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Squad leader to improve moral on soldiers
Posted: 2007-08-12 23:31
by Eversmann
What about when the people is capturing a flag, if there's the squad leader with they, help to capture the flag faster?
That's the way it's on RedOrchestra, and seems to work very well.
Posted: 2007-08-13 08:41
by OkitaMakoto
judging by what ive seen in the editor (time to take control, etc) id say its not possible... unless theres some sort of code worka round im not considering... but dont take my word for it, a dev might come in, slap me silly, and tell you itll be in .7 for all i know...
Posted: 2007-08-13 09:07
by OiSkout
Hell, I don't know if its possible, but when your SL is around, the bullet deviation is lower? Actually from my experience through the many PR versions, I'm near sure it isn't possible, but I've seen the devs pull shit out that I though theoretically were impossible because they just went around the problem.
Posted: 2007-08-13 09:18
by OkitaMakoto
OiSkout wrote:Hell, I don't know if its possible, but when your SL is around, the bullet deviation is lower? Actually from my experience through the many PR versions, I'm near sure it isn't possible, but I've seen the devs pull shit out that I though theoretically were impossible because they just went around the problem.
ha, yeah, thats what i meant about something im not thinking of... who would have thought to have seen things like limited kits and rally points... and tons of other things we take for granted now...

but really, i dont think morale is too big a concern, taking points isnt something i see as being bugged/troublesome
Posted: 2007-08-13 14:33
by youm0nt
I remember yesterday on Qwai as USMC, our squad was capturing the Estate and our squad APC was in the radius of the flag and the flag was going down really quickly, faster then any other flag I've seen and my squad members seen. Then when the APC pulled back a bit, the neutralizing and actual capture of the flag was slower. I thought to myself, was the APC making the flag capture faster?
Posted: 2007-08-13 14:38
by Leo
No...capturing the flag takes longer than neutrelizing it.
Posted: 2007-08-13 15:58
by Bonsai
I think SLs should stay away from the "killing zone" around most flags and let the grunts capture the flag. Better to stay behind, scan the area for incoming troops and being the spawnpoint. (At least as long as they are an ingame-spwanpoint.)
Posted: 2007-08-13 18:33
by nillazsuck
I think SLs should stay away from the "killing zone" around most flags and let the grunts capture the flag. Better to stay behind, scan the area for incoming troops and being the spawnpoint. (At least as long as they are an ingame-spwanpoint.)
Ahh yes the old sl respawn bum rush tactic. Cap the flag then run away as fast as you can to the next one, only to see that the enemy has recaped the flag you just ran away from.... Sorry what was this thread about?
Posted: 2007-08-13 18:58
by dbzao
Something like the first post suggested can be done in the code, as it's python that controls how the timeToGetControl is used. If you guys don't know, more guys in the capture area makes it go faster than determined by timeToGetControl, but to a limit of 4 guys. Above 4 guys it wont go any faster because we still want flags to take a while to get down, not just a split second with 20 guys in it.
The thing is, 4 guys take the flag half the time determined by the mapper. But remember that capture and neutralize times sometimes are not the same. Usually neutralize is faster.
Anyways, about your suggestion, it's interesting but I don't think it's necessary.
Posted: 2007-08-13 19:35
by dbzao
yep

well... you all got points for capturing it, but it didn't go any faster.
Sometimes I just let the blue guys capture while I stay with my squad in the outskirts and defend against counter-attacks. No need to get all bunched up like that

Posted: 2007-08-13 19:42
by Outlawz7
Not to mention, they eradicated the house to be Insurgent-proof
