game over on the last lost flag

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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

game over on the last lost flag

Post by Roque_THE_GAMER »

this start to give some problems, when your team mates capture the last flag when the game have been running about 10 minutes later and every one just seat there doing nothing wile the enemy team have they assets and they infantry around the map not caring about the objective or just seat at the main base waiting for the game end, and that make people on the losing team quit and the server start to fall and players on bolt sides leave and even don't finish the map, that's can be caused because maybe the map is boring or to big for the player sizes.

all that can be fixed if add a hell fast ticket blend on the last captured flag so another map can be running and teams been re-balanced

that's can also make people watch for the last flag because also most people don't care to fall back and defend just to keep re-gain the control of the lost flag

and add to the last flag a slow capture rate so thats can give time to the losing team to fall back o regroup at the last flag.

this also fix the spawn camping on the last flag were the main base is too close of the last flag.
[align=center]Sorry i cant into English...
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: game over on the last lost flag

Post by Rhino »

Roque_THE_GAMER wrote:all that can be fixed if add a hell fast ticket blend on the last captured flag so another map can be running and teams been re-balanced
This is how it is meant t be. What map and layer have you played that don't have this?
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: game over on the last lost flag

Post by sweedensniiperr »

There are some maps where the last flag ticket bleed feels kind of slow sometimes, at least compared to some other maps.
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: game over on the last lost flag

Post by Roque_THE_GAMER »

[R-DEV]Rhino wrote:This is how it is meant t be. What map and layer have you played that don't have this?
most of all maps, and when i mean hell fast is like one second and 0 tickets the ticket blend take quite a wile and the server start do die and the team does not care about the last flag. and like i said, in smaller maps thats brings to spawn camping and gets out of control.
[align=center]Sorry i cant into English...
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dysin
Posts: 142
Joined: 2007-03-25 23:27

Re: game over on the last lost flag

Post by dysin »

[R-DEV]Rhino wrote:This is how it is meant t be. What map and layer have you played that don't have this?
saaremaa
beirut
burning sands

those 3 stand out most to me, looking at the gallery
take no possessions
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: game over on the last lost flag

Post by curahee150 »

yes the bleed out timer should be increased considering you are wasting time, as the team that got capped out has no chance at winning anyway.
Last edited by curahee150 on 2015-03-16 20:20, edited 1 time in total.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: game over on the last lost flag

Post by KillJoy[Fr] »

Sareema large layout, tickets bleed should be faster.
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: game over on the last lost flag

Post by fatalsushi83 »

Yeah, its pretty much over if the last flag is capped. Faster bleed would save us the wait.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: game over on the last lost flag

Post by Bringerof_D »

I say put the main bases back into play
- make main bases the final cap point again
- ticket bleed on loss of first flag beyond main
- increased ticket bleed upon loss of main base
- complete ticket drain when last man killed

That way there's still something to play for beyond the first flag outside of your main being taken. I remember back in .6(?) when i first came into PR. Back then even once your team has been rolled there was a last concerted effort to hold your main base. It mattered to us even if you knew you've lost the game whether you had it at the end or not, the honor of having held your ground at the base gates or that you fought to the last man and were completely wiped off the map. On the flip side if you were the team doing the rolling, the current system has you sitting outside the DOD waiting for the enemy to come out so you can peg them while they try and break through your lines. BORING. Back in the day it was a full on offensive into the main base. If you took it you didnt just stand around and wait for the ticket bleed, you scoured every corner of the map hunting for the last man alive!
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: game over on the last lost flag

Post by Roque_THE_GAMER »

Bringerof_D wrote:I say put the main bases back into play
- make main bases the final cap point again
- ticket bleed on loss of first flag beyond main
- increased ticket bleed upon loss of main base
- complete ticket drain when last man killed

That way there's still something to play for beyond the first flag outside of your main being taken. I remember back in .6(?) when i first came into PR. Back then even once your team has been rolled there was a last concerted effort to hold your main base. It mattered to us even if you knew you've lost the game whether you had it at the end or not, the honor of having held your ground at the base gates or that you fought to the last man and were completely wiped off the map. On the flip side if you were the team doing the rolling, the current system has you sitting outside the DOD waiting for the enemy to come out so you can peg them while they try and break through your lines. BORING. Back in the day it was a full on offensive into the main base. If you took it you didnt just stand around and wait for the ticket bleed, you scoured every corner of the map hunting for the last man alive!
that would not be much accepted by the actual players, in fact the main bases should be very far from the combat and armor and other ground units come in convoys, unless in maps like silent eagle that you actually are attacking a Russian base.
[align=center]Sorry i cant into English...
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: game over on the last lost flag

Post by ghostfool84 »

Vadso is another map i remember with too slow bleed ( at least if russians lose)

Dont bring the mainbases into the combat, its enough drama on Silent or other maps with cappable mains and will only cause problems
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: game over on the last lost flag

Post by Jacksonez__ »

I remember one game in Saaremaa (was on russian side) when we lost all flags. The team was derping around until some squad went to our first flag and started capping it. We got it back and with some good comms (which we didn't have in the beginning) we actually steamrolled USMC back to murica. We had pretty many tickets left in the end of the game.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: game over on the last lost flag

Post by matty1053 »

I support this when your team is just messing around in main or where ever. But if you really playing fiercely, nah.
DETROIT TIGERS
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: game over on the last lost flag

Post by Roque_THE_GAMER »

that can make teams think more on the last flag and know they cannot lose it.
[align=center]Sorry i cant into English...
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: game over on the last lost flag

Post by Psyko »

I really support this suggestion. When the losing team gets to this point people tend to rage quit and it is bad for the economy of the server.
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: game over on the last lost flag

Post by Web_cole »

Pretty much every ticket bleed in the game is painfully slow. There are some moments when having a chance to recap is kind of interesting but the majority of the time it just drags out the inevitable. Would it be possible to implement an exponentially increasing ticket bleed for the last flag? So that those few and far between moments when recapping your first flag actually matters are not significantly affected, but those games that are over in every aspect, except functionally, end sooner.
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TomDackery
Posts: 611
Joined: 2009-01-11 02:23

Re: game over on the last lost flag

Post by TomDackery »

But, I have personally been on a team where we got down to our last flag, made a strong (don't call it a comeback) and won the round.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: game over on the last lost flag

Post by Psyko »

TomDackery wrote:But, I have personally been on a team where we got down to our last flag, made a strong (don't call it a comeback) and won the round.
it's not a comeback. the 30 tickets you get in the retrieval is nothing compared to the ticket bleed.
TomDackery
Posts: 611
Joined: 2009-01-11 02:23

Re: game over on the last lost flag

Post by TomDackery »

Psyko wrote:it's not a comeback. the 30 tickets you get in the retrieval is nothing compared to the ticket bleed.
We went from losing our last flag to capping their last flag and winning the round.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: game over on the last lost flag

Post by Psyko »

TomDackery wrote:We went from losing our last flag to capping their last flag and winning the round.
yeah but be honest, it was because the opposite team was clan stacking yeah?

I'm guessing, Muttrah, and as soon as the cas whores crashed all their assets they raged and the MEC took back their flags...........am I warm?


Just dont make it sound like it was an even fight, it never is in those situations.
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