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Discussion: Battlefield 2142 / Battlefield 2142 - General Discussion - Ticket Bleed Reminder - Look at the chart
  1. #16

    Zoopy's Avatar

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    Re: Ticket Bleed Reminder

    Look at the chart

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  3. #17

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    Re: Ticket Bleed Reminder

    Quote Originally Posted by Reaperassault View Post
    You are correct in saying that there is no initial bleed but but if EU captures the flag bleed becomes and issue, correct me if I'm wrong but I don't think that I am
    Actually, I'm pretty sure EU can't be put under bleed on this map, only PAC can, right?



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  5. #18

    Reaperassault's Avatar

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    Re: Ticket Bleed Reminder

    nope if PAC caps all the flags and there are still enemies alive bleed is severe, so if there one man trying to recap command and no one knows EU can bleed out before the flag is neutralized, if there are only a few tickets left
    Reapator, overlord of ponies


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  7. #19


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    Re: Ticket Bleed Reminder

    Could we get that chart back? It's hard to tell what's going on without that visual aid.

    Although thanks for that Google video; that cleared a few things up for me.

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  9. #20

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    Unhappy Re: Ticket Bleed Reminder

    Could any kind people post a summary of Ticket Bleed or, apparently, the graph jepzilla had up at the beginning please? I understand it enough I think but could do with a little clarification. It was very reasuring to read:

    Quote Originally Posted by jepzilla View Post
    1. This is how bleed works:

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  11. #21


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    Re: Ticket Bleed Reminder

    The way I always thought bleed worked, is as follows. I could be wrong on the 1 UCB case, it's either what I have there, or the defense is under bleed whenever the offense has more flags. This could also be map specific and not just UCB setup specific, I've never run tests on it.

    There are 4 different types of maps with bleed.
    - 0 UCB
    - 1 UCB
    - 2 UCB
    - Wake Island

    0 UCB:
    - Whoever holds less flags, is under bleed. More flags means more bleed (Thanks MrJengles for the reminder).

    1 UCB:
    This map has two sides, the offense is the side with a UCB, the defense is the other. Usually EU is on defense, and PAC on offense, with Operation Shingle as the only exception.

    - Offense is under bleed whenever the defense holds all of their original flags.
    - Defense is under bleed whenever the offense holds all of the flags.

    A great map to explain this is Cerbere. Office Ruins is not one of the defense's original flags, thus the defense does not need to cap/hold Office Ruins to put bleed on the offense. However, one thing I don't know, is if PAC holds every flag except Office Ruins, is EU still under bleed. Basically, in order for the offense to put the defense under bleed, does the offense need to capture all of the defense's ORIGINAL flags, or just all of them?

    2 UCB
    - Whoever holds less flags, is under bleed. More flags means more bleed (Thanks MrJengles for the reminder).

    Wake Island
    I'm not 100% sure, nor does it really matter for TG since we don't play the map, but I believe it's either whoever holds Core has bleed. Or maybe Core counts as more than 1 flag when counting bleed. If that's the case, I don't know how many flags Core counts as.
    Last edited by pred011586; 04-23-2009 at 11:40 PM.

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  13. #22

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    Re: Ticket Bleed Reminder

    Exactly what I was looking for, thank you Pred. And judging from the previous comments, the bleed during 0 and 2 UCBs increases the more flags you have (after you have more than the enemy)??

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  15. #23


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    Re: Ticket Bleed Reminder

    From what I've experienced, correct. I don't know how much each additional flag actually increases the bleed, but having more flags increases the amount of bleed.

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  17. #24

    Reaperassault's Avatar

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    Re: Ticket Bleed Reminder

    hmmm... Let me break it down.

    Normal Assault Maps (one UCB): Cerbere, Camp G, not Shingle
    Attacking team starts the round under bleed but with a 10% ticket advantage over the defending team. To remove bleed the attacking team must neutralize one of the defending team's flags, said flag must be possessed by the defenders at the start of the round (exactly like Pred described). The attackers can bleed the defenders if they have all flags on the map.

    Heads-up Map (0 and 2 UCBs): Belgrade, Tunis
    No bleed at the start of the round, tickets are even. In order for a team to have bleed on the other team, they must control more than half of the flags, not a greater number. So for Belgrade a team must have complete control of four flags to have bleed reduce the ticket count of the other team.

    Wake Island is different because the core flag effects bleed more than the other flags

    Operation Shingle: While this map appears to be an assault map the bleed acts as if it were a heads-up map. So in order for EU to remove bleed they must take at least half of the flags. Keep in mind that the EU UCB does not count to the number of flags controlled.

    For all cases of bleed, as the number of flags controlled increases so does the rate at which bleed works. More flags = more bleed.
    Reapator, overlord of ponies


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  19. #25

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    Re: Ticket Bleed Reminder

    For shingle 64 EU just needs 2 additional flags to stop bleed.

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  21. #26


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    Re: Ticket Bleed Reminder

    I had no idea Shingle was different than the other Assault maps, nor did I know it HAS to be more than half the flags. Since all the flags are almost always capped anyways, I never really noticed. Never knew that simply neutralizing a flag on Belgrade when it's 5-3 in flags would stop bleed. Thanks for the tips.

    A few things I've always wondered, how much does each flag contribute to bleed? I'm assuming each additional flag decreases the time between ticket loss, but does anybody know by how much? I'd assume it'd be similar to how each additional flag capper adds a progressively less of a benefit, but I never looked into it.

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  23. #27

    Reaperassault's Avatar

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    Re: Ticket Bleed Reminder

    its the same idea I believe but I don't know the numbers
    Reapator, overlord of ponies


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  25. #28

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    Re: Ticket Bleed Reminder

    Silly question here: Is this how bleed works in all other (non-TG) servers, or do we have something extra set up in our server?

    I'm asking because players in other servers don't seem to put a premium on reviving team-mates, so is it because dying doesn't cost a ticket in those servers, or they just don't know about it?

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  27. #29

    Reaperassault's Avatar

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    Re: Ticket Bleed Reminder

    All ranked servers are set up to run the same way with very few things to change, so no the TG server is in no way different than other servers.

    Most pubbies don't really care (just a generalization) about revives they just want to run around and have a good time shooting things.
    Reapator, overlord of ponies


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  29. #30


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    Re: Ticket Bleed Reminder

    This bleed stuff isnt confusing enough - at all

    Can we do something to make it really complicated ? with special cases ? and then change everything on Tuesdays if there is a full moon ?

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