Discussion: Battlefield 2142 / Battlefield 2142 - General Discussion - New server online! - As to the first part, the game would never work like that. The reason they
As to the first part, the game would never work like that. The reason they allowed the missles to damage the hull was to avoid titan stalemates. They reasoned, and rightfully so, that if the teams placed a heavy amount of their assets on the titan in defense, that it would be virtually impossible to break through it. A smart commander would realize this and send some of his troops to cap a majority of the silos and win the game that way. The idea works and allows for deeper gameplay.
The problem, as I see it, is that with the points system as it is, titan defenders seem to get a ridiculous amount of points defending vs attacking. On most servers it seems the majority of the team just goes heavy defense, not really caring if they loose all the silos below.
On a TG server we still fight over the silos - but a slightly coordinated team will split its squads between defending the titan and attacking the silos.
In fact, the best strategy seems to be to just have one squad foxhole themselves in one corridor, virtually making it impregnable, and sending ALL remaining forces to cap and hold silos. If the enemy bothers to even send one squad to attack the titan (they will if they don't have a commander) you have an automatic power play in the silo war.
The only benefit to attacking the titan seems to be in hail mary comeback situations or you are winning by so much you might as well just try and get it over with.
Titan mode is all about player resource management.
Originally Posted by Shiner
This is one reason many of us argued heavily for a change to the missle silos from a damage based weapon to an EMP that only affected the shields. Thus a direct assualt on the titan would be required for destruction, and you don't have these nearly pointless silo hoping when 1/2 to 2/3 of the team is up in a titan.
[SOAP BOX]
I personally advocated a further modification simulating a shield generator whereby the shields slowly regenerate over time. The trick being that once they go down to 0% generator hardpoints are considered destroyed and must be repaired before they start charging again. In my mind this would require an engineer repairing control panels inside (perhaps placed at four corners of the titan) and a generator component on the outside (top). Once repaired a warning is issued that the generator is restarting and a 60 second count-down begins before the shields turn back on at ~40%. Any attackers still inside when the shields return are cut-off without reinforcements and must complete the destruction of the core, by spawning on the SL (hope he didn't place the SL beacon on the titan roof).
The way I would see this playing out... you control the silos EMP missles which destroy the shield generator. Your team must now board the titan to assualt the core. The defending team must both control access to the consoles and core, but can also divert a squad to repair the inside and outside generator components to thwart the attack. The attackers will obviously want to prevent the titans shields from being repaired so must decide whether to rush the core or assign a squad to defend the destroyed shield consoles on the enemy titan. As long as they defend the shield consoles the silos are irrelevant to the attack. Of course, they must still provide for defence on their own titan and a method to board the enemy titan.
Could this turn into a struggle where the game shifts from the titans to the ground and back and forth a few times? I sure hope it would.
I personally advocated a further modification simulating a shield generator whereby the shields slowly regenerate over time. The trick being that once they go down to 0% generator hardpoints are considered destroyed and must be repaired before they start charging again. In my mind this would require an engineer repairing control panels inside (perhaps placed at four corners of the titan) and a generator component on the outside (top). Once repaired a warning is issued that the generator is restarting and a 60 second count-down begins before the shields turn back on at ~40%. Any attackers still inside when the shields return are cut-off without reinforcements and must complete the destruction of the core, by spawning on the SL (hope he didn't place the SL beacon on the titan roof).
The way I would see this playing out... you control the silos EMP missles which destroy the shield generator. Your team must now board the titan to assualt the core. The defending team must both control access to the consoles and core, but can also divert a squad to repair the inside and outside generator components to thwart the attack. The attackers will obviously want to prevent the titans shields from being repaired so must decide whether to rush the core or assign a squad to defend the destroyed shield consoles on the enemy titan. As long as they defend the shield consoles the silos are irrelevant to the attack. Of course, they must still provide for defence on their own titan and a method to board the enemy titan.
Could this turn into a struggle where the game shifts from the titans to the ground and back and forth a few times? I sure hope it would.
Your discription sounds exactly like the old Tribes 2 game. That is why that game is still popular among my clan. The graphics of the game are old. But the game play and teamwork required is still a ton of fun.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
This is one reason many of us argued heavily for a change to the missle silos from a damage based weapon to an EMP that only affected the shields. Thus a direct assualt on the titan would be required for destruction, and you don't have these nearly pointless silo hoping when 1/2 to 2/3 of the team is up in a titan.
If the shields went down and the silos didn't do anything, you could have way too many players on the titan. There might be issues of lag and just plain lack of space on the titan. There are already issues trying to defend a corridor with other players that aren't in your squad. You just couldn't communicate. I saw a lot of TK's last night because players kept feeling the need to extend the defensive perimeter while it was already well defended with grenades and rockets. The same goes with multiple squads attacking a titan's core.
Your discription sounds exactly like the old Tribes 2 game. That is why that game is still popular among my clan. The graphics of the game are old. But the game play and teamwork required is still a ton of fun.
I loved Tribes, but didn't get Tribes 2 until there were so many mods I was lost in trying to get started.
Originally Posted by =Sarc=
If the shields went down and the silos didn't do anything, you could have way too many players on the titan. There might be issues of lag and just plain lack of space on the titan. There are already issues trying to defend a corridor with other players that aren't in your squad. You just couldn't communicate. I saw a lot of TK's last night because players kept feeling the need to extend the defensive perimeter while it was already well defended with grenades and rockets. The same goes with multiple squads attacking a titan's core.
This is a problem with the limited space in the titan. I wish they could make a larger design or have more intracate corridors to prevent this. As it is, I agree 110% with Bhack that most often the correct strategy is NOT to attack the enemy titan. Thus, why not just play conquest and forget about those floating battleships to begin with.
I think Titan mode was an inspired addition and has a great deal of potential, but until you make it strategically important to actually attack a titan I don't see this mode as functioning correctly. As long as missles kill the titan so easily and a single well equiped and organized squad can defend the titan almost indefinately, the titan mode is almost irrelevant.
This is a problem with the limited space in the titan. I wish they could make a larger design or have more intracate corridors to prevent this. As it is, I agree 110% with Bhack that most often the correct strategy is NOT to attack the enemy titan. Thus, why not just play conquest and forget about those floating battleships to begin with.
I think Titan mode was an inspired addition and has a great deal of potential, but until you make it strategically important to actually attack a titan I don't see this mode as functioning correctly. As long as missles kill the titan so easily and a single well equiped and organized squad can defend the titan almost indefinately, the titan mode is almost irrelevant.
I mostly agree. The only thing Titan mode does is allow you to destroy your opposing team even faster if they screw up. If they both hold back and follow the same strategy of silo conquering, you are in for a regular conquest match. If one of the teams tries to attack the other titan, the other should be able to pull ahead.
The other aspect of titan mode is that it allows for attacks on virtually any silo incredibly fast. It's like conquest turbo mode. Partially because you have so many spawns and if the titan is in the center of the map, you can pod right to most of the silos!
There is also the power of the titan itself. The guns are pretty strong and can really annoy enemies on the ground. This does add a bit to the tactical nature of the game such as proper titan placement, and manning the guns.
Is it worth it? I don't know. In a normal server where the pubbies can't be counted on to follow the best strategy and will attack the titan - it certainly offers some fun firefights in the hallways and massive point scoring.
Overall though, I think the higher player count and map selection of conquest is a better game overall. Mixing a titan in every 4 or so maps would be cool, but if you have a full 64 player conquest server and now titan mode only supports 48, ruh roh.
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