Map Annoyances

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Darkfox3889

    #16
    Re: Map Annoyances

    Originally posted by davyc412
    who gives a rats *** about story (especially for a MP only shootathon)... id rather had balanced and good gameplay, but i guess thats too much to ask for nowadays.
    yes see at least 2 people so far get what im saying, and acctually read my first post correctly. Never did i say i wanted both to be cappable.

    Comment

    • Harmor

      #17
      Re: Map Annoyances

      Originally posted by Darkfox3889
      And having to sit at the main base and do nothing the whole time is just stupid and isnt practical.
      You know the solution to this right? "Supply line" flags. This is where in order to take one flag you have to have taken a previous flag in order.

      Here's a sample:



      In the above image the red lines denote which order the USMC must take the flags. If the 3 flag from the upper left is taken then the MEC must take the flags back in the reverse order.

      Sometimes there are "splits" in the flag order so you can choose which to take in which order like this:



      In the above image USMC has to take the flags in this order, 1, 2 or 3, 3 or 2, 4 then 5. USMC can't take base 4 unless they own both 2 and 3. MEC can take EITHER base 2 or 3 when they have base 4, but to take base 1 they must have base 2 and 3.

      To make it clear which flag can be taken the mini-map will have a red outline around the flag (like when infantry need healing, but this time around the flag's icon).



      In the above map the USMC must take the flag that is highlighted in red atm, the flag directly to the west of them. If there are multiple flags they can take then they would also be red.

      This forces the fighting to be between the flags instead of having ring-a-round the flagie all round chasing flags.

      Comment

      • default

        #18
        Re: Map Annoyances

        I dont like the idea of 'supplie line' flags. Whats the fun in that? On karkand, usually ill go as spec ops if im MEC, spawn at the 'main' base at the back, plant a load of C4, grab the tank if no one esle has to prevent the USMC from taking it, hide and wait. See an enemy there, BOOM, defended the flag. Whats so hard about that? If all you want to do is attack, swap sides! (if possible)

        Comment

        • Darkfox3889

          #19
          Re: Map Annoyances

          Originally posted by default
          I dont like the idea of 'supplie line' flags. Whats the fun in that? On karkand, usually ill go as spec ops if im MEC, spawn at the 'main' base at the back, plant a load of C4, grab the tank if no one esle has to prevent the USMC from taking it, hide and wait. See an enemy there, BOOM, defended the flag. Whats so hard about that? If all you want to do is attack, swap sides! (if possible)
          Thats great thet you are happy just waiting at the base all round away from the action but myself and many others proably are not. I like the I dea of supply line flags alot. And putting this in as a selectable option would be great, AND people who like it the old way could still play it that way:)

          Comment

          • Praetorian145

            #20
            Re: Map Annoyances

            Originally posted by Darkfox3889
            On many USMC vs MEC maps the US main base in uncappable yet the MEC base is. This is the worst on kubra dam and Strike at karkand. First off on both of these maps both sides main base is on land. On both of these maps the us base is uncappable yet the mecs is not. I see no reason for it to be set up this way. It is far to easy for the US to just run down the river in karkand and cap the MEC main base. this only causes annoyance and when you wanna be in the fierce battle near the road you have to run all the way back and try to recap your main base and beg your teammates to help. The same goes for kubra dam if one marine gets back to the mec base no one can tell if anyone is there capping it. Even if you did know its so far from the rest of the action that woul never get there in time. Now the us has both airfields and theres is no real good way to mount an attack to reclaim it. On both of these maps not only does this causes a nussance but it is very bad for the MEC command since they will lose everything at the start of the round and likly not be able to get it back.
            Yeah thats because on both of those maps USMC has 1 flag and MEC has lots. The idea is to force USMC to attack and MEC to defend, otherwise MEC would attack and easily be able to cap the 1 lone USMC flag, effectively ending the game.

            Comment

            • DLWebmaestro96

              #21
              Re: Map Annoyances

              Originally posted by Harmor
              You know the solution to this right? "Supply line" flags. This is where in order to take one flag you have to have taken a previous flag in order.
              I think this is an awesome idea! It promotes teamwork and makes for a more realistic battle. Kudos!

              Comment

              • Darkfox3889

                #22
                Re: Map Annoyances

                Originally posted by Praetorian145
                Yeah thats because on both of those maps USMC has 1 flag and MEC has lots. The idea is to force USMC to attack and MEC to defend, otherwise MEC would attack and easily be able to cap the 1 lone USMC flag, effectively ending the game.
                Wow.... Im sorry if I come off as a jerk.... But still after I even posted that I wanted them BOTH UNCAPPABLE people still think i want them to both be cappable! I understand why both of them being cappable wouldnt work, thats not what ive wanted all along!

                Comment

                • Praetorian145

                  #23
                  Re: Map Annoyances

                  And if you make both of them uncappable then MEC gets a massive advantage. *shrug*

                  Comment

                  • Darkfox3889

                    #24
                    Re: Map Annoyances

                    Originally posted by Praetorian145
                    And if you make both of them uncappable then MEC gets a massive advantage. *shrug*
                    I dont really see how that give the mec such an advantage, please explain.

                    Comment

                    Working...