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11-01-2005, 11:03 AM #1
Ticket bleed - how many flags needed?
Right, I searched the forums and concluded that there where several scattered posts and threads regarding ticket bleed on different maps. Several questions about how many flags needed on what maps, how Karkand is all about killing and how some maps are about which flags you hold etc.
Have anybody made a good comprehensive compilation to ticket bleed on the various maps?
Ex:
“Oman, 6 flags, hold four to cause bleed”
“Karkand: No bleed possible, kill as many as possible”
“Clean sweep: 8 flags, USMC takes and holds 4 to bleed MEC.”
And so on and so forth…
If this is obvious from something I missed, then I beg forgiveness for my stupidity.
/Kemo





"We are all going to die, its just a matter of how you check out!"
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11-01-2005, 11:31 AM #2
Re: Ticket bleed - how many flags needed?
Well to be honest, if you were playing on the TG servers you will experience different ticket bleed than the standard.
Just to give you a quick answer which may not be 100% accurate:
And the TG modded maps:Code:Causing Ticket Bleed in Standard BF2 (64 player maps) - UCB's do not count - maps with 2 UCB's or no UCB's require half of the CP's +1 - example Daqing Oilfields, owning 4 of 7 CP's will create bleed - Oman is an exception, requiring 5 of 7 CP's - maps with 1 UCB require ALL CP's - example Karkand - exception Kubra, where the bridge CP has no value
Code:The following all have 50% + 1 bleed now - Dragon Valley - Clean Sweep - Sharqi Peninsula - Strike at Karkand - Wake Island - Kubra Dam - the Bridge CP counts as well
Peace through fear... since 1947!
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11-01-2005, 12:27 PM #3
Re: Ticket bleed - how many flags needed?
I noticed yesterday afternoon that Karkand looks to have been modded as well. The USMC had 5 of the CP's and the MEC was bleeding tickets.
I like the change. It should avoid the standoff at the river that tends to happen.

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11-01-2005, 12:29 PM #4
Re: Ticket bleed - how many flags needed?
If that's the case it should be awesome. I always wanted ticket bleed on that map, if the MEC holds long enough they should be able to win out by holding the east and one western flag.
Originally Posted by Faultline
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11-01-2005, 12:55 PM #5
Re: Ticket bleed - how many flags needed?
On a related note, one should be aware of a particularly insidious bug when commanding: the ticket counters on the command screen do not blink when a team is bleeding tickets. This bug will probably be well-known to most experienced COs, but it's something to keep in mind for CO rookies (like me). If in doubt, leave the command screen to look at the counters, or ask one of the SLs for confirmation.
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11-02-2005, 06:07 AM #6
Re: Ticket bleed - how many flags needed?
Sounds a bit messed up. Anyway, thanx for the intel. Although I don’t CO, its good to know why the CO sends you on a suicidemission after that last CP, deep into enemy territory.
/Kemo





"We are all going to die, its just a matter of how you check out!"
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11-02-2005, 06:38 AM #7
Re: Ticket bleed - how many flags needed?
Maybe some SL's like that sucidial mission.. Ya ever think of that? =P
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11-02-2005, 07:03 AM #8
Re: Ticket bleed - how many flags needed?
*cough* Deveran *cough*
Uh...I said nothing!
[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
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11-02-2005, 07:22 AM #9
Re: Ticket bleed - how many flags needed?
Hehe, like....
Mashtuur city, sunday afternoon, around tea-time:
CO to squad 1: "Attack this position"
SL: "Right, we will take our three man engineer team and attack that enemy CP, guarded by that tank squad, that apc squad and the three 6 man infantry defence squads and we will let you know they are defeated! Squad 1 out"






"We are all going to die, its just a matter of how you check out!"
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11-02-2005, 07:48 AM #10
- Join Date
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Re: Ticket bleed - how many flags needed?
On maps with an odd number of tickets (ie Oman) you need one more than half rounding up. This is to stop one team starting with ticket bleed.
So 4 flags you need 3 to bleed.
Five flags you need 4 to bleed.
Six flags you need 4 to bleed.
etc
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