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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
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Join Date: Nov 2006
Location: Miami, FL
Age: 25
Posts: 615
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Thoughts on ticket bleed
I have seen this alot and is a waste of tickets and can loose you the game.
If your team owns the majority of the flags stop attacking and loosing tickets, just settle down and defend what you have. For example in tannis harbor, 24 people is more than enough to deffend Power Station and Junkyard or Docks. Once you have those two just consentrate on holding them instead of rushing madly at the third ( where all the enemy is spawning to deffend/push ) Bleed and the defence of those 2 places should be enough to even out the game if you are loosing and gain an advantage. In a game yesterday I told the commander to do just that, and we tied the game from 70 - 110 then we actually won the round at 1 - 0 Just a thought
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#3 (permalink) | |
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Join Date: Nov 2006
Location: Miami, FL
Age: 25
Posts: 615
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Re: Thoughts on ticket bleed
Quote:
Heh dont get me started on camp gibraltar =) That map is still a meat grinder even with 48 players. And being in the recieving end of a TG smack down doesn't help my liking of it. Also I would like to try as PAC to just hold harbor. Just stay harbor and deffend. This will confuse the heck out of everyone camping down toll station and waiting for an assault.
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#4 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: Thoughts on ticket bleed
I never saw ticket bleed as much of a factor. It seems too slow to be a bother and is easily overwhelmed by a slight KD ratio advantage. It's not the same as our modified BF2 bleed speed where bleed is a significant factor.
You can get some decent ticket count just staying back from the toll station inb CG and spaming it with rockets and grenades and sniper action. People constantly try to push out of there. Like mentioned, once you have harbor, there is not more bleed.
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The Dirty |
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#5 (permalink) |
![]() Join Date: Aug 2005
Location: Michigan
Age: 23
Posts: 384
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Re: Thoughts on ticket bleed
I've seen that done in the past (I think Bommando was CO), and PAC won in a landslide. If the PAC team gets Harbor and then holds there, the EU team gets impatient and trys to retake Harbor, and usually gets slaughtered (though I've seen a few well coordinated pushes succeed, but it's not really worth the risk). In the round I have in mind, the EU team eventually got a CO or SL's that reined them in, but they'd already lost too many tickets.
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#6 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,162
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Re: Thoughts on ticket bleed
I call it MMOFPS ADD. People hear explosions and immediately run over to see what's getting blown up. Sometimes the best strategy is to tell your SLs to hunker down and let the enemy overextend before you hit them with a counter attack. Of course, then they usually pummel you with a rain of rockets, Orbitals, and sniper fire, but the tactic is sound if you wait it out long enough.
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#7 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,494
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Re: Thoughts on ticket bleed
I think a team should do the minimum to stop ticket bleed or hold ticket bleed for as long as possible without attempting to retake ticket bleed. Eventually, every game of conquest should come down to kills because achieving ticket bleed causes too many deaths.
How often does a 1-0 game end because of ticket bleed? Food for thought. |
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#8 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: Thoughts on ticket bleed
If the game is 1-0, and one team bled 20 tickets, then it's still significant.
But yeah, I think ticket bleed isn't all that significant... especially in infantry maps. In armor maps, i think maybe it makes more of a difference, but i could be wrong. |
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#9 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: Thoughts on ticket bleed
So can anyone tell me how fast this ticket bleed is supposed to go? On Shuhia Taiba we only had one flag the OPFOR had all the rest, so I thought I would watch the tickets to see if I could detect the bleed 'speed'. I couldn't detect any noticeable bleed. The tickets would hold for at least 30 seconds to a minute before going down, to what could have been bleed or just a regular kill. It certainly wasn't the noticeable drop we had in the modifed BF2 and POE2.
Is it supposed to flash like the BF2 ticket counter did when bleeding? I didn't detect any of that. I'll have to try and see if I can notice anything on Tunis Harbor, but I've been sick lately and not on much.
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#10 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,494
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Re: Thoughts on ticket bleed
My point is that a team should do its best to stop ticket bleed but not spend resources to achieve it. It may be significant enough to win but conservative tactics will be much safer. First priority in conquest: kills. Second priority: stay alive.
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#11 (permalink) |
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Join Date: Nov 2006
Posts: 19
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Re: Thoughts on ticket bleed
Take Belgrade. It is a meeting engagement map with an odd number of flags, so someone is bleeding tickets all the time. Assuming that bleed is 1 per minute, that's about 20 tickets going one way or the other. 10% of the total ticket count. Enough to force the bleeding side to attack.
So, my current default strategy as a CO on Belgrade is taking both Statue and Comm Tower as soon as possible, then setting up a flexible defence on this line. Something like a squad on Statue, two squads on Comm tower, and one squad in reserve on the flag behind Comm Tower. |
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#12 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: Thoughts on ticket bleed
I can't talk about other maps, but I assume they are the same. I CO'ed on Verdun twice in the last few days and I found this:
Ticket bleed drops tickets at about 1 every 4 or 5 seconds. I don't know the exact timing, but it dropped noticably. It was definitely a factor in winning. In fact for the two rounds I commanded we lost and won directly because of bleed. There's a bug in the bleed indicator (at least I assume it's a bug, and not a 'feature'). The ticket counter flashes for the bleeding team when you are CO to indicate which team is currently falling due to bleed, but it does not do so if you aren't CO. Is this just a POE2 thing that everyone can see the current status of bleed? I don't remember if it was in regular BF2 as well, but it's much better if soldiers can see their tickets are currently bleeding out.
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The Dirty |
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#13 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,494
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Re: Thoughts on ticket bleed
After taking a look at the Python script that controls the game type, it seems that tickets should be updated every second. It's part of the game engine and the script just updates how many tickets are lost each second. Whenever a team takes a flag or neutralizes a flag, the ticket loss rate is updated for both teams.
I'd have to look at the area values for various flags to see what sorts of tickets lost per second can be achieved. |
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#14 (permalink) |
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Join Date: Dec 2005
Location: Ontario, Canada
Posts: 715
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Re: Thoughts on ticket bleed
It may very well be the bleed is each second. It went noticeably fast. Anyway, when I was regular non-commander, I did not see the continuously updating bleed numbers, only when I was a commander. In POE2 (can't remember BF2 vanilla) the flashing bleed indicator added a note of desperation to try and get and hold flags. It was a constant indicator that you either needed a flag, or needed to hold the flags you have. I wish that indicator showed up for the regular grunt.
My first round was frustrating as I had to try and get across to the team that we should leave Church alone. We tried attacking it for a while, but it was too hard to take and the bleed was killing us and in the end, we lost the game because of it.
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