Me? Nothing * points at propaganda master xander *moth wrote:Ha, ha - what ever made you think that?
And to be fair, I could have used that squad better.
moth wrote:I really like handicapping - i think it makes games more stable, so they are in contention for longer, which gives time for crate luck to even out a bit and skill to triumph. Without it games would be decided sooner by smaller, more random details.
It really depends on the turret's position (I can think of situations where it's vital that you take it out, and still impossible to justify using MWs to do it) and getting the crate to respond to it, but in Basic, yes, you should generally get the anti-turret if you can hold enough areas (My opinion of 10-20 seconds, basic, weighted is favourable for this reason).xander wrote:To that end, I would like to propose a set of "tournament mode" settings for two player games. First, basic crates only. A well placed squad or turret can change the balance of power, but two skilled players ought to be able to overcome those obstacles.
But it takes FOREVER to send it off. The correct response to this is to evacuate the area and use your presumed erstwhile defensive presence to go ruin someone's shit. What are the enemy going to do, move in and eat several portions of 20 kT?A nuke, on the other hand, can lead to a lasting and irrevocable handicap.
To some extent, agreed, but this factor exists to stop the blatantly obvious rush strategy of maximising how many spawns you can get in a given time while the other guy tries to hold you back from . For example, I don't think Hamburger Hill entirely works on the premise that it's five spawns apiece and then you fight for dominance. Sure, that split can work out in an intuitive manner, but there's no reason for the player on the mountainous side to bother when the spawns that are likely to doom them in enemy hands all happen to be somewhere else completely.Second, for the modes that matter, there should not be handicapping for spawn points. If you manage to grab a bunch of spawns, while your opponent idles, I think that you have demonstrated your skill.
Random crates inherently favours the one covering more land, which isn't always a product of successful combat.Handicapping is meant to balance out differences in skill, whereas tournaments are meant to demonstrate skill. Finally, random crates, for the same reason as no handicapping.
moth wrote:It's not just crates that introduce randomness; grenade throws, laser shots and multiwinian scatter are all subject to some chance. If the system is unstable, small random fluctuations can have effects that grow and decide the battle. If it is stable then it takes more consistent application of skill to reach victory. In my humble rank 29 opinion.
Mas Tnega wrote:[But it takes FOREVER to send it off. The correct response to this is to evacuate the area and use your presumed erstwhile defensive presence to go ruin someone's shit. What are the enemy going to do, move in and eat several portions of 20 kT?A nuke, on the other hand, can lead to a lasting and irrevocable handicap.
You ceded the middle ground and there is no strict requirement for me to be present in it so I assume in this time of prepartion, I've taken the flag and spawn, put an officer at my trunkport on GOTO, gathered 200 MWs somewhat faster than you, and don't really care so much to keep a great deal on the flag. I only ever use gun turrets to attack from the middle spawn on that map (and only one, strangely enough), so that had damned better be destroyed if you manage to get the spawn.xander wrote:I was thinking specifically of Confrontation Point. If a player gets a nuke, they can cede the middle ground, fill two armour with DGs, and not place their turrets. Meanwhile, the other player is still trying to capture the middle flag, or is doing something else.
Same to you. I'm sure I've had my fill of that spawn by now.Once well prepared, the nuke is launched at the one spawn point on the map. The other player does not have enough time to collect up resources to be able to take the middle spawn, as the nukes hit within a minute, and it is going to take at least two minutes to get a new turret, or get more DGs to spawn
Congratulations, you just forced me to turn my spawnpoint into a pawn sacrifice. Thanks for the homeflag! I genuinely don't see how you expect to have my balls in a vice when you've put so much into a position that only means something in a war of attrition.Even worse, if the player getting nuked is protecting the spawn point with their two turrets, those are destroyed, the opposing player rushes in two armour loads of DGs, sets up two turrets, and basically has an untakable position (unless you manage to grab a nuke yourself). This situation is even worse with a meteor shower, which hits faster.
Mas Tnega wrote:It doesn't however fully utilise its dynamics. Whoever comes first is said to have won all three of their duels.
xander wrote:Furthermore, handicapping doesn't really kick in until it is too late, and then it just serves to keep the losing player around longer. By the time you are getting extra units from handicapping, you have already lost.
Mas Tnega wrote:Fun fact: Played on the Duel server four times. Here's how they went:
Game 1: I got a powerup and the other guy ragequit when the squad broke his offence and spawns.
Game 2: I got a powerup and the other was dead in under 3 minutes.
Game 3: I got all the powerups and won.
Game 4: I made the wrong opening move and in less than 20 seconds could only win if the powerups were in my favour. They weren't.
The format is complete and utter shit.
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