Suggestion to stop base raping

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Stu007
Posts: 159
Joined: 2005-10-31 19:58

Suggestion to stop base raping

Post by Stu007 »

is it possible to make fixed bases "out of area" for the opposite team?

the "are you going awall soldier, you will be shot bla bla" thing I mean, but obviously this doesn't apply to the team whoes base it actually is.

This would certanly stop the other team attacking uncapturable spawn points.

Dunno if you can program this in, but just a suggestion.
--Stu007--
Saobh
Retired PR Developer
Posts: 8124
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Post by Saobh »

Well I see a simpler solution. Get rid of uncappable flags period. If it gets raped your team deserves to loose it anyways.
And at least you really have to fight for survival rather then cry out because the other team isnt being nice to you :°(
Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

just stop baserape instead :P
Saobh
Retired PR Developer
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Post by Saobh »

^Camper^DK wrote:just stop baserape instead :P
No its not logical at all, your team has battled for hours to beat your opponent to a pulp, and you suddenly have to stop because there is an invisible line saying "beyond this point you have to be nice too each other"
er well that is down right ridiculous, its war
in war you go after your enemy until he is to his knees and only after that (hopefully) you stop and start working for peace. but until then there is no "fair fight"

lol the only real last flag you could have which would be trully be uncappable nor rapable is an ariel one (on maps with no Helis)
humm imagine all those poor grunts parachuting from high level to try te secure back their advance flags, wouldn't that be a sight !!!
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

I like Stu's idea.. i've been thinking about it too...
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beta
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Post by beta »

Saobh wrote:Well I see a simpler solution. Get rid of uncappable flags period. If it gets raped your team deserves to loose it anyways.
And at least you really have to fight for survival rather then cry out because the other team isnt being nice to you :°(
I agree with that idea, I actually posted the same one in a different thread :) .

Just need to consider the balance on certain maps, but that can be changed too if they are going to change the flag's capturable status.
Saobh
Retired PR Developer
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Post by Saobh »

And an other thing that i've noticed. Karkand starts with a very bad situation of the US team in all logique they could very well get base raped in a jiffy. but it doens't really happen, why ?
The main base has 3 spawn points, 1 at the main base 2 farther up the front.
as a US you have a choice of spawn if one of the points gets too deadly, and the MEC dont dare to advance to the main flag because they would be having their backs to potential US forces.

Ok i've heard a lot of people this week whining about spawn killing at the karkand points, but well thats just tough for them, should have spawned in the main base.

but this brings up an intersting point for the next generation of PR maps in the works, if you want to have uncappable flags be shure to have this design model that karkand delivers in mind.
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Well if that team lost all there flags they should get raped!
da.SPAWN
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Post by da.SPAWN »

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DEDMON5811
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Post by DEDMON5811 »

and combat areas i believe can be set to only affect a certain team.
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Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

Yea okay i can se my idea was a bit to hasty, but i liked the idea ok :)
Wraith
Retired PR Developer
Posts: 1929
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Post by Wraith »

I have to agree that if your main base is getting capped than some one screwed up big time. The idea is reality. If your position is getting overrun then you had better get low and get out.
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RazersEdge
Posts: 26
Joined: 2006-02-05 23:44

Post by RazersEdge »

Personally I think there is a way of doing things that would make it a lot better. A system of Reinforcements, Where lets take karkand for example, and AAS makes all of this work properly, MEC cant spawn at Hotel straight off the bat, so you cant spawn into fighting, USA takes hotel MEC cant spawn at square, and USA cant spawn at hotel, USA takes Square MEC cant spawn at Suburb or Market cant remember which ones first and then USA can spawn at hotel, this way you are NEVER spawning directly into the main battle and this minimizes the capturable flags just getting raped, and if you are pushed back to a noncap well... if you get raped so be it its your screwup
BrokenArrow
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Post by BrokenArrow »

I'd go with that. Sounds like it would make things more interesting. In addition though I'd say the spawn timers should be lowered, otherwise you're dead for 30 seconds then you spend a few minutes getting into battle. I think it might slow things down a little too much.
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Tacamo
Posts: 602
Joined: 2004-07-24 14:10

Post by Tacamo »

Bases actually need infrastructure that make them defendable. Be it concealed and/or bunker/sandbagged MG emplacements, grenade MG's, ATGM's and possibly areas to move armor that allows for firing, but protects the vehicle up to the turret.
{YBBS}Sage
Posts: 70
Joined: 2006-02-05 17:58

Post by {YBBS}Sage »

Razer'sEdge: that idea sounds... well, like it'd get the MEC killed. Your opponent can spawn closer than you can.

This is the reason I don't like AAS. You can't sneak around and mess with flags behind the single flag they're defending. If you get forced back into your base, you're screwed. There's no way to come back from that, because the entire other team is going to be at your base, and at the next point. No sneaky moves allowed. Only frustration and doom.
fuzzhead
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Post by fuzzhead »

Sage, you can still be sneaky.

Taking out armor moving in from the supply lines.

Taking out troops who spawn in the back, etc. You can create a great diversion that will force more and more of the enemy to pay attention to you, and pull back from the main line.

Of course, you have to be extremely coordinated, and have a very good squad leader who DOES NOT stick his head out and get killed.
Stu007
Posts: 159
Joined: 2005-10-31 19:58

Post by Stu007 »

Grenade MG?

like the HK one?

that would be sweet
--Stu007--
{YBBS}Sage
Posts: 70
Joined: 2006-02-05 17:58

Post by {YBBS}Sage »

fuzzhead wrote:Taking out troops who spawn in the back, etc. You can create a great diversion that will force more and more of the enemy to pay attention to you, and pull back from the main line.
Taking out troops spawning in the rear is going to have a limited effect. All they're going to do is stop spawning there, probably move somewhere else they can get armor, come back and annhilate you.

A diversion would work great, if the other team is too stupid to realize that "hey, screw that, all we have to do is sit on THIS flag to win." Even on the most noobish of servers, I've not met people who were quite that stupid.

AAS still = crappy.
[NME]TR0LL
Posts: 6
Joined: 2006-02-11 18:07

Post by [NME]TR0LL »

da.SPAWN wrote:here we go
AntiBaseRapeScript
The best solution.

On some maps it jsut dosent make scence that all flags should be capable. mainly the city assault maps.
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