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Nordenwatch: Fort>2 Points, why?

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gebajger
Posts: 227

Re: Nordenwatch: Fort>2 Points, why?

Post#11 » Tue Jul 25, 2017 5:05 pm

peterthepan3 wrote:The only gripe I have is that if you don't have a second group that can assist/help (a lot of the time, basically), you would render the map to nothing more than a cardio run-around CTF with people avoiding fights, hence why I mentioned Reikland Factory as the de facto map for the aforementioned.

I dunno about you, but spending 10-15 minutes running around capturing flags is pretty piss boring.
And sitting at the fort/spawn for 10-15 minutes is not?
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zabis
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Re: Nordenwatch: Fort>2 Points, why?

Post#12 » Tue Jul 25, 2017 5:08 pm

Toonman wrote:Was the 4th Flag in RF removed towards the end of WAR or was that removed just on RoR? Can't remember.
I'm pretty sure it was removed just on RoR
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Penril
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Re: Nordenwatch: Fort>2 Points, why?

Post#13 » Tue Jul 25, 2017 5:09 pm

It was removed on RoR. And it was a good change.

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wargrimnir
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Re: Nordenwatch: Fort>2 Points, why?

Post#14 » Tue Jul 25, 2017 5:16 pm

Toonman wrote:Was the 4th Flag in RF removed towards the end of WAR or was that removed just on RoR? Can't remember.
Not sure when it was removed, but we added guards in the middle so fights actually progressed to the objectives instead of brawling between the spawns.
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Penril
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Re: Nordenwatch: Fort>2 Points, why?

Post#15 » Tue Jul 25, 2017 5:17 pm

Not sure which patch was it, but here:

https://returnofreckoning.com/forum/vie ... 627#p50126

Vajazzle24
Posts: 43

Re: Nordenwatch: Fort>2 Points, why?

Post#16 » Tue Jul 25, 2017 5:33 pm

I'd agree with Peter here. I notice this style in factory. I can also see it tweaked but not so much that it causes to much of a run around only type map.
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TenTonHammer
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Re: Nordenwatch: Fort>2 Points, why?

Post#17 » Tue Jul 25, 2017 5:55 pm

peterthepan3 wrote:The only gripe I have is that if you don't have a second group that can assist/help (a lot of the time, basically), you would render the map to nothing more than a cardio run-around CTF with people avoiding fights, hence why I mentioned Reikland Factory as the de facto map for the aforementioned.

I dunno about you, but spending 10-15 minutes running around capturing flags is pretty piss boring.

Flags having more value means that teams have to split up, it allows a team that getting steam rolled have a more fighting chance


It means that a cocksure team can't just entench them at fort, let the rdps plink away


Forcing movement encourages more smaller scale skirmishes and duels where stealther a can acctully shine I steam of the stupid 12v12 brainless moshpit around fort


I'm sorry you don't want dept or to defend objectives and wish it was all just DM like ec and caledor woods but flags and objectives should matter and a change in equal value would add some tactical dept to sc's
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peterthepan3
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Re: Nordenwatch: Fort>2 Points, why?

Post#18 » Tue Jul 25, 2017 6:18 pm

Oh on the contrary, I am all for having some objective/flag-based scenarios (as I have said multiple times), but the reality is you very rarely have a competent second group (either composition-wise or competency) that are willing to coordinate with you. If the map revolves heavily around flag/objective capture, then it becomes important to have 12 players working in tandem.

Nordenwatch as it is incorporates a relatively equal amount of objective-based and PvP-based gameplay, as it should. If you are a premade/pug duo, and are grouped with a bad second group, you can hold fort, kill the invaders when they come, and then try to secure a 2nd BO. Noone stands on the fort for 10minutes so I dunno where you got that idea. If you make Fort less worthy than the other BOs, then the map will simply degenerate into a 'who has the 12 better flag captors!' - which is what Reikland Factory is all about.

I do empathise with you somewhat, and get where you're coming from: you've secured two out of three BOs, but still can't win the game. It is infuriating, but it is needed imo so as to promote people playing together and trying to win the other side via PvP - as well as flag capture. If we have too many scenarios that can be won by avoiding PvP, instead opting to take objectives and run around the map's entirety avoiding PvP, then how are people ever going to improve/try playing together as a group/scenario 12man?

Case in point: Logrin's Forge. Two objectives that both need to be captured simultaneously. 10% of the time you 'll have a 2nd group that can coordinate with you and hold the other point/tell you when they need help. 90% of the time it takes 10+ minutes as one group is busy trying to secure one objective, while the second group says nothing/wipes on the second, allowing opposing side to secure, and it becomes a cardiovascular exercise.

So spare me the hurr durr monotonous elitist rabble :P
Last edited by peterthepan3 on Tue Jul 25, 2017 6:24 pm, edited 2 times in total.
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Toonman
Posts: 213

Re: Nordenwatch: Fort>2 Points, why?

Post#19 » Tue Jul 25, 2017 6:20 pm

Penril wrote:Not sure which patch was it, but here:

https://returnofreckoning.com/forum/vie ... 627#p50126
Ok, thanks. Happened before I even started on the server so that's why I didn't remember. Good change, I agree.

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anarchypark
Posts: 2085

Re: Nordenwatch: Fort>2 Points, why?

Post#20 » Tue Jul 25, 2017 6:22 pm

fort : lh+barrack
It makes unique strategies.
because they wanna sit at fort.
divide and conquer. kite and recap etc.

lh-fort, barrack-fort are like supply line.
you can cut reinforcement line.

there are no 'always win' tactic.
sometimes you lose cuz sitting at fort.
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