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Map rushing suggestion


daredevil

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1. Everyone knows all ET players don't know all map and what to do in each map.

2. People learn and will always learn new maps.

3. New people take some time to download.

 

Question: What time should be considered as map rushing so we could officially make a specific rule to avoid future problem to specific players.

 

I suggest 35-45%. That means on 20 mins map. Doing objective before 7 mins is known as map rushing. Considering average 12Mb map for 60-150kb download which need 3-1 min appx download time and for other's play time would be 7 mins with 12(allies)-15(axis) sec of spawn time.

 

Suggestions are always welcome.

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Uh... :? I misunderstand this mate. :confused

Do you mean after a few minutes everyone may rush?

 

No, it's like some nice engineers/objective oriented players finish the map in just first few minutes and the allies/axis wins and hence map ends. Normal playtime of map is around 20-30 minutes but due to rushing map ends in first 5-10 mins.

 

So, we are asking what our players want. Upto what time of map you guys would like to play the map and then want to see the map has finished or won. Depending on that we would make the rule so we can freely move the hyper objective oriented players to defending map and so all can enjoy the map upto certain amount of time rather then saying awww 2 maps completed in 15 minutes.

 

I hope I am clear now.

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Just put the rule(s) in the banner(s).

Maybe you can use these rule:

- Rushing is not allowed. Rushers will be kicked immediatly after the 2e warn.

or

- Rushing before the first 10 minutes isn NOT allowed. Rushing before 10 mins is a kick immediatly after the 2e warn.

 

or something...

 

Grtz

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Just put the rule(s) in the banner(s).

Maybe you can use these rule:

- Rushing is not allowed. Rushers will be kicked immediatly after the 2e warn.

or

- Rushing before the first 10 minutes isn NOT allowed. Rushing before 10 mins is a kick immediatly after the 2e warn.

 

or something...

 

Grtz

 

u never played supply depot in your life or?

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As much as I really don't like people rushing maps. I must say that maps on F|A are obj maps and not campaign...

 

So it's up to the defending team to do just that- defend. And it's really not that hard since it's not the entire attacking team that is rushing, prob only one or two individuals.

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As much as I really don't like people rushing maps. I must say that maps on F|A are obj maps and not campaign...

 

So it's up to the defending team to do just that- defend. And it's really not that hard since it's not the entire attacking team that is rushing, prob only one or two individuals.

 

yeah, but then you got those times where there teams are stacked in one direction - whether its through in terms of skill and knowledge (bunch of scrimmers against bunch of new comers ain't going to be fun for the latter), numbers (may look ok but could be quite a few AFK) or perhaps even map - some maps are qite difficult to defend, others easy and having knowledge of the mpa can be incredibly important.

 

But yeah, mos t of the time its just a few that do rush. Just gotta make sure though that they're not rushing in shuch a way its impossible to catch up - if someone were to,say, plant dymo in fuel dump before the tank had crossed the bridge the number of axis engis likely to appear is ,what, 2,3 perhaps? If you're lucky that is.

 

Not saying this will happen all the time, just , well , saying that there needs to be a way to limit the number of times this is going to happen. Most of the time people rush because they don't realise its a problem. Tell them it is and the majority will stop. Some people may still rush but the number of should fall (hopefully).

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  • 2 weeks later...

SORRY FEM THIS IS PROBABLY TOO MUCH FOR YOU TO READ :lol:

 

this might make me sound like a jerk but what are objective maps for if not to be won? let me be the devil's advocate then.

 

i've said on this forum before that the best way to win maps is to win quickly before the other team has a chance to dig-in and camp.

 

like Battery for example -- do you really want to make it a rule that the allies must stay on the beach and suffer unspeakable SK for 20 minutes before they are allowed to sneak by and blow up the gun?

 

we must wait for 6 axis medics and heavy weapons to camp the objective at adlernest or frostbite before trying to flank the defense and go for the objective?

 

or you know how caen can be a plate of turds for the axis -- if a covop sneaks through in the first 10 minutes, trying to end his teammates agony, it is not allowed for him to try and win?

 

this has also been said here on the forum before -- if you play scrims, and you have not won the map in the first 6 minutes, you probably lost. against pro teams, you probably lose if you don't win in 4 minutes. most ET maps that don't involve 6-8 minutes of escorting a tank can be won in less than 2 minutes with good strategy, some luck and some skill.

 

.. but to win a map in 2-3 minutes shows alot of skill! even against bots, it is no easy thing to win so fast; you don't see it happening very often. there have been many posts recently about trying to accommodate better players on the servers, to keep games from becoming nub and keep play at a high skill level -- but here we are talking about possibly kicking them for playing well.

 

here again is the part that makes me sound like a jerk ( i guess i am one of the hyper-objective guys at heart ) -- the answer to this is is simple -- PLAY DEFENSE. fuel dump is lost quickly because too many axis are sniping on the hill or trying to sk and no one is guarding the tunnels. so guard the tunnels and tell your team when someone breaks through. oasis is lost quickly when axis overextends themselves trying to sk and some allies are able to sneak through. so be aware of gaps in your defensive lines and don't all of you try to rush after the spawn. if the whole axis team would stay back near the guns the allies would hardly ever win at all. marakkesh is lost i think because the axis doesn't understand the map. that map is really stacked against the allies if the half the axis knew where the objective is lol. so learn the maps!

 

i think this boils down to people that don't really defend the objectives complaining about their opportunistic killing sprees being below 50. i would hate to see a "rule" discourage players who know their poop from playing well, and keep people who don't know their poop from having a reason to learn it. i would just encourage some of the better players that almost always play allies to play axis some and put up some better defense. maybe it's something F|A should work on as a clan -- playing defensively -- but not something you should try to enforce on random people that come to the pub server.

 

poor defense is usually the story in a map ending in less than 10-15 minutes. "i was the only engineer" or "lol we didn't even have any engineers" or "wtf i said incoming! why don't you boobs give me some backup?" ---- how many times have you heard this said during the intermission? so you idiot medics that are always complaining about maps ending too soon for you to get 50 poison medpack kills, hang up your syringes, grab some pliers, stfu and disarm my dynamite.

 

this is an objective-based game, people. this would be a non-issue if more axis played engineer and paid attention to what was going on in the game.

 

 

another way to approach this would be to put more vehicle-escorting maps into rotation.. goldrush can't be "rushed" as much because it takes some time to move the tank. maps like ( what else ) _BRIDGES_ that involve moving a vehicle, and can't be won any other way, have to last so many minutes. you could remove scrim maps like frostbite that can be over with in 2 minutes, but then you lose the pro traffic that wants to play scrim maps... you have to make a compromise somewhere. maybe all the compromise that is needed is that some of the more skilled players need to start playing axis more often, and some of the axis spawnkilling/rambo-med types need to fall back and do something proactive about defending the objectives. guard the trickjump routes. watch the side entrances. be ready to fall back and defuse. etc. etc.

 

this just overall seems to me more like a problem ppl need to look to themselves to fix rather than something that needs to be put into 'server rules' -- F|A servers are pretty well geared to good gameplay; limited arty, no adrenaline, sk allowed, slash kill allowed, etc -- why tarnish this with a rule that says good players are not allowed to do things that take skill? it's not like the allies are winning in 5 minutes by panzering open the door and blowing up the guns with arty spam.

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  • 2 weeks later...

Its not just about Rushing map.....

 

When you like doing the objective and in exemple you need to destroy Fuel dump. and your ready to do it after 5-7 min... what you do ?

 

only run around and play frag ? That mean F|A go for frag instead of teamwork gameplay ...

 

I mean if we finish a map in 5 min its just because the defending team didnt have organized defense. So next you need to shuffle . and than we play objective...

 

team oriented gaming is for Defense and Attacking team not just attacking team...

 

When u facing a team that all players are medics ... just too bad we go for objective if they dont even there class .

 

Anyway i like playing for objective .... u got the point? hahaha

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