by Robert Frost
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11-09-2009, 05:19 PM
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#6 (permalink)
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Join Date: Sep 2009
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Re: Titan rules and tactics?
Ok, that all makes sense. Thanks for the answers, guys, especially the stuff about server mentalities. I knew there was a reason I liked TG.
__________________
Playing as: |TG| Merkov
Now playing with the TG prefix because, according to oniell121, doing very stupid things with alarming frequency isn't a good enough reason not to wear them...
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11-09-2009, 05:28 PM
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#7 (permalink)
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Join Date: Nov 2006
Location: Bucks County, PA
Age: 29
Posts: 4,688
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Re: Titan rules and tactics?
Apperently the admins goofed up somewhere. Oh my godz oh noz!
Yeah, so we are not sure what it got left out, but the titan rules were not added or somehow deleted from the rules, They are placed back in. Sorry if this has caused any confusion.
__________________
    
| Think Tank| TGU Admin| BFx Admin| Community Improvement|
From the TG Primer: 2) Create an environment where there is
mutual respect for your fellow gamers and where all members
would be working together to advance the enjoyment of their hobby.
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11-09-2009, 05:34 PM
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#8 (permalink)
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Join Date: Apr 2008
Location: Volcano, Ca
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Re: Titan rules and tactics?
Quote:
Originally Posted by Eroak
Apperently the admins goofed up somewhere. Oh my godz oh noz!
Yeah, so we are not sure what it got left out, but the titan rules were not added or somehow deleted from the rules, They are placed back in. Sorry if this has caused any confusion.
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This Cannot be!!! I thought the admins were perfect angels that hovered above us and NEVER made mistakes!!!
Last edited by oniell121; 11-09-2009 at 10:42 PM.
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11-09-2009, 06:31 PM
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#9 (permalink)
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Join Date: Oct 2009
Location: Aruba
Age: 19
Posts: 54
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Re: Titan rules and tactics?
I hate moving titans. 1st because of the incredible lag caused when the titans are close together and 2nd if the titan is between two silos its a pain in the arse to defend or attack those silos also 3rd its so much easier to board the enemy titan and for the enemy to board yours. it makes it less entertaining in my view.
As for titan tactics, i see a lot of times on titan maps that when the shields are down, anyone can easily come down and break down the titan for the core.
Titans are "easy" to defend. here is what you need: 1) 3 members - recon(APM's, RDX's)
2) 1 Support - sentry and IDS
3) 2 assualt - rocket and defib
So really one squad is enough against 2 or maybe even 3 attacking sqauds if they know what they are doing.
reason for this lineup is because the recons simply put apm's around the doors of the corridor and put down 1 rdx down at the entry of the corridor just in case one slips through anyways.
you DO NOT need more then 1 rdx put down because the blast radius is pretty significant.
The reason for 3 recon members are because one of em can go and defend another corridor by himself if he knows well what he is doing. you can even have 4 recons and scratch one assualt. the support and assualt will have to go around the corridors and healing/supplying people.
Also STAY IN THE CORRIDOR. do not venture out and get killed. only recons can hussle out and put some mines on strategic areas where the enemy comes in.
NO smoke nades when defending titan.
I think that covers defense. thank you for reading
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11-09-2009, 06:40 PM
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#10 (permalink)
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Join Date: Dec 2008
Location: United States
Age: 20
Posts: 330
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Re: Titan rules and tactics?
Quote:
Originally Posted by oniell121
This Cannot be!!! I thought the admins were perfect angels that hovered above us and NEVER made mistakes!!! 
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*fixed* No need to thank me  !
__________________
"...Two roads diverged in a wood and I-
I took the one less traveled by
And that has made all the difference." Excerpt from The Road Not Taken by Robert Frost
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11-10-2009, 01:02 PM
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#11 (permalink)
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Join Date: May 2008
Location: Québec, Canada
Age: 21
Posts: 412
Tournaments Joined: 1 Tournaments Won: 0
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Re: Titan rules and tactics?
Quote:
Originally Posted by Kwalc
I hate moving titans. 1st because of the incredible lag caused when the titans are close together and 2nd if the titan is between two silos its a pain in the arse to defend or attack those silos also 3rd its so much easier to board the enemy titan and for the enemy to board yours. it makes it less entertaining in my view.
As for titan tactics, i see a lot of times on titan maps that when the shields are down, anyone can easily come down and break down the titan for the core.
Titans are "easy" to defend. here is what you need: 1) 3 members - recon(APM's, RDX's)
2) 1 Support - sentry and IDS
3) 2 assualt - rocket and defib
So really one squad is enough against 2 or maybe even 3 attacking sqauds if they know what they are doing.
reason for this lineup is because the recons simply put apm's around the doors of the corridor and put down 1 rdx down at the entry of the corridor just in case one slips through anyways.
you DO NOT need more then 1 rdx put down because the blast radius is pretty significant.
The reason for 3 recon members are because one of em can go and defend another corridor by himself if he knows well what he is doing. you can even have 4 recons and scratch one assualt. the support and assualt will have to go around the corridors and healing/supplying people.
Also STAY IN THE CORRIDOR. do not venture out and get killed. only recons can hussle out and put some mines on strategic areas where the enemy comes in.
NO smoke nades when defending titan.
I think that covers defense. thank you for reading 
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So what do you do against a squad that brings an engy to destroy the shield at consol 3-4 if you dont venture out in the big room??
Also once shield 3-4 are down you can simply destroy the consol from outside with grenade.
You need to secure one of the two lower corridor and also its upper part to prevent a smart squad from destroy your lower consol threw the upper shield.
Best way I think is to have someone using the titan gun to destroy apc and transport and if a beacon is on top he just pod on the titan to destroy it. At that point you only have to deal with the squads that are their without them respawning like crazy.
Making sure they have no beacon on top is really something important. You need to prevent continuous assault on your titan at all cost. We all know what wave after wave of zergling can do :P
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11-10-2009, 02:45 PM
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#12 (permalink)
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Join Date: Mar 2009
Posts: 126
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Re: Titan rules and tactics?
I thought beacons on top could not be destroyed? It gets "stuck" in the mesh.
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Posted by Deterhek:
"Literally...it is two inches long, about 1 wide and has 2 buttons."
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11-10-2009, 04:50 PM
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#13 (permalink)
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Join Date: Sep 2005
Location: Albuquerque NM
Age: 37
Posts: 1,658
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Re: Titan rules and tactics?
Quote:
Originally Posted by Jetheren
Yeah I agree, Titans without movement is like a Fried Egg Sandwich without the eggs. Sadly it causes so much lag as has been said. *sigh* If only everyone could afford ridiculously fast internet.
If we did allow Titan movement and your squads job was to man the guns the entire round then I'm sure there wouldn't be any objections. I mean, that is what the guns are there for right? As BigMcLarge said, different server mentalities.
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Back when this first came out they had lag issues and never corrected it. Badly written code. Too bad really, we were all looking forward to Titan. We had discussions of "getting Star Wars on their a$$e$" before the game came out.
Unfortunately we had to pull Titan maps. Has nothing to do with connection speeds.
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11-10-2009, 05:11 PM
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#14 (permalink)
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Join Date: Oct 2009
Location: Aruba
Age: 19
Posts: 54
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Re: Titan rules and tactics?
Quote:
Originally Posted by HellHarry
So what do you do against a squad that brings an engy to destroy the shield at consol 3-4 if you dont venture out in the big room??
Also once shield 3-4 are down you can simply destroy the consol from outside with grenade.
You need to secure one of the two lower corridor and also its upper part to prevent a smart squad from destroy your lower consol threw the upper shield.
Best way I think is to have someone using the titan gun to destroy apc and transport and if a beacon is on top he just pod on the titan to destroy it. At that point you only have to deal with the squads that are their without them respawning like crazy.
Making sure they have no beacon on top is really something important. You need to prevent continuous assault on your titan at all cost. We all know what wave after wave of zergling can do :P
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well on most titan servers it is illegal to overload the shield with a pilum. so i would suspect it to be illegal also with TG's server. if not you simply put one member there to make sure of it. as for destroying beacons on top and putting people into the guns, its a waste of tgime rly. cuz any squad would just go up there and put a beacon up again. and well i like me a good fight so i want the beacon to be up there lol... and if we have a good gunship going it should be his job to destroy the apc's. titan corridor defense is inside not outside
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11-10-2009, 07:50 PM
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#15 (permalink)
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Join Date: May 2008
Location: Québec, Canada
Age: 21
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Re: Titan rules and tactics?
Never seen any titan server where overloading the shields was illegal since it's a valid tactic. BTW it's not illegal for us to do that.
Well one man is more then enough to run all titan gun and be the pod monkey. On top of that it gives him the possibility (if recon) to drop apms in the vent.
Yes a good squad would just come back but it would take them time to do so. Every second they wast getting back is more time for you to set back up your defense (apm/rdx/sentry/anything else). Since there is no ticket on titan they can just push with no limit on your defense and break them by taking advantage of one simple mistake the defender could make.
Also, getting back on the titan is not that easy if there is a good gunship pilot around
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