Nukes on Escort

Discussion in 'Archive' started by Krenzo, Nov 25, 2007.

?

Put nukes back in Escort?

  1. Yes

    10 vote(s)
    16.1%
  2. No

    52 vote(s)
    83.9%
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  1. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    3-4 shots of HE kill a turret, that's 2 seconds to kill 1 turret, another if there's one near it, and if they're just next to eachother 5 turrets at once. And that's level 3 turrets! Level 1 takes even LESS!
     
  2. MOOtant

    MOOtant Member

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    Slitherikai: you're joking. 3-4 shots using HE - that's 5-10 seconds with 2x HE and about 10-20 with 1xHE. NF engineers always repair their MLs.
     
  3. Kylegar

    Kylegar Specstax Rule

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    Yea, I garuntee you, you will have atleast 2 engies repairing the turrets, and a NF Rifleman sitting over the top of the sewer entrance waiting for anything BE to come through. Something has to be done about the stalemate, and putting the nukes in isn't the answer. A change in the design of the last point would work marvolusly.
     
  4. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    Nothing should be changed, no nukes are a good thing, the "hard" (read: fucking hard to defend, easy to capture) makes up for super-easy to fucking capture points before the last.
     
  5. bitchslap

    bitchslap Member

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    super-easy caps? dont think the other flags are that easy at all. you put a balanced (skillwise) BE team vs. NF team and you'll be hard pressed to get to the last flag with only 5-10 minutes to cap it. i've seen it aplenty. NF just needs a LOT more coordination than BE.

    REALISTICALLY speaking, if you were an army trying to 'escort' thru an area you didn't control it would progressively get harder the further you got as the enemy is aware of your presence. this tends to naturally happen as NF garners more points n gets their LV3 turrets.
     
  6. Shinzon

    Shinzon Member

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    In recent games; it seems like the BE forgot to use squad skills; We have over 60 points constant; bombing their tanks; having grens with mines and riflemen with stickies obliterating their armor; while BE just runs in 1 or 2 at a time; the tanks are by themselves...

    While a fully cordinated push; with 2 APC's and a heavy would be just too much to defend; sadly, no one ever does that...

    I think some people think that this map should be solobale... O.o
     
  7. Solokiller

    Solokiller Member

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    I've never seen a whole team attack from all directions at the same time, try to work as a team people!
     
  8. KILLX

    KILLX Banned

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    solobale?
     
  9. Shinzon

    Shinzon Member

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    Lonewolf tactic; where 1 rambo style dude clears the entire team while carrying enough ammo to kill only half that many; while the enemy themselves shoot so much ammo its enough to kill the rambo 1000 times over; if it was not due to the storm trooper effect placed on them...

    And thats is what I see... Brenodi casualy walk in 1 at a time... the tanks roll in alone one at a time... It is very rareley that I have seen a coordinated push from Brenodi; and when I do it is devestating...
     
  10. Silk

    Silk Mapper

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    Well if anything will change to escort, it won't happen untill after the release. Maybe we should just wait for empires to be released and see how the map plays on a public server with noobs and pro's mixed.

    Shinzon you are almost absolutely right. However i have seen a few nicely coordinated attacks, but NF always did a lot of damage using 9-mining, and they were always prepared. One time nearly all NF squadleaders had unused squadpoints which they used to call for artillery strikes.
    It's true that BE could do better most of the time, but NF themselves just build turrets at the same places as usual, and apart from reviving eachother they don't use any teamwork either. I think should BE become more dangerous, NF would improve their coordination as well, resulting once again in NF victory.
    I don't know what will happen in escort on a public server. Even if all players are semi professional, they don't know eachother like we do, and will use less teamwork. I think that, since NF only has defend one (long) area, public games will result even more in an NF victory though.

    Let's just wait and see.
     
  11. Private Sandbag

    Private Sandbag Member

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    i've seen lots of co-ordinated attacks fail
     
  12. Emp_Recruit

    Emp_Recruit Member

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    Yeah. And it is not like NF was some height of teamwork either to fend off attacks. 8 mines + stickies + arty strike - nukes = gg balance
     
  13. Solokiller

    Solokiller Member

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    Last edited: Nov 28, 2007
  14. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    BRING THE BEAT BACK! BRING THE BEAT BACK! BRING THE BEAT BACK! BRING THE BEAT BACK! BRING THE BEAT BACK! BRING THE BEAT BACK! BRING THE BEAT BACK!

    I mean... BRING THE ARTY BACK! BRING THE ARTY BACK! BRING THE ARTY BACK!

    And we're all good. Currently the skybox is just too low for even twin small cannon arty to hit places. The shells just vanish in the skybox.

    Artillery isn't as powerful as nuke tank nor it has as much armor as nuke tank but it is very good vehicle when there is a farm full of level 3 turrets. Like 10xlvl3 turrets.

    If artillery doesn't work by then, BE loses automatically. There is no way anyone can survive more than half a second under fire of 5xlvl3 MGs or 5xlvl3 MLs.

    Arty in, nukes out, we're good.
     
  15. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Umm.. WTF dude? Wasn't that person me who used artillery and killed a lot of people? And as far as I remember I have been the only one who has dared to get twin cannon artillery and use it.

    To other point.

    And at times even artillery isn't that effective. Sometimes I have been the first on the scoreboard but at times I have been almost the last one too when I have had artillery and artillery feedback skill. People are smart and they start to avoid those areas where I can shoot with my artillery.

    In my opinion letting the arty shoot to flags doesn't unbalance it that much. I think the escort would be just perfect as it is now but letting artillery to shoot to all flags would make the balance perfect.

    BE can get through all the flags with twin HE cannons except 3rd flag which is in that S turn and if NF has lvl 3 turret farm there. Then BE loses automatically because no one can survive enough long there and there aren't any ways to get artillery well positioned to take those turrets down.

    Giving artillery ability to shoot those turrets at that S turn would help be.

    Also when artillery could shoot to wider area at last flag, it would help BE enough. No need to give anything else. I have seen BE winning on old escort because of artillery. It can clear up lvl3 turret farms, and I'm talking about 10x turret farms now, without getting damaged before shooting its first shot.

    And when BE reached the last flag artillery was handy again because it could give suppressing fire and keep NF busy and disturb them while they were mortar or RPG sniping at the same tank. Artillery broke up that piece and NF was forced to move around all the time and be careful where they were going to run next.
     
    Last edited: Nov 28, 2007
  16. MOOtant

    MOOtant Member

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    Weedy: At 3rd flag (S-shaped) you can use medium tank with 3phase and HE cannon. I always do that and I can fall back in 2 seconds to a safe place if someone is trying to throw a sticky into my tank. I only need an engineer to help me from time to time (going back slows you down of course).

    You shouldn't use a heavy tank there because it's too slow. Artillery can't kill infantry efficiently near this flag.
     
  17. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Headshotmaster was the queen of arty whores (queen because otherwise it'd have to be some kind of weird "king of arty gigolos" thing). Even when arty was ridiculously nerfed, he kept racking up the kills, hundreds per round. More often than not I asked him to stop doing it because it would finish escort far too quickly lol :p
    Currently, you are using dual small cannons. They have a very small explosion radius, but often still manage to take out tens of people if properly aimed. Now imagine HE, or Ranged Cannon (largest splash radius). People couldn't get out of their spawn without being instantly killed or hurt. Now think of two or even three arty tanks; when you exit your spawn you're dead before you hit the ground.

    There's a good reason arty got blocked out of escort. It was bloody overpowered.
     
  18. Dubee

    Dubee Grapehead

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    lol wheedy thinks hes the only arty whore escort has ever seen.. you havent been around very long if you think that
     
  19. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Ooh looks nice Solokiller :)
     
  20. MOOtant

    MOOtant Member

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    Beerdude: you're completely wrong. Vlade was the king of arty whores (over 300 frags in one game). :P

    About artillery: it's already nerfed. HE has smaller radius or does less damage. If skybox was lowered then it is a bug. If you want to remove artillery and nukes from this map then I don't have any comments on that except insults. It's IMPOSSIBLE to fight against team that has lots of MLs and MGs without using either artillery or a nuke tank. Some people play long enough to know that you could defend near the wooden wall past the 3rd NF flag. You could stay there for whole hour if enemy didn't have vehicles.

    Beerdude2: it doesn't look nice because it won't cover infantry coming out of this tunnel at all. It will be another source of problems for tanks that want to get NEAR the flag. There are already hundreds of wooden walls and boxes on the road to the flag. Looks like completely idiotic idea. BUT Solokiller posted only 1 screenshot. I don't really know what he did and where is this place in current map. I can only try to guess what he did.
     
    Last edited: Nov 28, 2007
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