Rhino wrote:Without ticket bleed, and especially with non-cappable mains, flags serve no purpose and then you might as well be playing Team Death Match and any sensible player will be just camping high kill zones, hoping someone wanders into them rather than going for flags which without ticket bleed, are worthless.
Enemy ALWAYS goes for their last flag that is right outside their main, thats where enemy will be at the last flag. They know where to find enemy at the last flag. Insurgency doesnt have ticket bleed, we have to kill all the BLUFOR inf and assets there without help of ticket bleed. Insurgents are expected to do this with severe equipment handicaps while defending 2 caches which is like 2 flags. How can you say the same about AAS not wiping them all out with conventional weapons over one last flag? Flags are the location catalyst bringing both sides together. There is no caches that can be destroyed shifting battle around the map in AAS, the flags STAY right where they are and battle happens at the flags. I don't understand what you mean by "camping killzones" elsewhere.
Once you capture the flag you still have to defend, it doesn't just lose its worth, especially if its a symbolic fun to fight location like airbase, fortress, radar, mosque or dam. On Kafr Halab Russians dont bleed if they dont capture the first mosque flag ever, we need to wipe them all out manually there too as rebels without them bleeding tickets to win. We like to kill them all without help of ticket bleed. Can we try this on HOG on some maps?
Flag bleed has people RUSHING to get to the fun because time is running out and tickets bleed out before you get there to get killed removing tickets by death. Flag bleed ruins the fun, the flag is still there and every last flag is recapturable. Thats where the fighting goes when you cant capture main, it stays at the last flag. We dont need flag bleed to get us moving or make a flag worth it, the enemy there gives it worth along with what the location is called. It is called Fortresses, dam with elevator, radar, cool places like this..
People are there, enemy has a last flag to go to, if you build it they will come. Flag still has worth because enemy is coming for it. Set timer for ticket bleed to start after last flag capture, give us 10-15 minutes time to bleed our players onto the flag before you bleed the flag. By the time we get to last flag one or both teams have less than 200 tickets anyways, its just a bit bigger or smaller than skirmish.
https://www.youtube.com/watch?v=8JfAo9vxJWU
Outlawz7 wrote:That very same person who made the map that's supposedly being disrespected here placed it there, the dam was a last flag since map's inception.
And yes we do need bleed flags otherwise what's the point of capturing the entire map.
50 player deaths without vehicles is 100 tickets. Add vehicles and revives to that for more, wounded, revived, wounded 2 minutes later then giving up is 3 tickets. I know you guys know this, just stating for who else reads. All they need is to set up a FOB, get in transport and deploy for final attack outside their main deployment. Muttrah doesnt even need that, their spawn is right there. This should be a game of attrition, if you want flag bleed it should be the player bleeding on the flag. Not the flag bleeding.
Futile feeling charges where trying to survive can give the unbalanced team some more practice using tactics and kit tools like smoke. Rate their attempts, admin can better visually assess skills for balance. Especially with APC and infantry coming out of main or super FOB outside main to their last flag, POSSIBLY showing the potential of teamwork to these poor unbalanced fellers. Making them more skilled in the future.
Whoever was lacking on the teamwork can redeem themselves with a quick observational lesson on helping their team rushing out of one place. If enemy who captured all flags is low on tickets, they can still lose from deaths. This momentum of teamwork coming out of main can turn the game around, pushing with momentum. FAIR.
Much more to gain than there is to lose.
What is the point of having these last flags outside the enemy main if they aren't allowed time due to flag bleed to bum rush it? Its very fun having one neutral flag in middle of map all 50 are fighting for, it could happen also at last flags. But due to ticket bleed we dont have time for the last ones which are forts, airbases, dam facilities with elevators, radar tunnels. NVA tunnels? That is the point of capturing the entire map. To have the fun reward of wiping them out there in that particular spot.
Teams with 200 tickets can turn it around due to momentum of teamwork coming out of main. By the time we get to last flag both sides have 70-200 left if even that. For flags it should be only the 30 ticket penalty, no bleed or many options around this. Sometimes flag bleeds dont start for 15 minutes after certain flags on certain maps. That is if you are worried about enemy giving up on pushing.
At least certain maps with significant flags like Muttrah Fort, Vadso Radar or Dam, Bamyan ALT USMC main airbase with the A10. Others that slip my mind too, maybe do ALL of them. The rare main base on Bamyan that actually has an AAS marker, has 2 bleed rate increasing "Checkpoint" VCP flags right before it. Removing potential use for that fun flag when USMC spawns right outside to the west. Same with south city on Muttrah causing bleed before fort. Makes no sense, I ask everyone and they want change..
These examples of singular functions have similar detrimental aspects to game play removing further potential teamwork teaching and comedic moments. Flag bleeding, shotgun instant arrest (instead of stamina removal) on my civilian INS rock thrower protest crowds. It ruins the capabilities of fun.
Whether it be human waves out of enemy main to finish the game... or INS crowd control tactics to arrest people with TANKS/APC pulling security not letting enemy INS fighters peek the BLUFOR.
The players want it, it will bring and keep more. We cant keep human shield civilians in front of the roadblocks preventing tank from blowing it if a breacher with a shotgun comes with instant arrest along with the tank. That means the civilians have to scatter and plan cant be used because of ONE GAME FUNCTION, the instant shotgun arrest. If the tank can't blow the roadblocks fighters took time to build because of stubborn protected civilians, thats funny. But we cant do that.
People HATE THINGS RUINING THE FUN, LIKE FLAG BLEED.
If its people sitting around not finishing the game, I will personally yeet my tactical rear end at the enemy again and again taking as many of my friendlies down on the sinking ship with me. Its the spirit of certain SLs that motivate others, "lets go, we got something better to do than sit around".
HOG still the test server right? They allowed us recently to hit enemy main bases, most have an Iron Dome like Israel so its all good. Maybe test some other crazy things to see how gameplay changes.