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Map rushing suggestion


daredevil

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Could you add a "no map rushing before X amount of time" to the !rules list? Everyone once in a while someone ends the map in like 30 seconds and bitches at the admin that it's not against the rules. Not a big problem at all, but it'd be easier with that, thanks.

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I personally think it is a problem on PUB. There are a lot of us who know what needs to be done, and how to do it, but there's also almost always a few people who are new or are new to the map.

 

Perfect example, the "new"(i quoted it since its an original RTCW MP map, but a lot of players don't remember it) ET_Beach map. I played this waaaayyy back before ET even came out, so I remember all the nooks and crooks of the map, but for those that don't, they run around, not knowing where to go, where objective is, or how to win map. Newer maps like aldernest and frostbite, rommel, ect are unknown.

 

Those that see me on PUB all the time(its the only server I play, know just how much i'm on) know what I mean. I still don't know rommel well, or that new 'old city' map so i know I'm not the only one running around trying to jsut get a feel for the map, and I think it discourages a lot of people from sticking with the server.

 

my vote- on maps where you can sneak through, Fuel Dump, Oasis and the like, no rushing for the first 7 mins or so. I generally look at kills after map, and if 2 or fewer people have over 10 kills, its rushed and over too quick

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I will put the banners and add that in rule and new command with !norush will print our detailed rule.

 

More or less if teams are unbalanced +/- 3-4 I will put auto shuffle and before auto shuffle it would give around 2-3 warnings and then shuffle because people are too pathetic sometimes and they don't like fair teams.

 

atm only baserace has auto shuffle.

 

On jaymod their would be autshuffle after every 2 maps are played.

Ex.

 

Oasis - 1st shuffle

Radar - no shuffle

Goldrush - 2nd shuffle

 

:feedback

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peace was there....just played battery where a guy planted in about 2 mins...

 

Somehow peace is me :P I just change name because when I am on "every 1 min" their is one question for me. :(

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  • 3 weeks later...

I'm not ok with the concept of 'map rushing', I think that winning a map after a short period of time is not a problem, because it's just due to the way the map are designed !

 

winning this way is SMART, and sometimes quite funny !

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  • 4 weeks later...

this topic comes up alot in the game so i came to foums to post but i see its an ongoing battle, kinda hard to sit with my thumb up my butt when i have the objective, or wait till the map is half over before attempting to go after objective. The best way to prevent map russhing is to install ATB this will ensure even teams, players are swapped back and forth during gameplay not just when admin notices then teams are stacked, yes ATB makes some players leave, but it will also help.

 

remove maps that are rushable....

 

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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this topic comes up alot in the game so i came to foums to post but i see its an ongoing battle, kinda hard to sit with my thumb up my butt when i have the objective, or wait till the map is half over before attempting to go after objective. The best way to prevent map russhing is to install ATB this will ensure even teams, players are swapped back and forth during gameplay not just when admin notices then teams are stacked, yes ATB makes some players leave, but it will also help.

 

remove maps that are rushable....

 

Why not play axis then? I have seen half of the time players don't like to play fair. They ask for ATB but what it will do is just keep moving players all time. Why not you act like mature player and balanced out by team yourself? Because sometimes we use putteam, shuffle, etc .. and result is they say: "f*** this noob admin.. they abuse putteam, i am not playing and he/she moves on to spec". Last time i had to putteam one guy for 8 times and he still kept on same time. End result ban for 15 mins. So, when map was finished he came back.

 

We don't allow team stacking. Play fair and enjoy the game.

 

80% of maps are rushable. You are asking me to remove those 80% maps? I can put never ending 30 mins map then their will new complaint dare please change the maps..

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i dont think the maps should be removerd i think players should just say oh well if a map is rushed, the only reason it can be rushed is if the objective isnt defended.

 

most maps have 2 ways of getting to the objective no matter what team im on i always go the back way, if im defending im mineing that way if im attacking im attacking, theres at least 1 person on the opposite tema that does the same thing, so noone is "rushing" maps its simply doing the objective.

 

i dont mean any disrespect to anyone but sometimes its hard to get cover from teammates. rushing isnt a bad thing and it will help u find scrim members

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i dont think the maps should be removerd i think players should just say oh well if a map is rushed, the only reason it can be rushed is if the objective isnt defended.

 

Thats not what people say :P

 

and re read from the first post. I had already posted why maps are rushed. :P The only reason it was not defended doesn't hold true :)

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usually when a mapped is rushed the teams are so unfair that a new map and a shuffle are needed anyways. On the other hand, if one team is failing to defend the objective than yes the map deserves to be over quickly. If there are 20 people that can defend objective and no one/not enough people actually defend it than yes it should be over. I would also like to point out that maps like Temple, Minas and others add time with every objective check point so it hard to determine what is rushing. If you look in general very few maps out of the day would end up being "rushed". Most play to the end or for a significant amount of time.

 

On a side note

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