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03-22-2006, 04:25 PM #1
- Join Date
- Jul 2005
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- Charlotte NC
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Objectives
I haven't been able to tell if it's merely great defense from the opposing TG'ers, or just everyone getting used to the game and how it works, but I've noticed on the assault maps the defense is winning FAR more than the offense. There are a few maps where the game can end in a stalemate, but most are the assault style where one team owns most or all of the points at the start, and will win if they hold just one of these at the end of the round.
In general, these maps have initial objectives that can be taken, with other objectives open to capture after the initial ones are captured. Usually after 2 locations are taken, one or both can no longer be retaken by the enemy, and the action moves on to the remaining points. There are several variations here, but this is the general concept.
One key thing is to get your initial objectives as quickly as possible. This would be the Warehouse AND either the Assembly Hall or North Railyard on Stalingrad, the Apartments and first Square on Odessa, the Petrol Yard and Courtyard on Red October, etc Get these before the midway point in the round, and it's tough for the defense to hold the remaining objectives for 8-10 minutes. Fail to get these quickly and it's a real uphill climb to get all the objectives in a short time - most often, you never get past the first few if the defense can get well entrenched. If you've played Stalingrad as the Russians, I'm sure you've seen this as the Warehouse flip-flops back and forth the entire round.
It's important not to rush in and die repeatedly, but the game isn't setup to allow too much creeping around trying to avoid getting shot if you're on offense. You've got to hit hard and efficiently right from the get-go.
I've seen quite a few times some pretty sizable firefights in areas that aren't capturable, with seeming disregard for the objectives at hand. Now, it can be effective to be in control of the Assembly Hall if you think you're going to get the warehouses soon, but being in a big fight there when the Warehouses are getting recaptured repeatedly isn't really doing any good if you're Russian. Same thing on defense - it does the Germans no good to keep rushing the Warehouse if they can't recapture it, yet I've seen this a number of times.
Oh, and from the BF2 days I'm sure we've all heard this - "Bodies on flag!" The same applies for RO - make sure that when you're trying to gain or hold an objective, that you're in the capture zone. There are times that being in overwatch near the zone is helpful, but often times it's one body that makes the difference in making a key capture or hold. This is especially true when it's the last objective. Nothing is more frustrating than not getting the win because half the team was out in the weeds trying to pick off enemies rather than being in the final objective cap zone when the team was this close to the win, except maybe when you're on defense at that last objective and it seems no one is reacting to it going down. Double time, mister!BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
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03-22-2006, 06:04 PM #2
Re: Objectives
I was gonna make a thread just like this. There are WAY too many people that seem to not have any idea what the objective is (Or are just ignoring it
) and fight at places that dont need to be fought over. Even some of the people that at least go in the direction of the current objective very rarely actualy get in the capture zone.
With that said though, the objectives are not only stupid but favor the defenders. The defenders can waste most of the time on the first objectives, and then just camp their last objective with their entire team. Its going to take an incredible amount of luck for the assaulting team to dislodge a defending team of equal strength in such a confined area, especcialy without any kind of squad structure to hit an objective from multiple angles at once. Its hard to get over the incredibly stupid objectives in this game.
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03-22-2006, 06:18 PM #3
Re: Objectives
Not to mention artillery. I was pubbing with Coridon last night on Basovka as the Russkies and it seemed that I was defending the third objective solely with artillery. That stuff is killer.
A policy of freedom for the individual is the only truly progressive policy. -F.A. Hayek
"$250,000 a year won't get me to Central Park West."
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03-22-2006, 06:50 PM #4
Re: Objectives
Excellent post, BTW, NCman...
That's one thing that bothers me. A lot of the "assault" maps have four or five capturable CPs, with the default timer set on fifteen minutes. That means on a map like Koenigsplatz, the Allies need to capture a CP every three minutes. I guess historically the Russians charged in waves, and perhaps that's the way to win. But it doesn't exactly make for exciting gameplay for the attackers...
Originally Posted by NCman
The urban maps only exacerbate the problem, since there are usually only one or possibly two routes to attack a CP. A defending sniper can have a heydey if properly positioned, but I've found playing the assaulting sniper on an urban map is extremely difficult. You've got to be pretty far forward to support the infantry, and usually by the time you're set up you're already dead, probably because you were trying to get that GD rifle to stabilize on twelve different objects before one finally showed the "resting" icon...
|TG-1stMIP|Coridon

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03-22-2006, 07:12 PM #5
Re: Objectives
Good info here, thanks. I always new there were objectives, but what I just learned last night was that some objectives can't be retaken, and that there was more stategy to taking the objectives than just putting bodies on it.

A good man stands up for himself. A great man stands up for others.
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03-23-2006, 07:51 AM #6
Re: Objectives
Yeah, the stock time limit really hinders the assaulting team. Good thing Tzefanya created a mod for us
(+ rep to him).
Although, I played Stalingrad last night as Russian around 10:30 and we were able to take 2 out of the 3 maps played. Coincidentally, the round we lost no one was communicating very well, and the other two there was enough chatter to direct player flow.

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03-30-2006, 09:37 AM #7
Re: Objectives
How do you tell if your in the capture zone? Do I have to use the map for this? You can die easy reading the map.
The Old Guy
kin3



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03-31-2006, 12:30 PM #8
Re: Objectives
A capture progress bar will appear at the bottom of your screen when you enter the capture zone.
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04-02-2006, 10:37 AM #9
Re: Objectives
Historically in WWII I believe the attacker wanted 2-1 or even 3-1 odds to ensure a successful attack. In RO the odds are usually around 1-1 which makes it very hard to successfully attack. I don't know if reinforcements are adjusted in the standard game to give the attackers more but it might be somehting that could be modded for the maps where the defender is winning the vast majority of games played.
We don't stop playing games because we grow old, we grow old because we stop playing games. Anon
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04-03-2006, 12:46 PM #10
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04-05-2006, 08:13 AM #11
Re: Objectives
Even today that still holds true. An attacking force should always outway the defending force for it to be successful.
Originally Posted by Ironsight
What about having a point where the reinforcements runs out and respawn's stop. It then becomes a case of last team standing. I see this reinforcements message appear but it seems to do very little - is that because it is bugged and can it be implemented? It may encourage people to be a little less gung-ho if they know they have a limited number of livesJex.

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04-05-2006, 10:02 AM #12
Re: Objectives
This is currently working properly in the game. On several occasions (usually on Königsplatz) I've played in a game where one side ran out of reinforcements. In fact, this happened just last night while I was playing Königsplatz on a pubbie server. The Germans held three objectives but then ran out of reinforcements; nobody could spawn, so it wasn't long before we were overrun!
Originally Posted by jex
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04-05-2006, 10:43 AM #13
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