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09-13-2008, 05:01 AM
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#46 (permalink)
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Join Date: Mar 2005
Location: Loveland, CO
Age: 35
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Re: Door Blocking (Arcticstorm)
Quote:
Originally Posted by Toy Poodle
All fixed.
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Wow... I really should read this stuff before sending it...
I guess the G.W.B excuse is a little old...
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09-13-2008, 05:04 AM
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#47 (permalink)
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Join Date: Jan 2007
Location: Louisiana
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Re: Door Blocking (Arcticstorm)
Load up the map and put the cart in the 2nd doorway in with the hostages. Then nade it. it will fall sideways. Now try moving it around while covering that door. Better yet sorry but nade it a few times and watch in wonder as it gets stuck badly in that nook that you can't enter to save hostages.
Thats all I was saying. The first door isn't the problem I was talking about. From what I got from Vulcan's post is its ok for the first door. I don't even think he seen what I'm talking about on the second door.
But is Whistler talking about both doors? Or is it any door to the 1 way in hostage room?
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09-13-2008, 10:00 AM
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#48 (permalink)
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CSS & MMO Officer
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Age: 31
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Re: Door Blocking (Arcticstorm)
yeah i can see where that would cause a problem spar. I would avoid trying to do that since the cart can cause the pathway to be inaccessible there for hostages. They won't go through it afaik if the cart is on it's side and blocking the door.
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09-13-2008, 06:22 PM
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#49 (permalink)
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Join Date: Jul 2007
Location: Bremerton, WA
Age: 38
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Re: Door Blocking (Arcticstorm)
Case in point. Blockades are acceptable just don't take advantage of the game engine in cases like this where the hosties are now impossible to rescue. No one will argue the point that a blockade is a tactical idea. But in a case where the hosties can't be saved or a room can't be entered simply eliminates the objective base tactics we try so hard to follow.
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09-16-2008, 01:37 AM
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#50 (permalink)
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Join Date: Jan 2008
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Re: Door Blocking (Arcticstorm)
Ok I don't think any one that was there has posted the situation.
I was the one who blocked the "first" door into the room and defended the blockade
from the second door. Someone (I didn't catch the name of my first victim) started
pushing the cart into the room and I popped him the next person tried to duck in
the corner and I got him I managed to push the cart back into place and continued
to defend the room. (Long story short!) The next round an admin in the game started
telling us it was illegal to block the door. I and others argued that it was a tactical
move and could be over come.
IMO... A carefully placed nade can easily remove the cart from the door.
Everyone who plays that map knows that door will be blocked and should reserve
a nade for the job.
Just my two cents.
Hoggar
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09-16-2008, 07:59 AM
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#51 (permalink)
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Join Date: Dec 2007
Location: New Jersey
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Re: Door Blocking (Arcticstorm)
thats been covered at least 10 times. However it is nice to hear it from the perpetrator himself.
Also another case in discussion are nades not moving the cart out of the door, but actually wedging the cart in the door more. however that is more about the second doorway.
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03-24-2009, 06:46 PM
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#52 (permalink)
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Join Date: May 2005
Location: Olympia, WA
Age: 28
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Re: Door Blocking (Arcticstorm)
I just have a couple points I wanted to make about this issue, although I am actually indifferent on the verdict. I am assuming that we're talking about the FIRST door, because I think most of us would agree blocking the second door (where there's no room to get by, and hostages are too close to nade) is clearly cheap, and not cool.
+ If it is the only route into hostage room, how is it possible for the hostages themselves to be blocked? In order for the hostages to have been tagged, the had to have cleared a path to them. So unless the cart was moved back into position behind the CT who was tagging, I can't see how the hostages are blocked.
+ The cart can be moved without grenades. There is no need for an HE.
+ In the scenario that I'm imagining, the only thing keeping the CTs from entering the room is the Ts. The cart is an obstacle, and a pain in the butt, but it isn't actually stopping anything, bullets are. Unless it gets bugged. And that sucks.
+ Moveable objects have degraded the gameplay of counterstrike. I really wish there was an option to just lock all that stuff in place. Thats.. uhh, not really on topic, but I just felt like saying it.
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It is my firm belief that, until we humans stop using human nature as an excuse for our actions, we will never realize our true nature.
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04-06-2009, 01:45 PM
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#53 (permalink)
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Join Date: May 2003
Location: Kansas City area (U.S.A.)
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Re: Door Blocking (Arcticstorm)
Agreeing with Spar:
IMO: placing the cart (or whatever) into the ONLY Path into a room is wrong. A nade could move it clear it, but a nade could also JAM IT INTO PLACE, making it immovable. I've seen it. A player could jump over, but a hostage usually won't.
I'll move the cart up to the stairs door, but even that is annoying. If it gets jamed, flipped or whatever and gets stuck, you have to extract through the other set, which makes it that much harder. It takes FOREVER to move that cart out of the way. Meanwhile a T just steps out and caually shoots you in the back as you shove and shove trying to move that thing a few inches. Realism vs game mechanics.
I agree with Aesop in freezing difficult objects in place. A barrel isn't really the same thing. I've never seen a barrel STUCK to where gun fire won't move it. Gun fire won't move the cart.
Heck, I'd just delete the cart if I had my way. It would just remove all the confusion and arguments. LOL
additionally: On the map, I wish there was an extraction point at the ladder point in sewers. That would give a 3rd route to take them out, but only a 2nd rescue point.
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04-06-2009, 06:20 PM
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#54 (permalink)
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CSS & MMO Officer
Join Date: Jan 2005
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Re: Door Blocking (Arcticstorm)
I'll have to do a TG version of the map at some point with those changes sky.
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04-07-2009, 06:42 AM
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#55 (permalink)
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Join Date: Mar 2005
Location: Loveland, CO
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Re: Door Blocking (Arcticstorm)
If we are going to make a TG version of it, how about blowing a hole in the elevator and have a second way into the hostage room? Completely changes the map, IMO.
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04-07-2009, 07:20 PM
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#56 (permalink)
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CSS & MMO Officer
Join Date: Jan 2005
Age: 31
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Re: Door Blocking (Arcticstorm)
none of that xen. Only changing entities on the map.
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04-07-2009, 08:53 PM
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#57 (permalink)
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Join Date: Dec 2007
Location: New Jersey
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Re: Door Blocking (Arcticstorm)
DINGDINGDING!!! IDEA!!
get this...
SECOND CART!
anybody with me on that?
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"Be careful guys, he's got a gun"
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04-13-2009, 04:21 PM
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#58 (permalink)
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Join Date: Mar 2007
Location: Los Angeles, Ca
Age: 21
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Re: Door Blocking (Arcticstorm)
Quote:
Originally Posted by Conen.
DINGDINGDING!!! IDEA!!
get this...
SECOND CART!
anybody with me on that?
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That was an awkward 6 day silence huh conen :P (yea, i knew you were joking)
But seriously, we need to have that cart immovable or deleted.
With that gone, the T's will seriously have to be on thier toes. That was was an effective alarm system. CT's would have to put apart one or two nades just for the cart. Now the T's wont know the CT's are coming for that first set cuz they wont hear all of the explosions of gunfire that would normally occur while trying to get that cart out of the way.
It's amazing how much of an advantage that cart gives huh? :P
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04-13-2009, 11:06 PM
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#59 (permalink)
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Join Date: Dec 2007
Location: New Jersey
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Re: Door Blocking (Arcticstorm)
Agreed, though I'm not particularly against the cart. removing it would clear up this whole arguement and make for a bigger challenge, and who doesn't like that?
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04-15-2009, 07:10 PM
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#60 (permalink)
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Join Date: Mar 2005
Location: Loveland, CO
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Re: Door Blocking (Arcticstorm)
I'm still for a hole in the back of the room and have two entrances into it, completely change how we play this map. As for the cart being early warning, all of you tend to flash or smoke before doing anything, so the T's still have the early warning.
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