Migel
Sep 2 2008, 09:48
Hi all, first I want to say many people have done good job in modifying the warfare mission into something better. Even though I have a personal favourite which lies more in contact with my flashpoint background I still test and play a lot of other version because they often have their own vision on how to make the map cooler and they are more often fps friendlier for me.
Anyway good job.
Still i have to complain about 1 big faillure on the map since day 1 and thats the spawnpoint. Basicly I can ( and so probably a lot of others ) keep spawning there and kill players trieing to take it back. If this happens at key position i can stop advances of entire team untill they finally have me completely surrounded. Even being surrounded by 7 ai tanks is peace of cake if u spawn each 15 seconds with full at gear.
If someone chooses to spawnrape u but has noone to back him up he is soon to be killed or run out of ammo depending on your patience 2 show what a advantige u have over a perhaps 5 times better skilled player than u.
In my eyes this advantige is wrong because its ussually used in a way to attack something. While the defenders in my eyes should have a small advantage over the attackers not the other way arround.
When now someone takes over a camp I go to next town and come back when he took town completely or i simply wait outside town to kill him so he cant respawn. Because then i just have to take main camp to get small camps on our side again. But that is ridicilous that its better to loose town completely instead of fighting one small respawn position. I much rather want to trie to kill him and take his camp. If hes better player he should win and cap the town. Now I often tie with a guy that i kill 20 times just to be shot in the face in last 2 seconds of cap .
Or other way arround the guy keeps killing me but I simply take a small respawn so he stuck in town 2 untill he gets rid of it. Which makes the entire story repeat itself over and over and over. Its even possible for a good player to stop entire team advance in this way.
I have basicly 3 solutions for this exploit.
1) The main camp also turns hostile smaller camps ( spawnpoints) into friendly ones after certain ammount of time or each 1-2 minute interval. This forces the attacker to engage main camp or loose his respawn.
2) When a town is taken by your team the time u need to take back a smaller encampment is reduced to almost 0 seconds.
This is also fair since the ammount of traveling u need to do is often far more longer than the respawn time of the enemy anway, giving him enough chances and encounters to finnish u off on the way.
3) BerZerk/ BF2 style capping. Once someone is capping a small encampment the enemy shouldnt be allowed to spawn there.
The zone becomes yellow.
However although i preffer this one since it worked on multiple pvp maps since as long as i can remember since bf concept.
I think with current respawn script on this map it would be 2 difficult to programm. I have already seen that i could still respawn after town was taken simply because I died when it was still ours. Which means that lot would need to change ...(at least that is what noob scripter thinks http://forums.bistudio.com/oldsmileys/biggrin_o.gif )
Anyway i hope u warfare modifieders get to read this and feel same way about exploits arround those spawnpoints when fighting human players. And that u will use a idea of create own idea to get completely rid of it. ( Increasing respawn by a couple of seconds doesnt really work )
Anyway good job.
Still i have to complain about 1 big faillure on the map since day 1 and thats the spawnpoint. Basicly I can ( and so probably a lot of others ) keep spawning there and kill players trieing to take it back. If this happens at key position i can stop advances of entire team untill they finally have me completely surrounded. Even being surrounded by 7 ai tanks is peace of cake if u spawn each 15 seconds with full at gear.
If someone chooses to spawnrape u but has noone to back him up he is soon to be killed or run out of ammo depending on your patience 2 show what a advantige u have over a perhaps 5 times better skilled player than u.
In my eyes this advantige is wrong because its ussually used in a way to attack something. While the defenders in my eyes should have a small advantage over the attackers not the other way arround.
When now someone takes over a camp I go to next town and come back when he took town completely or i simply wait outside town to kill him so he cant respawn. Because then i just have to take main camp to get small camps on our side again. But that is ridicilous that its better to loose town completely instead of fighting one small respawn position. I much rather want to trie to kill him and take his camp. If hes better player he should win and cap the town. Now I often tie with a guy that i kill 20 times just to be shot in the face in last 2 seconds of cap .
Or other way arround the guy keeps killing me but I simply take a small respawn so he stuck in town 2 untill he gets rid of it. Which makes the entire story repeat itself over and over and over. Its even possible for a good player to stop entire team advance in this way.
I have basicly 3 solutions for this exploit.
1) The main camp also turns hostile smaller camps ( spawnpoints) into friendly ones after certain ammount of time or each 1-2 minute interval. This forces the attacker to engage main camp or loose his respawn.
2) When a town is taken by your team the time u need to take back a smaller encampment is reduced to almost 0 seconds.
This is also fair since the ammount of traveling u need to do is often far more longer than the respawn time of the enemy anway, giving him enough chances and encounters to finnish u off on the way.
3) BerZerk/ BF2 style capping. Once someone is capping a small encampment the enemy shouldnt be allowed to spawn there.
The zone becomes yellow.
However although i preffer this one since it worked on multiple pvp maps since as long as i can remember since bf concept.
I think with current respawn script on this map it would be 2 difficult to programm. I have already seen that i could still respawn after town was taken simply because I died when it was still ours. Which means that lot would need to change ...(at least that is what noob scripter thinks http://forums.bistudio.com/oldsmileys/biggrin_o.gif )
Anyway i hope u warfare modifieders get to read this and feel same way about exploits arround those spawnpoints when fighting human players. And that u will use a idea of create own idea to get completely rid of it. ( Increasing respawn by a couple of seconds doesnt really work )