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Discussion: Day of Defeat: Source / Day of Defeat - General Discussion - Class Limits - What I would REALLY like to see is class limits per team: 1 MG 1
  1. #1

    Dirt013's Avatar

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    Class Limits

    What I would REALLY like to see is class limits per team:

    1 MG
    1 Sniper
    1 Support
    2 SMG
    5 Riflemen

    This would be a WAY more realistic set up of an actual WW2 fighting unit. Panzerschreck/Bazooka?? Um…there’s no tanks in this game. (At least none that move.) It’s a noob no skill weapon…if you want to take out a fixed position use your grenades, that’s why you have them. I know…never going to happen, but all the Tactical MOHAA clans I ever played with eliminated this weapon. It was basically a joke. Well…let the flaming begin. Maybe this set up would chase off new comers, I don’t know….but it would be more “realistic”.

    As a side note: I’m thinking about reforming my old clan as an in house squad, The 5th Waffen SS Wiking Division. [5W-SS]. Anyone interested, let me know.
    Dirt013




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  3. #2

    Trooper's Avatar

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    Re: Class Limits

    oooo, thats a good idea. what about getting rid of the bazooka and give out more grenades, instead of 2 or 3 maybe 4 or 5. I really like that idea. lets get some more thought and see if its even possible..


    side note about your side note, would this be a DOD only squad or what
    that sounds like a good idea trooper.
    -Vulcan

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  5. #3

    Dirt013's Avatar

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    Re: Class Limits

    2 or 3 nades is actually realistic. With the current set up that would be 14 nades per team per spawn, anymore than that would turn the game into a nade fest. (imo)

    The [5W-SS] would be DoD only. Oh yeah...it's all about tactics!

    Dirt013
    Dirt013




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  7. #4

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    Re: Class Limits

    I second this and also call for the support class to get the smoke grenades, not the assault class. I can't stand seeing three machine gunners on my team >.< it makes me want to cry.
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  9. #5

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    Re: Class Limits

    Assault should get the smokes imo as they are the ones who should be moving to attack. Your Riflemen and Snipers should be laying down accurate fire (and sending nades toward the position), while you MG suppresses. So instead of taking the smokes away from the Assault class…let’s just give them to the Support class as well.

    Dirt013
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  11. #6


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    Re: Class Limits

    Quote Originally Posted by Dirt013
    What I would REALLY like to see is class limits per team:
    1 MG
    1 Sniper
    1 Support
    2 SMG
    5 Riflemen
    no way, thats far to limited.

    2 MG
    2 Sniper
    2 Support
    2 SMG
    4 Riflemen


    you may ask why two MG's? well sometimes its needed to cover all angles... I mean Donner has its last two flags within easy reach by direct route (ie you dont have to go over flag2 to get to flag1) so you need 2 defensive positions. However only a silly team would have TWO MG's all the time. A team that its too defensive will loose. Same can be said for snipers, 2 snipers and 2 mgs per team would make your team loose quiet fast (both static units generaly). But that should be the choice of the team.

    It should be upto the team to choose the best balance what suits the needs, not enforced with only 1 slot per weapon type, thats not really what TG is about.

    Anyway, what if some newbie (or whatever you want to call them) is running around with the gun you need, and not using it properly. Why should others go without?


    Also, having only 10 weapon slots in a 10 a side server would be annoying. You join the server, and your forced to use a class thats empty... What if you cant use that gun, dont like it, or dont feel its tacticaly needed at this time? Ie you wouldnt want a MG if your in all out attack mode for the last flag would you?
    From Adam Webb

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  13. #7

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    Re: Class Limits

    Quote Originally Posted by Overlag
    2 MG
    2 Sniper
    2 Support
    2 SMG
    4 Riflemen
    Um, that's 12.



    Quote Originally Posted by Overlag
    you may ask why two MG's? well sometimes its needed to cover all angles... I mean Donner has its last two flags within easy reach by direct route (ie you dont have to go over flag2 to get to flag1) so you need 2 defensive positions.
    So only MG's can defend? Tough choices breed Tactical Play. Who holds the right flank and with what, while the remainder of the team assualts?


    Quote Originally Posted by Overlag
    Anyway, what if some newbie (or whatever you want to call them) is running around with the gun you need, and not using it properly. Why should others go without?
    Well, you ask/tell the noob to give someone else a go...THAT is what TG is all about. We do it with Jets in BF2, why can't we do it with an MG in DoD?

    Quote Originally Posted by Overlag
    Also, having only 10 weapon slots in a 10 a side server would be annoying. You join the server, and your forced to use a class thats empty... What if you cant use that gun, dont like it, or dont feel its tacticaly needed at this time? Ie you wouldnt want a MG if your in all out attack mode for the last flag would you?
    It would lead to a more well rounded tactically realistic game imo. As far as all out attack mode, if you want to abandon the MG....pick up a dead mans weapon...or we could simply not limit the number of rifles per team. I'm also going for historical accuracy...which isn't everyones thing...but I like realism.

    I could live with:

    1 MG
    1 Sniper
    1 Support
    3 SMG
    4 Riflemen

    Dirt013
    Dirt013




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  15. #8

    Toshido's Avatar

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    Re: Class Limits

    Quote Originally Posted by Dirt013
    What I would REALLY like to see is class limits per team:

    1 MG
    1 Sniper
    1 Support
    2 SMG
    5 Riflemen

    I like this. But I think we should NOT be limiting the rifles.

    If you want to think realistic, well a lot of squdas would have been split up and lost. There would always be extra rifles around if that was your thing.

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  17. #9


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    Re: Class Limits

    I'm up for class limits but nothing too drastic...Maybe
    2 mg
    2 sniper
    3 or support
    3 or 4 assault
    and any number of riflemen

    This may not even best. I am for taking out the rocket launchers, but I've thought they were retarded when they were first put in as a class (although when you just picked them up off the ground and they got like 2 shots they were pretty neat, kinda.) Anyways, I'm just not big on them.

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  19. #10

    Dirt013's Avatar

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    Re: Class Limits

    Quote Originally Posted by Tinker
    I'm up for class limits but nothing too drastic...Maybe
    2 mg
    2 sniper
    3 or support
    3 or 4 assault
    This is what it is like NOW in most games, where's the change?

    I agree...no limit on Riflemen...I only put 5 in my original post because that would be the remainder of the squad. (In most cases.)

    And remember, you can always pick up the dead enemies weapon.

    Dirt013
    Dirt013




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  21. #11


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    Re: Class Limits

    Quote Originally Posted by Dirt013
    Um, that's 12.
    maybe you missed what i said (you quoted it so surely you didnt)

    Originally Posted by Overlag
    Also, having only 10 weapon slots in a 10 a side server would be annoying. You join the server, and your forced to use a class thats empty... What if you cant use that gun, dont like it, or dont feel its tacticaly needed at this time? Ie you wouldnt want a MG if your in all out attack mode for the last flag would you?

    doesnt that make sence? The gun slots doesnt need to equal player slots at all.

    forcing someone to play with a gun they:
    A: hate
    B: cant use
    C: can use greatly but are fed up with it....

    isnt a good idea, and as i said, the game is constantly changing, sometimes you need SMG's and support, sometimes you need riflemen and snipers, it totaly depends on what area/map you are attacking or defending.

    For instance avalance, Id be using the rifle if im out in the open, but if im in the buildings i choose a SMG, if im in for a defensive "camp" i will take the support gun. Not allowing the team the choice to choose the weapons for the goals ahead (defend or attack) isnt ideal at all. And doesnt let them use any tactics what so ever.
    From Adam Webb

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  23. #12

    Trooper's Avatar

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    Re: Class Limits

    i completely agree with overlag, we want the game to be tactical but not restrictive. I like the idea of weapons restriction but not to much that it makes the game unplayable..

    good points all
    that sounds like a good idea trooper.
    -Vulcan

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  25. #13
    Pfhor
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    Re: Class Limits

    Quote Originally Posted by dirt103
    it’s a noob no skill weapon
    The anti tank weapons require just as much skill as a MG. Not a twitch aiming skill (what most players understand as "skill"), but the ambush/suprise skill that requires patients and limited aiming.

    No, grenades are not a substitute for bazooka. Bazooka is for instant suppression of large groups of troops, or killing a fixed position from long ranges. To kill a machine gun with a grenade, you must get into a position to throw the grenade. Sometimes the only way to do that is to run right into the fire of the MG, which usually means instant death.

    Furthermore, the bazookas are DRASTICALLY different from the unbalanced pieces of crap in MOHAA. I mean, you can't run and gun with it. You have to move slowly, and pick your targets carefully, because most of the time if you miss a shot you are dead.

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  27. #14

    CingularDuality's Avatar

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    Re: Class Limits

    I don't particularly care for any sort of class restrictions. I've not noticed any one class being abused, either, though...

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  29. #15

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    Re: Class Limits

    Quote Originally Posted by CingularDuality
    I've not noticed any one class being abused, either, though...
    And that's the key really, isn't it? If there's no abuse, there's no need for restrictions.
    BFCL TF2 league admin

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