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| Call of Duty 4 - General Discussion General discussion for Call of Duty 4 |
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#16 (permalink) |
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Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,644
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Re: Headquarters Evaluation(Server 1)
TG isnt about points though, it might give alot of points but if you cant get teamwork going in a round or two maybe its time to try a different mode.
Im not agreeing or dismissing anything he has said. I think he found some great points and they have brought some much needed civil debate into the COD4 forums.
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that sounds like a good idea trooper. -Vulcan |
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#17 (permalink) |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,846
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Re: Headquarters Evaluation(Server 1)
I'm still trying to work on HQ, it has a lot of settings to offer. I've tried lowering defenders respawn from 60 to 30, and the HQ auto destroy time from 60 to 45.
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#19 (permalink) |
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Join Date: Aug 2005
Posts: 4,639
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Re: Headquarters Evaluation(Server 1)
It's not about the points, but HQ is the one gametype that does sufficiently reward those who play the objective. Too many other gametypes allow kills to override the points you earn for taking the objective.
As far as the winning team having the advantage, that's true in most of the game modes. Whichever team is winning is winning and has the advantage. Spawns happen for both teams and if attackers spawn as an HQ is destroyed, they have as much of a chance to spawn on the HQ as the previous defenders. If the attackers move with any sort of speed to the next objective, many times they have a very good shot of turning the tide. But slow teams that worry too much about KDR's deserve to lose. I enjoy it as it's a heavy objective based mode and rewards teams who play the objective. Lucky Shot |
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#20 (permalink) | |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,846
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Re: Headquarters Evaluation(Server 1)
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#21 (permalink) |
![]() Join Date: Apr 2007
Location: New Tazewell, TN
Posts: 2,838
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Re: Headquarters Evaluation(Server 1)
I agree, HQ is really fast gameplay. You can not be too worried about KDR when you can run in and stop 3 or 4 guys from capturing the HQ. Really a lot of times, this is how you can change the tide for your team's favor. Usually only a few guys from the other get to the HQ quickly, by stopping them or at least holding them off, it will give your team time to put up a fight for the HQ. I have seen nearly everytime my team is losing. We either fight the first few guys or we just lose.
Another tip for this gameplay is knowing when to just let them have the HQ and move to be in position for the next one. All too many times I see a constant blind push to take the HQ and it only save 5 or 10 points. It is much more to your team's advantage to give up trying to take the HQ after half the time is gone. If you cannot get in and take it quickly, just move for the next one. This does TWO things. One, your much closer to the next HQ. This is good. TWO and most important, it leaves the majority of the enemy team sitting on the HQ defending it. If working on these tips does not take teamwork, than hell, I have no idea what teamwork is. Sure you can play HQ without teamwork and feel that things are all crazy or you can organize your team, make tactical decisions, and put them into positions that turn the tide in your direction.
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#22 (permalink) | |
![]() Join Date: Oct 2006
Location: Las Cruces, NM
Age: 38
Posts: 675
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Re: Headquarters Evaluation(Server 1)
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theeANGELofDEATH -F5-ANGEL Sarcasm is just another free service I offer COD4 text binds |
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