OGT:- British Spawn

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smee
Posts: 516
Joined: 2007-11-15 10:43

OGT:- British Spawn

Post by smee »

With OGT is it possible to move the British starting rally point so that the chinese don't get chance to trash the map for the british. If they rush temple even though they can't grab it.

If you join the map just before the start it's amazing how many times you end up having to fight just to get starting area back.
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vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: OGT:- British Spawn

Post by vilhelm123 »

I've never actually had a problem with this myself but i agree that its a fair old slog to get up to temple and it'd be nice to make it a bit less so.
Lots of love
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: OGT:- British Spawn

Post by Cassius »

The Americans have lil birtds they can be at temple in no time.
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Craz3y|Assasin
Posts: 170
Joined: 2008-06-20 14:18

Re: OGT:- British Spawn

Post by Craz3y|Assasin »

This is Operation Ghost Trian not qwai.
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: OGT:- British Spawn

Post by IAJTHOMAS »

If we were talking about Qwai River, then yes. As this thread is about the British and OGT however...
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: OGT:- British Spawn

Post by Rudd »

It is pretty hectic if the chinese get their first

I would support the rally point above tunnel being shifted east just a little
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LudacrisKill
Posts: 262
Joined: 2008-05-15 19:20

Re: OGT:- British Spawn

Post by LudacrisKill »

removing fun options from the game?? If 12+ people cant deal with the 6 chinese that rushed they going to loose anyway. Disagree
Razick
Posts: 397
Joined: 2007-12-04 01:46

Re: OGT:- British Spawn

Post by Razick »

This is from a more of a organized event and shoot those numbers up to around 20. Then see how concerned you really are.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: OGT:- British Spawn

Post by Sabre_tooth_tigger »

Yea Im against rush tactics on any map personally. I think the simplest solution is put a delay spawn on fast moving vehicles, 5 mins same as the bunker takes. Much as I like counterstrike I think PR deserves better

However the Kashan setup seems to suggest it should be based on the map designers idea for the map. I like that the transition from vodnik to co trucks in recent versions means we get less of the HAT rush on ejod for example but I'd like zero vodniks on every map for the first five minutes, Jabal could benefit from this
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: OGT:- British Spawn

Post by Bringerof_D »

Sabre_tooth_tigger wrote:Yea Im against rush tactics on any map personally. I think the simplest solution is put a delay spawn on fast moving vehicles, 5 mins same as the bunker takes. Much as I like counterstrike I think PR deserves better

However the Kashan setup seems to suggest it should be based on the map designers idea for the map. I like that the transition from vodnik to co trucks in recent versions means we get less of the HAT rush on ejod for example but I'd like zero vodniks on every map for the first five minutes, Jabal could benefit from this
oh c'mon, rush tactics are perfectly valid...as long as that is they dont immediatly run towards your main. cutting off enemy movement and giving your occupational forces time to secure an area is a commonly used tactic

but yes in this case the brit spawn should be a little closer to temple anyways, its just too far, by the time brits get to tample chinese have allready capped train and half of south bridge
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: OGT:- British Spawn

Post by smee »

Or make Temple non bleed and increase tunnel.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: OGT:- British Spawn

Post by AnRK »

I don't really see how the temple holds any tactical significance anyway, so I don't really get why it's a flag. Although removing it entirely would mean a major overhaul of the maps gameplay obviously.
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: OGT:- British Spawn

Post by MaxBooZe »

Mhh, This has to do with the PRT C6 battle 10 right?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: OGT:- British Spawn

Post by Rudd »

Given that the chinese can very easily disrupt british movement at tunnel with a few mines, where as a british disruption force near recon post is easily brushed aside for lack of cover, it would make sense to protect a british team from a rush jut a little, a 50m change would tip the balance in british favour, although there is still the possibliity of a rush since the british won't have fully capped.

the best of both worlds imo.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: OGT:- British Spawn

Post by Sabre_tooth_tigger »

smee wrote:Or make Temple non bleed and increase tunnel.
I'd prefer if the bleed was more gradual, two tier like qinling so the team can still come back maybe.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: OGT:- British Spawn

Post by Drav »

meep meep...owned NATO :)

It would be easy to stop a Chinese rush, tho obviously I'm not going to tell you how....
Colfax
Posts: 98
Joined: 2007-02-15 19:51

Re: OGT:- British Spawn

Post by Colfax »

British can halt any attack on temple by simply moving up quickly in the beginning like the Chinese team can. The time to North Bridge is exactly the same with a skilled PLA driver. For British it is EASY!!!!!!!!!! So changing the spawn is ridiculous.

Sounds to me like this question might have come from the result of PRT C6 B10 also.

Because in reality who actually rushes temple in a pub game. Not that many people. And they wouldn't make it in time if they were not an extremely skilled driver like RustyBandSaw :) . So if your not talking about a pub then what are you talking about?!?!
Last edited by Colfax on 2008-07-24 17:50, edited 4 times in total.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: OGT:- British Spawn

Post by Sabre_tooth_tigger »

Rushing temple is a pub tactic, I see it often on OGT and other maps one side rushes the first neutral flag of the other side. We used to do airdrops onto temple roof for reinforcements.

I do agree at present its valid to use but if any one tactic is disproportionally effective, it'd benefit the game to even things out or at least slow it down especially on maps with bleed effect


The gameplay goes down hill in rush tactics on any map or game imo and I'd prefer to play out a proper defence/attack of a flag that can be captured



I started a thread on this 11 months ago so its not a new complaint :mrgreen:

https://www.realitymod.com/forum/f133-p ... erage.html
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