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Discussion: Battlefield 2142 / Battlefield 2142 - General Discussion - Titan/Conquest mix?! - Originally Posted by BHack Silo missle firing behavior DUMB. Thats the short version. Here's the
  1. #31

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    Re: Titan/Conquest mix?!

    Quote Originally Posted by BHack View Post
    Silo missle firing behavior

    DUMB. Thats the short version. Here's the longer one. A squad that successfully defends a silo contributes 1 missle toward the enemy titan every 2 minutes. This is fine, EXCEPT... an ATTACKING squad needs only successfully flip a silo to get it fire! Wait... what? So that means that even though my squad repelled 3 separate 6 man (1 squad) attempts for the silo, that if they capture it on the fourth (remember the attacks come every 20- 30 seconds because you can spawn/pod anywhere) they've completely negated my 3 initial successes and achieved the same result as my awesome defense? Yup! Oh, and lets say the enemy gets it before the 2 minute timer is up, they got the instant fire and your squad accomplished absolutely nothing! But, isn't the kill advantage conferred to a well prepped squad on defense over any incoming attackers going to count for something? Nope, no tickets my friend! It costs the attacking team NOTHING to zerg a silo, sans plan, over and over again until they cap it. No penalty, only the chance for instant missle firing success! In fact, a winning titan strategy is to actually send two squads at one silo so they are able to beat down the defense and cap the silo quicker, gaining you a fast missle fire, then moving on and doubling up on the next silo defense!

    There's more! Titan mode is capped at 48 players (supported), this means you probably only have 3 full squads. I'm going to assume here the other 6 guys are eaten up being the CO, gunship, titan guns, etc. Ok, but there are 5 silos on titan maps. On average, you are going to have 2 fully un-defended silos at any given time. A smart CO has a squad in transport simply flying around constantly flipping these undefended silos wherever they be, this squad is averaging MUCH more than 1 missle per 2 minutes, which is the best a successfully defending squad can hope for! End result of pre sheilds down tactics: ATTACK ATTACK ATTACK. Don't stop attacking, leverage the fluid spawn capability of Titan mode to your advantage to keep the pressure on. NO REASON TO DEFEND.
    Except... that's wrong. You are right that defending a silo confers no advantage if you can't hold it for two minutes. But I've played plenty of Titan rounds where my squad has held a silo for almost the entire game. While being constantly bombarded by a Titan's guns, and having attacks come from every direction. That's what makes it fun.

    Look, if you're silo hopping then the enemy team is going to start silo hopping too. You hop on a silo and turn it, a missile is fired at the enemy titan. You leave and they do the same thing. A missile is fired at your titan. Both titans lose an equal amount of health. Silo hopping confers no advantage to your team, other than denying the enemy team an advantage. Repeat that to yourself a few times.

    Silo hopping confers no advantage to your team.

    Silo hopping confers no advantage to your team.

    Silo hopping confers no advantage to your team.

    Three squads for five silos works quite nicely. So long as your team is securing and defending more silos than the enemy you'll get the shields down first- the silos that swapping back and forth from the guys in the transport are confering no advantage to either team.

    Quote Originally Posted by BHack View Post
    Red alert, sheilds down. Titan end game.

    I'll make this short and to the point. The design of the titan makes attacking it an extremely dumb move, tactically. One coordinated squad, holed in any corridor they choose, can completely shut down the entire enemy team from getting to the titan core. Unlike silo defense, defenders of the titan have an OVERWHELMING advantage over attackers which even SUPERIOR NUMBERS have almost no chance of overcoming. Awesome. What's this mean for tactics though?

    Simple, put one squad on defense of the titan, assuring yourself the enemy has no chance of blowing it from the inside, then, using your remaining squads, refer to the above paragraphs regarding how to win through missle silo domination. God help the other team if more than a few guys are defending their titan, this just gives you a power play in the silo war. This removes the titan from the game completely. Back to same ol conquest capture the flag, except this time with less defense and FULL ON SPAWN ANYWHERE ATTAAAKKKKKK.
    And this is where a smart CO comes in. Titan is more strategically complex than Conquest, with more tradeoffs to be made, more opportunities for your team to make mistakes, or to take advantage of an enemy's mistake. If there are too many defenders, redeploy to the ground. If the defense on the Titan weakens, make a quick assault and take it out. I've personally seen you take advantage of this to completely turn the tide of battle, BHack.

    To be honest, I wasn't aware that a more strategic game was a problem. Titan rewards the team that can react quickly, the team with the more competent CO and responsive squads.

    Quote Originally Posted by BHack View Post
    Conclusion

    Titan mode is fun. I thoroughly enjoyed it the first couple times I played it. The experience of podding up to the titan with the rest of my squad and having a fight inside a big ship was different and engaging. As I learned the rules of the mode, I realized how tactically broken it is, and how futile and silly the game becomes if you have an organized enemy. Since pub server games are unorganized, initially I still had a fun time with the mode. As APM spam began to become a prominent titan defense tactic though, the fun level started to decline and finally I just gave up.

    The underlying fun of the mode is inheritantly mindless. Smart defensive tactics don't have as much of a positive effect as they should and your efforts don't seem to have much impact on actually winning the round. As Jep mentioned, holding the majority of the silos for the majority of the time doesn't really mean anything, it's how fast you can make them change hands. I feel this isn't a good fit for me, as a tactical gamer.

    That being said, I still wouldn't mind a titan map being rotated in every 5 maps or so, if only for variety.

    Titan is not the same as conquest. I'll say this as many times as I have to, it is more complex. If you think it's mindless, then I think you need to sit down and think about the game a little more. For example, there's no point in holding a reserve squad in Conquest, but it makes a lot of sense in Titan. Assuming that the same strategies and tactics that work in Conquest will be equally effective in Titan is just silly.

    Quote Originally Posted by Arf View Post
    Titan is not Conquest mode. Conquest mode is won by dealing more damage to the enemy army then they do to you while Titan is won by conquering and holding the most territory. Just because strategies that worked in Conquest don't work in Titan doesn't mean it's tacticaly flawed.

    For example if you're under the Titan getting pummeled by it's guns and having the enemy dropping on you you aren't helping your team. They're going to retake that flag and negate all your effort.

    I'd post more but there's a blizzard hitting so I've got to go.
    If you're under their Titan, there's a good chance your missile isn't even hitting their Titan when it launches. Yes, you can position a Titan so that missiles will miss it, or hit the enemy Titan instead.

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  3. #32

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    Re: Titan/Conquest mix?!

    Despite the attacking team suffering zero penalty from attacking silos, it's still good strategy to hold a silo. It makes it more important and more difficult because of the 2 minute countdown. If it's more difficult, does that mean it's not tactical? If you want to get risky, there was that thread about letting the enemy neutralize a silo then take it back. You'll circumvent the countdown and fire another missile much sooner.

    Conquest is straight slaughterfest. The most important goal is to die less than the other team. Camp Gibraltar is one of the worst maps. The defending team can do a very good job of holding the Toll Station and still lose just because they died more.
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    Re: Titan/Conquest mix?!

    Titan would be fine if it weren't for the ridiculous lag.

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  7. #34

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    Re: Titan/Conquest mix?!

    i get way more points on Gibraltar :P



    Quote Originally Posted by Fehmart View Post
    well, like I tell my squads sometimes, some rounds are just "grab your ankles".

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  9. #35

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    Re: Titan/Conquest mix?!

    I'd like to see the second server go unranked and have 4/3 days a week as Conquest/Titan. I want to see a lot more tickets on these maps in Conquest mode so the outcome of most battles isn't about killing, but about the bleed like in BF2, but I don't want to sacrifice gaining rank through non-TG play. Thus, if you keep a ranked Conquest server, you can gain your rank TG style until you're satisfied to play longer matches on the unranked server. I say the 4/3 days a week to satisfy those people who prefer Titan over Conquest. If you set dates for it, it's possible that more people will start playing Titan (despite it being unranked). Anyway, that's my theory. I just really wish to see longer matches then what we have now...seems you just can't do as much and the matches aren't as epic as they should be.

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    Re: Titan/Conquest mix?!

    Quote Originally Posted by jepzilla View Post
    Silo hopping confers no advantage to your team.

    Silo hopping confers no advantage to your team.

    Silo hopping confers no advantage to your team.


    And this is where a smart CO comes in. Titan is more strategically complex than Conquest, with more tradeoffs to be made, more opportunities for your team to make mistakes, or to take advantage of an enemy's mistake. If there are too many defenders, redeploy to the ground. If the defense on the Titan weakens, make a quick assault and take it out. I've personally seen you take advantage of this to completely turn the tide of battle, BHack.

    To be honest, I wasn't aware that a more strategic game was a problem. Titan rewards the team that can react quickly, the team with the more competent CO and responsive squads.



    Titan is not the same as conquest. I'll say this as many times as I have to, it is more complex. If you think it's mindless, then I think you need to sit down and think about the game a little more. For example, there's no point in holding a reserve squad in Conquest, but it makes a lot of sense in Titan. Assuming that the same strategies and tactics that work in Conquest will be equally effective in Titan is just silly.


    Well I guess the nice thing about our gaming community is that we have the option of playing whichever mode works best for us personally. Have fun with the titan server and I'll do the same on the conquest server.

    As for the rest of that stuff you posted. I think your wrong.

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  13. #37
    Zid
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    Re: Titan/Conquest mix?!

    I think they should revert the titan interior shields to the way they were before they changed it in beta if you recall. the interior shields on the lower level that prevented you from getting to the next level weren't there (I.E you could run through level one to get to level 3 without the shield interrupting). they just need a way to nuetralize the c4 from holding that main corrider by the interior shield (back side of core)

    This would make the titan much more harder to defend because as it is it's incredibly easy to defend with mile long choke points and only one mode of entry a squad of three can hold it down. (i have proved that wrong but only with a lucky grenade)

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    Re: Titan/Conquest mix?!

    I like both modes. Great points on both sides here, most are true. I would love to see you guys make the titan server you have a conquest/titan mix. Say 1 game titan, 1 game conquest, 2 games titan, 2 games conquest, then back to 1:1 and so on. Those are very fun servers to play on and keeps the boredom away from playing one mode constantly. I find after one or two map rotations on either a conquest or titan server, I start to get bored and lose concentration/will to play my best.

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    Re: Titan/Conquest mix?!

    Quote Originally Posted by Zoopy_T View Post
    I dislike Conquest more because winning is based on deaths. Your team can be doing better then the enemy, i.e: holding more flags, but if your team suffers more deaths you lose. It's not really a good reflection of the overall battle.

    But in titan you win or lose as a result of a ship blowing up. It's a realistic reflection on the battle as a whole.
    Yeah, Zoopy really hits on what's wrong with conquest mode. It really takes the motivation out of playing when your team holds a majority of the flags most (or all) of the time only to lose because of deaths. And because of that, the mentality turns into an old school FPS where it's just about killing (and not about getting those flags). When I play commander or squad leader, I find myself asking people to focus on revives than to care about over-arching team strategy. From a CO point of view, it now becomes a liability to send squad A into certain death to be a diversion so that squad B can get a flag.

    BHack definitely hit on the major issues with Titan mode, and it's a real shame that Dice didn't identify a lot of those issues before release. However, I feel more for jepzilla's counterpoints: titan mode clearly favors a dynamic team with a CO that knows how to react and squad leaders that how to lead and follow. The CO's job (and creativity) in conquest mode is limited to dropping UAVs, strikes, and spotting squads. Titan mode ultimately forces the CO and squad leaders to identify what's working (and what's not working) on-the-fly. That caliber of thinking and on-the-fly decision making transforms the game from a classical FPS shooter into a game where even the best "team" will lose if they don't have their strategy in good working order.

    In any case, we do all seem to agree that it'd be nice to have the TG servers mix in some titan maps to break things up. There's only so many times I can play Camp Meatgrinder, Cerebre Landgrind, and Tunis Hamburger before I'm ready to quit for the night.


    Andy (BZ55)
    Last edited by BZ55; 12-21-2006 at 03:24 PM.

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  19. #40
    Zid
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    Re: Titan/Conquest mix?!

    don't forget about belgrade =)

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  21. #41

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    Re: Titan/Conquest mix?!

    Quote Originally Posted by BZ55 View Post
    Yeah, Zoopy really hits on what's wrong with conquest mode. It really takes the motivation out of playing when your team holds a majority of the flags most (or all) of the time only to lose because of deaths. And because of that, the mentality turns into an old school FPS where it's just about killing (and not about getting those flags). When I play commander or squad leader, I find myself asking people to focus on revives than to care about over-arching team strategy. From a CO point of view, it now becomes a liability to send squad A into certain death to be a diversion so that squad B can get a flag.

    BHack definitely hit on the major issues with Titan mode, and it's a real shame that Dice didn't identify a lot of those issues before release. However, I feel more for jepzilla's counterpoints: titan mode clearly favors a dynamic team with a CO that knows how to react and squad leaders that how to lead and follow. The CO's job (and creativity) in conquest mode is limited to dropping UAVs, strikes, and spotting squads. Titan mode ultimately forces the CO and squad leaders to identify what's working (and what's not working) on-the-fly. That caliber of thinking and on-the-fly decision making transforms the game from a classical FPS shooter into a game where even the best "team" will lose if they don't have their strategy in good working order.

    In any case, we do all seem to agree that it'd be nice to have the TG servers mix in some titan maps to break things up. There's only so many times I can play Camp Meatgrinder, Cerebre Landgrind, and Tunis Hamburger before I'm ready to quit for the night.


    Andy (BZ55)
    Yeah. I don't think the way conquest works is ideal either. I do believe that the ticket based system is better overall, though. The tweaks that we made to bleed in BF2, combined with the higher ticket count were very critical in boosting the tactical nature of the battlefield series. I really, really, wish we could do the same to 2142.

    My main beef with titan mode is the fact that the whole "titan" part of if it is broken. My definition of broken is as described in my previous post, the "red alert, Titan shields down" section, specifically. What's left is a sort of version of king of the hill except that instead of gaining points for every second you hold the territory, you only get the payoff every 2 minutes, or with the initial cap. Having no penalty to death, combined with the crazy spawn or move anywhere type of game play of the mode, leads to my opinion that the mode isn't for me.

    As I mentioned though, TG supports both modes - which gives everyone a chance to play how they want. I don't have a problem playing titan on specific nights, and just doing something "different" every now and then is never a bad thing. Conquest is always going to be my game of choice though. To each his own.

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