NakEd Posted January 22, 2009 Posted January 22, 2009 Hi all here is a little suggestion for ya : Do you think limit the class will increase the fun and game play? my point: recently I faced a axies team of medic (5) but i think much more , I tryed to make the objective but what can you do when your engener and face 5 ennemy medics all i could do is change class to fieldops and blow a arty where they were.... :twisted: So what you think about it? maybe limit at 2-4 medics and after limit medic they will be obligated to heal and revive !!!!! CUZ THAT THE JOB ! NOT RAMBO! Quote
Knifetwister Posted January 22, 2009 Posted January 22, 2009 Yeah, I know what you mean. Earlier today on Supply Depot 2, I was axis, and there were 9 engineers.... :roll: and the rest were soldiers. I 2nd the proposal... Quote
Ackmey Posted January 22, 2009 Posted January 22, 2009 I disagree. It's ineffective to have an unbalanced team full of medics or fops - how are you going to get the obj done? I think it's better for a team to have an even selection of classes, which means that it's bad to have too many of one class. If there's no teamwork being done and everyone goes rambo med, that's the team's fault. Limiting class selection would be an aid for bad teams, and it often be annoying for players who want to play something but can't. The servers are public, and if someone wants to come in and play medic, they should be able to. Thanks for reading my rambling! :roll: Quote
Bennett Talpers Posted January 23, 2009 Posted January 23, 2009 Ackmey your post doesn't make sense. You disagree, then go on to say why it is a good thing. I personally partially agree with the subject. I think Field op, covertop, and Soldier should be limited. If there are too many covert ops, it is just a giant sniping battle Too many soldiers = too many heavies Too many Field ops = To many guys competing to land an arty or airstrike. Even if the amount of airstrikes is limited, there are still 5 fieldops comping and throwing cans hoping one will actually work. This is fusterating when they do it on a stupid location and waste the airstrike. My suggestions (per team) Jaymod: 3 Soldiers (or one of each weapon) 3 Fieldops 4 Covert ops 2 Rifle Nade ETPub: 1 or 2 Soldiers 2 Fieldops 3 Covert ops 1 Rifle Nade If you think about a full server, 22 on a team. Having 4 of 22 people covert ops is a lot. It is only really a limit that prevents an overflow, of any of these classes. This means 12 of those classes, and 10 medics/engineers with smg. Not a terrible ratio for the non-medics/engineers. Quote
Connection Posted January 23, 2009 Posted January 23, 2009 the only class i would limit would be medic because of the big hp advantage thy have over other classes -- yeah fighting 10 rambomedics is not so fun.. maybe field ops but if 6 of the field ops haven't figured out after a few minutes that they can't spam artillery, well what use would these ppl be at any other class anyway? it doesn't make sense to me to limit the number of soldiers to anything less than 5 -- maybe limit to one panzer and one flamer, 2 of other weapons. but on jaymod where there are 20 ppl on each team, 1 panzer probably isn't enough. my point is that if you limit anything, limit weapon choice for soldiers, not the number of soldiers. that might be a problem if someone connects but doesn't choose a class ( default is soldier with smg ) if there are already the max number of soldiers on the team. with 20 ppl on each team and only 5 classes available, you are going to have at least 4 ppl playing the same class, there's no way around it. take self healing off and i bet you will have fewer medics running around =D + the ones you have will be less likely - or at least less successful - at being a rambonuisance. Quote
Ackmey Posted January 23, 2009 Posted January 23, 2009 Ackmey your post doesn't make sense. You disagree, then go on to say why it is a good thing. Damn it, you're right. I didn't exactly word out that post very well, did I? Suffice to say I'm against the limit. I'll go back and edit what I said earlier. Quote
Administrators daredevil Posted January 23, 2009 Administrators Posted January 23, 2009 My question in red. If there are too many covert ops, it is just a giant sniping battle Half of the covert ops are just learning they don't kill more then 5. They snipe with FG42(long rage lol). If we limit the class then those who are good and want to help team by spotting mines, snipe perfectly long range then they would be pissed and so do team would suffer from lack of good class players. Too many soldiers = too many heavies Too many Field ops = To many guys competing to land an arty or airstrike. Even if the amount of airstrikes is limited, there are still 5 fieldops comping and throwing cans hoping one will actually work. This is fusterating when they do it on a stupid location and waste the airstrike. Jaymod server. - Public server. I don't expect each player as old player who knows how to throw artillery perfectly. Half of the time they don't know they can call artillery/air strike. My suggestions (per team) Jaymod: 3 Soldiers (or one of each weapon) 3 Fieldops 4 Covert ops 2 Rifle Nade ETPub: 1 or 2 Soldiers 2 Fieldops 3 Covert ops 1 Rifle Nade - No on can panzer whore on ETPUB. If you kill yourself 9 times while using panzer you can't use it. If i turn to stopwatch + mapvoting together above etpub could be in action. If only mapvoting then atm everything is fine. Because I don't like really like when someone new is playing and smart class/team player doesn't get that class because of newbie has occupied it. If you think about a full server, 22 on a team. Having 4 of 22 people covert ops is a lot. It is only really a limit that prevents an overflow, of any of these classes. This means 12 of those classes, and 10 medics/engineers with smg. Not a terrible ratio for the non-medics/engineers. Quote
Administrators daredevil Posted January 23, 2009 Administrators Posted January 23, 2009 take self healing off and i bet you will have fewer medics running around =D + the ones you have will be less likely - or at least less successful - at being a rambonuisance. I had that before and I had even put 5 sec no healing time after you get shot. Didn't worked well. Although i love it. More or less what they did was hey if we can heal ourself then i am not gonna heal you also lol.. and hence the era of custom medic/ammo racks was started. Quote
NakEd Posted January 23, 2009 Author Posted January 23, 2009 For medic maybe by Had 3-5 sec heal time could be a good start.... but trust me had a limit to class will increase the teamwork and fun game play ! thanks for your comment guys, keep posting on the subject. Quote
Bennett Talpers Posted January 24, 2009 Posted January 24, 2009 Like 3-5 seconds before they can heal themselves? I vote no on oh-so many levels. Quote
Administrators daredevil Posted January 24, 2009 Administrators Posted January 24, 2009 Like 3-5 seconds before they can heal themselves? I vote no on oh-so many levels. hehe i knew u would say no for it.. Quote
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