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Re: Teamwork

Posted: 2011-11-08 17:04
by saXoni
[R-DEV]AfterDune wrote:A flagarea is a circle and people often move to the center of the circle (where the flag is, most of the times).
I guess the reason why people move to the center of the circle is because that's where the best places to defend yourselves will be found.
Take the T-buildings at WCC on Muttrah. They're pretty much on the flag itself.
[R-DEV]AfterDune wrote:An area as I mean it can be any shape. And has no flag, but is visible on the map, like in the image.
Remove the flag, replace it with a name like "West City Center Area - 150m"
Are you sure you're only able to use circles?

Re: Teamwork

Posted: 2011-11-08 17:07
by PFunk
TheComedian wrote:Ah but here you have defeated yourself.

Statics and flags already force you into a bottleneck. Should I begin with examples?

- Bunkers on Kashan
- T buildings on Muttrah
- T buildings on Fallujah
- T buildings on Burning Sands (do I see a trend here?)
- Abandoned fortifications on Kozelsk
- Warehouses on Muttrah
- Warehouses on Fools Road
- Warehouses on Karbala
- Warehouses on Qwai River
- Air control tower on barracuda
- Air control tower on Fools road
- Bridges on Qwai River

Enterable buildings are exactly the kind of bottleneck that you strive against.

Imagine an artist, painting on a canvas that has huge tears on it. His creativity will be limited by those holes won't it?
I'm not talking about natural bottlenecks, I'm talking about artificial ones, that don't exist. Like if you were to ensure that there was a random and convenient block somewhere that would never exist in real life meant to force you into a situation that doesn't naturally occur in normal terrain in real life. Those impossible to climb over fences you'd always run into being the example, or a tree that just so happens to block a perfect flanking path, or even better, when you have those doors that don't open.

I was referring to a way of designing that is totally different from PR. I was talking about CoD style, the kind that is like a dungeon crawler. You aren't telling me our maps and theirs are even this similar are you?

Don't distract my point with nitpicking. I know your type. ;-)

Re: Teamwork

Posted: 2011-11-08 17:13
by AfterDune
You have to set a radius, so yes. Removing the flag doesn't do much, as then there's no indicator what the capturable area is, so you'd have to guess. The areas I'd like to see aren't possible in BF2. At least not right now, perhaps with some coding it is.

But this thread is not about this, so let's not continue ;) .

Re: Teamwork

Posted: 2011-11-08 18:25
by soulshaper2
wow i seriously never thought it would get this many replies :O kinda glad i sparked such a heated discussion :O and i will try flying next time i play but could any of you give me some of your fav servers that you think have good teamworking players?

And the only mumble servers i can find out of the huge list is the NW servers so if anyone could explain mumble to an idiot that would help :P (i use ts so you could always use that as a reference)

also sorry for late replies :P i reply when i get back from school :D

Re: Teamwork

Posted: 2011-11-08 18:43
by saXoni
[R-DEV]AfterDune wrote:You have to set a radius, so yes. Removing the flag doesn't do much, as then there's no indicator what the capturable area is, so you'd have to guess. The areas I'd like to see aren't possible in BF2. At least not right now, perhaps with some coding it is.

But this thread is not about this, so let's not continue ;) .
I guess you know more about this than I do.
Back to the topic :)

Re: Teamwork

Posted: 2011-11-08 18:50
by TheComedian
PFunk wrote:.....
I respect and appreciate your feedback.
[R-DEV]AfterDune wrote:You have to set a radius, so yes. Removing the flag doesn't do much, as then there's no indicator what the capturable area is, so you'd have to guess. The areas I'd like to see aren't possible in BF2. At least not right now, perhaps with some coding it is.
Can two flags be coded so that you need both captured in order to secure an area? Sort of like the system in World in Conflict?

Re: Teamwork

Posted: 2011-11-08 19:14
by soulshaper2
i have a question :D i have arma 2 and want to get pr for arma :P

A. is it worth getting arma 2 OA on steam for PR

B. if i have arma 2 on disc and then get OA on steam would the install mess up?

Re: Teamwork

Posted: 2011-11-08 19:47
by Gotrol
What is this memorial thread? Some of the more epic rounds I had were in the latest reiterations of PRBF2. Sisu contributes most of them, but they are easy to come by in Vbios server as well. It could be more of my experience which has not spread to the other 64 (126) people that play with me.

For the ones who don't play for flags- I respect that, if you want to make a social game out of a war game, your choice. I, however, strongly feel that any war game must be about:

1. Surviving (best aspect of PR)
2. Accomplishing an/(several) Objective(s) while surviving.

People really don't do enough surviving to create interesting teamplay. If SL does not value his SM's lives, he will not think of interesting tactics, call for fall-back, etc... the ball rolls on, and, in the end, we are left with suicidal squads rushing in with C4 and such. If people would actually play for tickets seriously this would not happen.

Re: Teamwork

Posted: 2011-11-08 20:33
by saXoni
soulshaper2 wrote:i have a question :D i have arma 2 and want to get pr for arma :P

A. is it worth getting arma 2 OA on steam for PR

B. if i have arma 2 on disc and then get OA on steam would the install mess up?
I'd recommend you to make a new thread in the support-section.

Re: Teamwork

Posted: 2011-11-08 20:35
by soulshaper2
saXoni wrote:I'd recommend you to make a new thread in the support-section.
i decided just to buy the CO on the steam sale :P might go on bf2 pr while i wait ;)

Re: Teamwork

Posted: 2011-11-08 22:27
by Wicca
I think you all misunderstand.

I dont find PR as a social game in that regard. It is a game, there is no meta game, hence the flags are not objectives in a meta game sence. They are just there to be game mechanics.

Since there is no META game, i belive there is no need for flags.

Objectives can in my oppinion be created by players. Instead of mappers. Give them an empty map, no flags. And then make the only objective to go out to seek and destroy. Spotting fobs, infantry and veichles becomes the objective. Instead of moving to the flag and waiting for the enemy. That creates repettetive gameplay.

PR isnt about capping flags, but it can be about objectives, we dont cap flags cause its awesome. We do it cause it is necessary to win, or not lose. However taking out fobs and killing enemies, is more a way of actually directly engaging with the enemy. Rather then with flags, which are indirect.

In games where there is no flags, people surround spawn points, transports and enemies.

I dont like the idea of having strategies that fit for 10 000 men, into a game that only has 64. It is almost deniying the fact that the game is smaller.

Player created objectives, makes the player decide the pace, the objective and the mood. If you lose lots of flags in PR. you lose. But without that element, people will look for eachother. Scouting and patroling is a major part of combat. Capping flags is not. But taking objectives is, therefor, player created objectives makes more sence.

An example of a player created objective, is an infantry spotted marker. A enemy fob spotted marker or similar. If you want to rush in to get it, or coordinate with others depends on if you are either fighting for a flag, or if you have more time.

It isnt flags that creates teamwork, it is the players. Please dont mistake flags a mere gameplay incentive as a teamwork oritented object. People cap flags in vanilla. And i dont call that teamwork.

Re: Teamwork

Posted: 2011-11-08 23:00
by splatters
Wicca your text was very incoherent, I didn't really get the point that you were conveying

Re: Teamwork

Posted: 2011-11-08 23:42
by PFunk
[quote=""Gotrol"]For the ones who don't play for flags- I respect that, if you want to make a social game out of a war game, your choice. I, however, strongly feel that any war game must be about:

1. Surviving (best aspect of PR)
2. Accomplishing an/(several) Objective(s) while surviving. [/quote]
That is exactly what I'm talking about. The experience of accomplishing those objectives rather than meandering about acting all tactical and pwning random lonewolves.


[quote="Wicca""]
Player created objectives, makes the player decide the pace, the objective and the mood. If you lose lots of flags in PR. you lose. But without that element, people will look for eachother. Scouting and patroling is a major part of combat. Capping flags is not. But taking objectives is, therefor, player created objectives makes more sence.[/quote]

Capping flags is a gameplay conceit to account for the act of occupying and taking terrain objectives. Insurgency throws us a curve ball by representing destruction objectives. In either case it gives direction to the game, it gives us a purpose. Flags aren't plain set in stone though. You have plenty of ways to approach the flags, sometimes, depending on the map. Some maps are boring, yes, but thats just down to them having been here for 10 thousand version or the flag layout being somewhat retarded.

And I get the argument, but the fact is that just walking around looking for each other trying to kill each other is a pretty mind numbing idea. For one, on a 4km map, it would take a lot of time and effort just to get into a major contact. There'd be no guarantee of any excitement. The kind of diverse fun objectives you want are things you'll find in Arma COOPs where the map makers can throw in all kinds of crazy things they're meant to do.

Heres a fact: most players are idiotic and boring and dumb and just want to do the most useless **** that doesn't help their team. They need direction, they need a reason to do more than lone wolf. They need squad leaders, they need people pushing them to do something. They need an objective to convince them that this Squad Leader deserves their obedience.

I like flags though. Some of the most exciting memories are told by saying "Remember when we were fighting in the PRT, in C7 EJOD? That epic last stand at Gas Station? HAT rounds falling left and right, tank shots screaming over head. 32 players all on one flag, all together standing to fight." That was the day I first fought a NATO battle, one of my favourite PR memories because I spent a lot of time in the PRT. Without flags that tournament would have been a joke. Without flags my memories would be way less fun. "Remember that time we were on Fools' Road, in uhhhh was it E4kp7?... or F6kp2... I forget it was just a valley in the middle of nowhere... yea... we saw like 2 guys and shot them... epic bro..."

Epic set piece battles and heroic assaults on caches are the bread and butter of PR. How do you guarantee that when you have no objectives to mass over?
"Lonewolf infantry contact sir.
"To the Helicopters!"

Re: Teamwork

Posted: 2011-11-09 00:47
by Wicca
PFunk wrote:That is exactly what I'm talking about. The experience of accomplishing those objectives rather than meandering about acting all tactical and pwning random lonewolves.
I dont feel accomplishment after capping a flag, i feel acomplishment after nailing 3 guys in muttrah. I feel accomplishment calling cas on a tank on kashan. I feel like the team is in the zone when they are mortaring an enemy fob, and i see bodies flying everywhere. U call it tactical and just "pwning loners". I call it awesome, it is awesome killing people. And hunting for them, looking for them. Trying not to get killed yourself, in a team situation its so much grander.


PFunk wrote: Capping flags is a gameplay conceit to account for the act of occupying and taking terrain objectives. Insurgency throws us a curve ball by representing destruction objectives. In either case it gives direction to the game, it gives us a purpose. Flags aren't plain set in stone though. You have plenty of ways to approach the flags, sometimes, depending on the map. Some maps are boring, yes, but thats just down to them having been here for 10 thousand version or the flag layout being somewhat retarded.
Flags are there to create a action frontline. To make sure we have as many players as possible in one part of the map. Its a gamemechanic. Get over it. Its just incentive to meet somewhere. The fact that you lose tickets when you lose a flag, is even more incentive. But its just a gamemechanic. It doesnt have some super high purpose other than just concentrate people on one point. But i think players should have that choice.
PFunk wrote: And I get the argument, but the fact is that just walking around looking for each other trying to kill each other is a pretty mind numbing idea. For one, on a 4km map, it would take a lot of time and effort just to get into a major contact. There'd be no guarantee of any excitement. The kind of diverse fun objectives you want are things you'll find in Arma COOPs where the map makers can throw in all kinds of crazy things they're meant to do.
You think you are just going to walk? on a 4k map? And not to mention that players themselfs request to be transported places, why do they have to walk to find eachother? Not to mention my game on CnC on the 128, kashan. I walked from the main. We had so much fun, but we hardly fired a bullet. There was alot of excitment, alot of tension alot of combat, but most of all we the group had fun. And sticked for the next round. You dont need gameplay incentives to get players going, all you need is to show them the enemy, everyone thinks of some sort of short term or long term tactic, to kill him. Either a CQB or long range. Moving into positon, flanking running. Setting the gun to auto, burst. Telling the squad, so they can put fire on him. Why is that so hard to understand? Its fun. Killing players is fun.
PFunk wrote: Heres a fact: most players are idiotic and boring and dumb and just want to do the most useless **** that doesn't help their team. They need direction, they need a reason to do more than lone wolf. They need squad leaders, they need people pushing them to do something. They need an objective to convince them that this Squad Leader deserves their obedience.
If you treat your crowd like idiots, then guess what, thats what they will excell at. If you treat them with respect and consider them intelligent, guess what. They will get better at that. Stop telling the PR community they are idiots. Thats wrong. A squadleader gets the respect he deservers, or people leave the squad. Thats how simple it is.
PFunk wrote: I like flags though. Some of the most exciting memories are told by saying "Remember when we were fighting in the PRT, in C7 EJOD? That epic last stand at Gas Station? HAT rounds falling left and right, tank shots screaming over head. 32 players all on one flag, all together standing to fight." That was the day I first fought a NATO battle, one of my favourite PR memories because I spent a lot of time in the PRT. Without flags that tournament would have been a joke. Without flags my memories would be way less fun. "Remember that time we were on Fools' Road, in uhhhh was it E4kp7?... or F6kp2... I forget it was just a valley in the middle of nowhere... yea... we saw like 2 guys and shot them... epic bro..."
I dont remember anyone saying that. People talk about how to defend the T-Shaped, or how they had a 6 kill streak. Or how they took down a chopper with a tank. I remember times when things were going off everywhere, people were in the zone and it was awesome. But that happens on a regular basis.
PFunk wrote: Epic set piece battles and heroic assaults on caches are the bread and butter of PR. How do you guarantee that when you have no objectives to mass over?
"Lonewolf infantry contact sir.
"To the Helicopters!"
Because instead of relying on flags to assault. You rely on people to assault. What is so great about attacking an empty flag? That happens. Or taking down an unknown cache? Is that an epic assault for you? You think all PR is is just, flags flags flags?

Wake up guys, we think kills are cool. We like seeing our enemy bleed, we enjoy watching them fall from the sky and end up in a large chunk of metal. Why do we think flags are so awesome? They were there in Battlefield 1942, vietnam, bf2 and hell they are still there in bf3. Why cant PR steer away from that, and be more about actual combat movement. Rather then everyone focusing on capping flags and holding them?

I see no reason to be forced on flags, i have more joy killing enemies, and taking out their assets.

// Wicca out

Re: Teamwork

Posted: 2011-11-09 01:24
by doop-de-doo
In response to the above: The flags are there to provide direction for the team.

If there were no flags, the team would wander around the map trying to find the other. As much as I also believe that flags seem to take away from the sense of realism, there is no clearer method to define the win/lose conditions at this time.

---

An often repeated bit of knowledge is that one can not program players.

If you want to increase the amount of teamwork in your gameplay, then you have to make it happen. Your standards of teamwork may not be the same as others', so find common ground to increment it.

Concerning the OP, my suggestions would be:
-Try to get people working in parallel with your effort, or join theirs.
-Get a buddy, that you normally play with, to create a squad that will work with yours.
-If the server uses a specific VoIP service, use that to send/receive intel and coordinate your movements.
-If you have control of an asset, make sure the team benefits from it as much as possible.
-Assist your teammates. Don't just dig in and let them flounder. Go to their rescue if you can.

Mortars have changed the way PR is played. What used to be an impenetrable FOB is now easily destroyed by a few rounds. That is the way it is IRL. A lot of time and effort is taken to ensure that enemy mortar teams are not allowed to set up near FOBs because they are very effective. Learn to move undetected and use structures that will offer cover for your squadies.

Re: Teamwork

Posted: 2011-11-09 03:09
by PFunk
Wicca wrote:I dont feel accomplishment after capping a flag, i feel acomplishment after nailing 3 guys in muttrah. I feel accomplishment calling cas on a tank on kashan. I feel like the team is in the zone when they are mortaring an enemy fob, and i see bodies flying everywhere. U call it tactical and just "pwning loners". I call it awesome, it is awesome killing people. And hunting for them, looking for them. Trying not to get killed yourself, in a team situation its so much grander.
Its not about capping the flag. Its about killing the people and fighting OVER the flag. You're fighting for an objective. You are taking something away from someone that is valuable to the game. It means they will lose and you will win. Capping the flag is the objective, but being able to do this involves fighting. If theres nobody on the flag then the enemy is just dumb and wouldn't be much of an opponent anyway.

Theres something awesome about an enemy saying "YOU SHALL NOT PASS" like Gandalf and you're all like "I'll be back" and show up on his flank and are totally like "Yippy Kay Yay MOTHAFUCKA!!!!!" and totally kill him and take his flag from him. He fought you for that building or that field, he tried his best and you KILLED HIM, you killed the shit out of him! And you took it. A tangible, valuable thing, visible to everyone in the game. You put your flag on something he died trying to keep and you say "I'm coming for the next one, *****".

That is fun. :D


Flags are there to create a action frontline. To make sure we have as many players as possible in one part of the map. Its a gamemechanic. Get over it. Its just incentive to meet somewhere. The fact that you lose tickets when you lose a flag, is even more incentive. But its just a gamemechanic. It doesnt have some super high purpose other than just concentrate people on one point. But i think players should have that choice.
You're totally right about that. You totally are. But what choice are you looking for? Most good players would choose to play boring conservative PR, while bad players would play really reckless bad PR and learn to be rewarded for playing conservatively. It would be less exciting than fighting over a flag. It would be walking around trying to find the enemy. It would be trying to figure out where he is, and half the time you'd get ambushed doing this. Without a place to congregate for a fight theres no point to massing whatsoever. With no objectives you don't want to mass unless you're sure the enemy is vulnerable. With everyone spread out trying to find each other, in a wide net, you'd end up with lots of little fire fights, with no coordination and the fight would be over before anyone else could be flown in. You'd be madly running around trying to get to the action and in so doing would be moving without security and thats just a recipe to get ambushed. It would just be smarter to sit in a bush and wait for someone to walk by, shoot him in the back, and slink away knowing you just bought your team another few tickets advantage.


You think you are just going to walk? on a 4k map? And not to mention that players themselfs request to be transported places, why do they have to walk to find eachother? Not to mention my game on CnC on the 128, kashan. I walked from the main. We had so much fun, but we hardly fired a bullet. There was alot of excitment, alot of tension alot of combat, but most of all we the group had fun. And sticked for the next round. You dont need gameplay incentives to get players going, all you need is to show them the enemy, everyone thinks of some sort of short term or long term tactic, to kill him. Either a CQB or long range. Moving into positon, flanking running. Setting the gun to auto, burst. Telling the squad, so they can put fire on him. Why is that so hard to understand? Its fun. Killing players is fun.
CnC is about objectives. Its about incentives. It forces you to build your own flags, defend firebases. Thats no different than capping a flag except its more random. Traditionally CnC has been a real hard sell to the crowd that 'just wants to kill stuff'. If your team is weak on teamplayers then you will lose because nobody will build smart FOBs or they won't defend them properly and will just go looking for bad guys. Using CnC as a comparison is not much help to your argument because it still required a contrived game mechanic to stimulate combat.

As for transportation, I've already said that the best way to lose tickets is to move around looking for combat. Yes you can get a drop here or there but really with no set area for enemies to be in how do you know your LZ is safe? How do you know where to look? You say theres transport but with the need to patrol you're still gonna walk around a lot. And flying in on top of a fire fight is like AA bait. Assets usually go down when they get close to the fight. With no front line you significantly increase the risk to transport assets as there is no way to guess what the 'safe area' is to operate in. Choppers don't like to fly into hell every single time.


If you treat your crowd like idiots, then guess what, thats what they will excell at. If you treat them with respect and consider them intelligent, guess what. They will get better at that. Stop telling the PR community they are idiots. Thats wrong. A squadleader gets the respect he deservers, or people leave the squad. Thats how simple it is.
They are idiots Wicca, until someone leads them. That doesn't mean talk down to them, but most players don't care much for sensible tactics it seems. Most players don't like sitting and defending for more than 5 minutes. Yes a good SL can keep the spirits up with humour and chatter, but they're still just mostly 15 year olds that are horny as hell and desperate for something stimulating that isn't porn.

Yea give me shit for saying that they're not geniuses. But I've learned that most people are idiots, and the few that aren't tend to either avoid them or have to deal with them. It was hard enough getting people to be mature and play together in the PRT when you had a 100% chance of action and killing in any given battle. It was hard enough to get respect with good humour and lots of that directed management you talk about. Some players are great, many are. But most are still numpties. Its easy to cut that down in organized play where you can just kick them off the team or server, but in a public game when the smart guys are at school or just having dinner, you can have some real useless players. All your recipes for good squad leading I use and more and yet there are times its utterly pointless trying to get anything going.

People are people. Most are boring and unimaginative. It takes a good leader to make them into useful players. Sometimes its hard to make it happen. I believe that an aimless game system, while sometimes good, would by and large lead to boredom and lack of motivation. Often the best way to keep people in it is to describe what the squad goal is. If you spend 25 minutes walking around saying "We're gonna crest this ridge and look for baddies. We're gonna go over there and look for bad guys." and on and on it gets boring.

I dont remember anyone saying that. People talk about how to defend the T-Shaped, or how they had a 6 kill streak. Or how they took down a chopper with a tank. I remember times when things were going off everywhere, people were in the zone and it was awesome. But that happens on a regular basis.
Thats your perception. But I somehow believe that both of us perceive this game in such different ways that anecdotal statements like this will basically cancel out. ;)


Because instead of relying on flags to assault. You rely on people to assault. What is so great about attacking an empty flag? That happens. Or taking down an unknown cache? Is that an epic assault for you? You think all PR is is just, flags flags flags?
I think PR is about accomplishing objectives and doing it with teamwork. Its easy to mass a team around an objective with a complicated nature to it. Whats so fun about endless minor contacts in the forest? You ever see how fast 3 squads will converge around a cache marker? LAVs move into range and start pounding it, mortars start falling, and CAS is salivating at the opportunity?
Everything you love happens around objectives like that. Flags, caches, FOBs in the forest on CnC. Its all about clear objectives. Wishy washy objectives just make for questionable purpose.

You know that thing they say in war? If you can't destroy it bypass it? If you don't need to kill it to achieve your objective avoid it? Some of my most intense experiences have been sneaking around, AVOIDING combat just to get into a flag radius, call in mortars from an excellent spotting position, and just take a flag from an enemy through pure ninja skills. Where does that come into play in a game with no objectives?
Wake up guys, we think kills are cool. We like seeing our enemy bleed, we enjoy watching them fall from the sky and end up in a large chunk of metal. Why do we think flags are so awesome? They were there in Battlefield 1942, vietnam, bf2 and hell they are still there in bf3. Why cant PR steer away from that, and be more about actual combat movement. Rather then everyone focusing on capping flags and holding them?
Because combat has always been about objectives. It always will be. Modern war is constantly about fighting enemies to GET SOMEWHERE, to TAKE SOMETHING, or to DESTROY SOMETHING that they're guarding. In the First Gulf War special forces were sent deep into enemy lines to destroy scud sites. On D-Day thousands landed on beaches to take cities while thousands more landed behind the lines to capture bridges and crossroads. They all had OBJECTIVES to take.

I like killing too. I hate it when I go forever without a kill. But its not the end all be all. Why would I play a tactical realism game and look for them to eliminate the objectives just so I can kill stuff more? If I wanted that I'd go play CoD.

I am the exact opposite of you Wicca. I don't care about killing by and large. I care about achieving an objective and I see killing as not even required if I can achieve my objective in doing it. I started playing Resistance and Liberation this week after a long time. This game has flag cap zones and realistic mechanics. But whats really interesting is that it has no stats recording at all. You don't know if you have 5 kills or 10. You don't even have to worry about dying alot and making you look bad. You can cap flags and never see a soul, but guess what, you always end up in intense firefights for objectives because thats where the enemy is. They try their best to keep you off that flag, out of that building, and dying in those streets. I've had some of the most fun non stop killing action in a game that doesn't record kill counts and requires you to cap flags constantly, like an objective they'd give you: "Take that farm house" then it becomes a spawner point that you can use to attack a city from. Approach that famous Normandy Cafe at the entrance to Carentan and receive sniper fire, pop smoke, move in on the flanks, try and take the top floor of a building, put some enfilading fire on the suckers, open the doors for the next wave. That kind of combat is pretty hard to replicate in a totally spread out and uncoordinated map. I don't see that happening without a flag to force you to assault a hard objective and have that rush from actually cracking it.

Wall of text even larger. One up me Wicca! Lets build sky scrapers out of this argument! :-D

Re: Teamwork

Posted: 2011-11-09 03:19
by Bluedrake42
Yeah totally I agree

Re: Teamwork

Posted: 2011-11-09 03:59
by splatters
PFunk wrote:
*WALL OF TEXT*
I couldn't agree more with you. It was a pleasure to read, also 8-)

Re: Teamwork

Posted: 2011-11-09 08:16
by Gotrol
I agree with Pfunk, but in no way there is one way to play PR. If Wicca wants to pwn people with his squad- by all means. If Pfunk wants to cap that dock on Muttrah- go ahead. One does not negate the other, and both are very valid if people do what they do carefully valuing their ticket-lives and communicating the bare minimum with the team.

Re: Teamwork

Posted: 2011-11-09 09:06
by Arnoldio
Wicca and Pfunk, you just have different views. And none of them are wrong. Flags are needed, but they are a stupid GM most of the time.

If there was a way for CO to set the flegs, or objectives it would be better. Like deploying a radio antenna in the area/building, you think its easy to defend, and it would show up on enemys map aswell, so both teams know where objectives are and go for them... You would still have to be in the objects area with sufficient amount of people, for os long, that it destroys, so you can place one more of your own... Or something.

Until then, with flags we play.