Re: The ridicilousness of some artificial in-game rules
Posted: 2012-02-18 15:44
Well, the best teamwork and best players in PR aren't on that high of a level. I wasn't referring to the very best of players, but the players that regularly play that are also decent at the game and don't completely ignore the rest of their team. Their authority is questionable, as seen by their full support for these type of rules.*NwA*Orford wrote:"My main complaint, however, is that these type of rules are actually forced on everyone in PR - at least the servers where the best players and more teamwork exist. The worst part is, no one contests it. The most common rules I've encountered are no attacking uncaps, no roadkilling, no baseraping or ambushing close to main, no incendiaring heavy vehicles (prior to changes) etc."
To answer your own point THATS WHY THE BEST TEAM WORK AND BEST PLAYERS PLAY THERE., Because of such rules you are contesting.
[quote=""'="]H[= EasyAlpha;1734261']
Teamwork and cooperation dont depend on ridiculous server rules, its the players themselves that choose to come together and work as a team, you can't force people to.
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Indeed, most people don't seem to realize this. Besides, some of the stuff I mentioned requires more teamwork to counter or to use. Rushing flags can be risky, and if you don't coordinate with other squads and have them cap at least some of the first flags, you might end up with a big disadvantage. Roadkilling is best prevented when infantry moves with armor (other than the common sense ways I've mentioned before...) if you need to cross open ground. Hell, regardless of roadkilling, you want some escort because of techies or bomb cars, unless you're going for a stealthy approach.
It's not nearly impossible :/saxoni wrote:As many already have stated; killing a roadkiller is nearly impossible, and I guess that's the main reason why it's prohibited on most servers. Servers that doesn't have this rule fail to see how PR is supposed to be played.
It's not even that hard, except for ammo techies (it would be nice to make them weaker). And there are other ways of dealing with roadkilling that I've mentioned before.
You don't need a squad defending the main base all the time. There's usually some kind of traffic going on in main, just have the people that are currently in main defend it if necessary. If there's a heavier attack going on, THEN you would need a squad defending, in which case it's not a big loss for your team since the other team is using manpower to attack your main anyway.saxoni wrote:Attacking the opposing team's main base is nothing but unnecessary. You've got several flags/caches to fight for, and the players on each team are limited. There are maximum 32 players on each team (excluding the 128-server), and these 32 men needs to be out on the battlefield, either defending or attacking flags/caches. Having a squad defending main base because of the fear of being attacked in main shouldn't be necessary at all.
The main base is where the whole team's assets are, and without those assets there will be neither teamwork nor a good game.
Also, you can attack their main. Attacking main bases is an indirect way of fighting for flags/caches.
[quote="Jevski""]Dont forget to mention motars. If baserape was allowed. I would just build motars in DOD, and shell the hell out of enemy main. Hell I would even know where and when certain assets magically would appear out of thin air in their main, and have shell in the air even before they spawned, so that they landed the exact moment they appeared.[/quote]
They could do the same, and if baserape was allowed, you would probably be targetted pretty fast by infantry. Problem is, the DoD on some maps might be too big or the map geography might protect you from people shooting at your main from further away, in which case it would suck. Removing the DoD would fix it tbh
As far as targetting certain assets goes, I assume you're mostly talking about attack helis, since they are the ones that never spawn in hangars and their respawn times are the easiest to track. Even if you're right and having to position your mortars close enough to the enemy main, while not losing your logi or being found by enemies in the process (all of this is tricky on big maps that have attack helis), is easy enough, this would only warrant a ban on mortaring mains, and only on some maps, it wouldn't be justified to completely ban baseraping solely based on this.
When I think about it, Karbala would be problematic in this way. But that map is pretty bad in other ways already
Where do you feel I might have a point and why ?Web_cole wrote:To bring it back around, things like repetitive road killing being banned are that way because the community feels it is enough of an exploit that it actually shouldn't be allowed (for reasons stated by others.) It may feel somewhat arbitrary although in that case I happen to agree with it. In certain other cases I might feel you have a point, but for the most part not the ones you mentioned in your OP.
It's the same shit, they are all 'gameplay wise'. Baserape might give you some more reward for less effort than rushing flags, but it's available to both sides and banning it across the board (for all maps) isn't the best way to go about it.'Xander[nl wrote:;1734847']Because that, unlike rules like baserape and roadkilling, is something purely gameplay wise and it is only up to the admins to decide what to do with it.
On NwA, we want teamwork to prevail and we want people to experience fun over winning. Rushing the first flag and winning the round like that might be totally awesum suyper leet ninja for your squad, but it leaves 32 people on the other team unhappy and the rest of your team (especially heavy asset squads) will also have a crappy round.
Basically what you're saying in the 2nd paragraph I quoted is, people want the game to be easy and predictable enough so they don't get owned too hard, and people that do things out of the ordinary should get punished for playing to win. Here's the thing: if you get owned by one squad because they rushed a flag, it is your fault and the LACK of teamwork on your side that caused the potential defeat, not the fault of the 'power' of the strategy your opponents are using.