I've always wondered, how is the number of people in the capture area related to how fast the CP is captured? Obviously, more friendlies means faster flag raising, but to what ratio? I don't think 2 people cap 2 times as fast, do they? Usually at the start of Belgrade there's a whole squad of people at the first flags but the flag does not move 5 times as fast if there's 5 people.
CP capture rate
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Re: CP capture rate
Yes, it depends on the number of friendlies but it also depends on the flag. I'm not sure what the ratio is as far as number of soldiers to speed of capture. There are some flags like Command Center on Cerbere that seem to be a lot slower than others. Then again maybe it's my imagination.
Also, the capture radius is different for each flag and also depending on if you are in a vehicle. For example, you can be farther away and still cap it in a vehicle than if you are on foot. Get just in side the radius in a vehicle and then get out and you'll see you are no longer capping it. Also, the capture radius of a flag like Toll Station on Gibraltar is very large while Command Center on Cerbere is very small.
Finally, if there are the same number of players from each team at the flag it will stop. So, if you are capping a flag by yourself and you see it stop, you know there is an enemy soldier near.
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Re: CP capture rate
Yeah, back bases like command centre and EU base take longer. But what about church on cerbere, that takes ages too...?
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Re: CP capture rate
Bases like Church are weird. They just take long randomly. The back bases are by far the worst, especially Cerberes Command Center. One nade, or a few well placed rockets and EVERYONE on it is dead.
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Re: CP capture rate
Thats why atleast a squad with 2 medics should cap the back base flags.
Yesterday I was playing camp gib and my team sucked so badly that I had to go commander and be a fighting commander :S I took most of the flags by myself in just 7 minutes having the eu only have 1 flag left.
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Re: CP capture rate
I hate it when you and your clan are playing just taking all the flags, and your team is so horrible and just looses them all when they have the whole team on them. It's really annoying having to go back all over.
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Re: CP capture rate
capping church on cerbere is for retards. do you like to get dumped on from south town and the hills above?Originally posted by ShazanelliYeah, back bases like command centre and EU base take longer. But what about church on cerbere, that takes ages too...?
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Re: CP capture rate
I don't know it better, but I think X people in the flag radius make it go down X times faster. You will see it when your whole 6 man squad is in the radius, it's going down really fast whereas alone it would take half a minute.
Also, very important what Skates said. If the flag indicator doesn't move or moves back, prepare for some enemies approaching. Usually I am watching one or two sideways to the flag and the flag indicator, having some crates to cover my back. Once it doesn't move and there's no enemy in my vicinity, I can be sure they are behind me.
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Re: CP capture rate
That's why, when playing in a good squad, the SL must stay back, otherwise you're all dead.Originally posted by ZinZCerberes Command Center. One nade, or a few well placed rockets and EVERYONE on it is dead.
I never really thought about this tbh.
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Re: CP capture rate
I believe its 25% faster every time a soldier is in the area.
Soo..
100%
125%
156%
195%
and so on.
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Re: CP capture rate
From the GamePlayObjects.con file for Cerbere:
That gives you the radius for each flag and I'm assuming the "time ToGetControl/Lose Control is the number of seconds. I'm not sure about the "areaValue" numbers but the 25 would support the 25% increase for each additional soldier that Mike was talking about. I could try and run a ocuple tests with some buddies on our Unranked Server taking flags with different numbers of soldiers and timing it.ObjectTemplate.setControlPointName CPNAME_CL_32_Command_Center
ObjectTemplate.radius 4
ObjectTemplate.team 2
ObjectTemplate.controlPointId 2
ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 40
ObjectTemplate.timeToLoseControl 40
ObjectTemplate.isHemisphere 1
ObjectTemplate.setControlPointName CPNAME_CL_32_Roadblock_Area
ObjectTemplate.radius 9
ObjectTemplate.team 2
ObjectTemplate.controlPointId 5
ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 20
ObjectTemplate.timeToLoseControl 20
ObjectTemplate.setControlPointName CPNAME_CL_32_Church
ObjectTemplate.radius 12
ObjectTemplate.team 2
ObjectTemplate.controlPointId 3
ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 40
ObjectTemplate.timeToLoseControl 40
ObjectTemplate.setControlPointName CPNAME_CL_32_South_Town_Center
ObjectTemplate.radius 8
ObjectTemplate.team 2
ObjectTemplate.controlPointId 101
ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 20
ObjectTemplate.timeToLoseControl 20
ObjectTemplate.setControlPointName CPNAME_CL_32_Office_Ruins
ObjectTemplate.radius 8
ObjectTemplate.controlPointId 7
ObjectTemplate.timeToGetControl 20
ObjectTemplate.timeToLoseControl 20
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Re: CP capture rate
Right, so it takes a total of 40 seconds for a single soldier to cap Office Ruins or Road Block on Cerbere and 80 seconds for a single soldier to cap Church or Command Center. The question is how much time is reduced by adding additional soldiers to the number capping.Originally posted by Dtneter View PostTime to get control is when the flag is neutral time to losecontrol is when you or the enemy capped the flag how long it will take to neutralize it (in seconds)
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