-
03-10-2006, 12:07 AM #31
Re: Team Play
Agreed -- this is key. We're gonna need people to step up and play the Commander role for each map. This is the player who will coordinate the team.
Originally Posted by Beatnik
-
03-10-2006, 12:25 AM #32
Re: Team Play
Alright, I've only played the Beta three times: Sunday night I was flying solo, Wednesday night it was 3 vs. 3 TG'ers and that was great, and then Thursday night it was a handful of TG'ers on a random server and I had a heck of a time keeping track of who's who.
John CANavar and Bonehead were with me part of the time, but I'd think I was following them and then when I was close enough to get a visual on a nametag, it would just be some random player. Damn!!
The problem I see with the "wave" type scenario is this: a team playing defense will have holes blown in their lines and say a fireteam of four defending an entryway is whittled down to two, then one, then no one is suddenly defending a vulnerable flank if one of these "waves" doesn't reinforce that area of the map.
One suggestion for defense I have is that we somehow "squad up" before a map loads (if this is possible) and we organize groups to defend certain coordinates on the map. If we could get the map load screen to "pause" for about 90 seconds like in BF2 I think this is possible. We could try and load out the kits according to task, and if you are killed you can return to that same map coordinate unless the "designated" SL sets up a new position to defend.
We could almost do the same thing on offense...where you move as a group and if you are killed simply ask what map coordinate they are currently operating in and try and rejoin them.
I also think we might have to increase the nametag visibility for friendlies because 90% of the uniforms look the same, so it's easy to get separated, more so than in real life I would think.|TG-1stMIP|Coridon

-
03-10-2006, 12:58 AM #33
Re: Team Play
No, it isn't that hard to tell the difference. I don't want to see a snipers tag from 400 meters away, that would run the realism aspect of the game. They made it like that for a reason, so you have to identity your target before you shoot. Trust me it wont take to long till you learn all the uniforms.
Originally Posted by Coridon
-
03-10-2006, 01:04 AM #34
Re: Team Play
No, I'm saying you have to be standing on a friendly's back to see their nametag right now. If I'm trying to stay "buddied up" with someone specific, I don't want to have to walk all over a couple of guys to make sure I'm still paired up with the same person...that doesn't give me a sense of "realism" at all...
That you? nope...
This you? nope...
That you? nope...
Hey, there you are! Oh, I'm dead...|TG-1stMIP|Coridon

-
03-10-2006, 01:21 AM #35
Re: Team Play
I actually think that they extended it a little bit with this latest patch. I was noticing the names from about 10 feet away now. I know when I was coming down the stairs once I could read your name when you were trying to go out the big whole in the side of the warehouse towards the North rail yard.
Maybe I am use to it from AA and some other games where it is the same. I think that the only reason you are looking for a certain person now is because we are the only ones trying to work together. That will change as soon as the full game is released and we get the servers up and running.
-
03-10-2006, 10:42 AM #36
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Team Play
I agree with Coridon on this one. I hate being within face view distance of a friendly player and not being able to see their name tag. If a friendly is within 5m to 10m I should be able to see their name tag. However I don't think you should EVER be able to see enemy tags.
I've been mulling over our 'staying together' problem. Perhaps the reinforcement time on our server can be increased. This would allow more soldiers to spawn together and be able to form a squad/unit. In addition, I think we may want to consider increasing the game timer so that the game is decided more about who runs out of reinforcements and less about settling the fight in the alotted time.
Edit: To fix my weird last sentence which made no sense at all.Last edited by fldash; 03-10-2006 at 11:16 AM.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
-
03-10-2006, 11:12 AM #37
Re: Team Play
I don't really understand what that means.
Originally Posted by Tzefanya
I also think it could be a good idea to increase the reinforcements time so that we get larger units.
-
03-10-2006, 11:14 AM #38
Re: Team Play
By making the game more reinforcement based instead of time based, people will be more careful and think about their plans before they go just run and gun. Cause when you run out of men you loose the battle.
that sounds like a good idea trooper.
-Vulcan
-
03-10-2006, 11:24 AM #39
Re: Team Play
when the timer run's out, what decides victory? It's not just be the team with the higher remaining reenforcement %, right?

|TG-12th|WhiskeySix
-
03-10-2006, 11:25 AM #40
Re: Team Play
Its the team with the most objectives captured, it could also be a draw.
that sounds like a good idea trooper.
-Vulcan
-
03-10-2006, 11:31 AM #41
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Team Play
From what I have seen, that's correct.It's not just be the team with the higher remaining reenforcement %, right?
I've never witnessed it be the team with the most objectives captured. On assault maps, if the defenders hold even one objective they win. On battle maps (start with same number of objectives), it ends in a 'No decisive victory'.Its the team with the most objectives captured, it could also be a draw.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
-
03-10-2006, 03:27 PM #42
- Join Date
- May 2005
- Posts
- 155
Re: Team Play
We should use those formations in the Tactics Manual within our squads, too!
-
03-11-2006, 04:57 PM #43
Re: Team Play
This is a problem that plagues soldiers on real battlefields, and it's one of the reasons for using infantry formations. In this game, I think using formations will go a long way toward keeping track of your buddies.
I also think there will be a shift away from trying to stay with a certain group of people (squad) for an entire game. Instead, I think we'll head toward trying to stay grouped with players of the right class during a game, and I think this is something we'll need to learn to do on the fly, as we spawn. Quickly forming a squad with a few riflemen, a few submachine gunners, and perhaps a machinegunner will be the key (depending on the map), rather than waiting around for perry, Tzefanya, Coridon, Bubba, and Turbo to spawn so you can rejoin them, just because they were in your squad before you died. Then, when a squad of the correct classes is formed and moves out, it'll likely need to use infantry formations to stay together and keep track of one another.
This is quite a change from the way things have been done in other games, but I think it may be the way to go in this game. We'll have to see how things pan out.Last edited by Strag; 03-11-2006 at 05:20 PM.
-
03-11-2006, 05:46 PM #44
- Join Date
- Jul 2005
- Location
- Charlotte NC
- Posts
- 114
Re: Team Play
I think Strag has the right idea for how we're going to have to organize "squads". I'd say the key thing when an ad-hoc squad forms at the spawn is for them to check in with the CO / team and see where they're needed.
On Stalingrad early on it's obvious that both sides should be concentrating on the warehouse. After that's capped by the Russians, though, things get interesting. The Germans need to defend the Assembly Hall and the North Railyard - but can also still take the Warehouse back until one of those points is lost. Russian spawners, for example, may need to head to the Warehouse to back up the 2 guys there that are about to lose it - or otherwise the assault on the other points won't succeed. If it's secured, they may be needed to attack one of the other points.
There are some specialty players that may be needed - sappers for blowing a wall, or an AT guy to take out a tank in a chokepoint, etc. These might be needed in one area, where another area needs general reinforcements - an idea here is for the specialist to go with an escort or two, with the remainder going to the other area. Things like this will have to be worked out by a CO, and will be a bit more obvious as we figure out the flow of the maps.
This is why I think this game will work well here, despite not being quite as well setup for organization or comms as BF2. Often times squads in BF2 have a pretty good idea of what to do for a certain task - say defending a particular CP where there's a usual ingress route for the attackers - and can do so without the SL directing everyone. Eventually I think we'll get to where the RO regulars will do bounding overwatch as habit with their spawn group as they move to an objective, and they'll have a good idea of where to go if we don't have a CO.BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
-
03-12-2006, 03:03 PM #45
- Join Date
- May 2005
- Posts
- 155
Re: Team Play
Heh. A whole team approach. I like.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote



Bookmarks