BattleMonkey
Member
10dollas said:Thank you for your valuable contribution^^. You must be a real Forum allstar on the killzone.com forums.
Why would I go to that cesspit? Theres enough denial and whining here already.
10dollas said:Thank you for your valuable contribution^^. You must be a real Forum allstar on the killzone.com forums.
mr_nothin said:Yes you do. All tacticians do is basically play capture the points the whole time. It's like we're choreographing a musical chairs game for the other players....TSPs just rotate from 1 team to the next. As soon as you capture this point, somebody else captured the other one. You leave to go get that 1 back and they're capturing the 1 you just left. It's so stupid.
10dollas said:Also consider that during certain objectives, one team tends to willing relinquish control of hard to recapture TSPs in order to win the objective. Assassination comes to mind here. The whole team shrinks into a ball near the homespawn.
Teams don't always have an equal chance of capturing TSPs, but even when they do there are other unequal aspects such as objective order. Good luck trying to recapture forward hard-to-take TSPs to win an Search and destroy after giving them up to win an assassination defense.
Cagen said:If the TSPs were placed fairly, on balanced maps they would be fine. For example on Frozen Dam ISA have the advantage being able to get to two of the TSPs first and can get to the third equally as fast as the Helgast. The two they get right off the bat means they control S&R, S&D defence and C&H.
But that's missing the entire point of Warzone. The objectives change on the fly and you deal with them accordingly. If you lose a TSP because you were doing an objective then so be it, that's your call to make.10dollas said:Also consider that during certain objectives, one team tends to willing relinquish control of hard to recapture TSPs in order to win the objective. Assassination comes to mind here. The whole team shrinks into a ball near the homespawn.
Teams don't always have an equal chance of capturing TSPs, but even when they do there are other unequal aspects such as objective order. Good luck trying to recapture forward hard-to-take TSPs to win an Search and destroy after giving them up to win an assassination defense.
GraveRobberX said:This is what I posted: About the map design
http://www.neogaf.com/forum/showpost.php?p=26236057&postcount=4379
I got either the why keep playing? or the stop whining/bitching, go to kz3forums
Look @ this: All 8 maps my tweaks and shifting ideas
http://www.neogaf.com/forum/showpost.php?p=26173939&postcount=3639
JB1981 said "I read your essay. You put more thought into map design than GG."
http://www.neogaf.com/forum/showpost.php?p=26174578&postcount=3654
DenogginizerOS said:For comparison, what do the critics consider to be the gold standard for MP map design (not including KZ2)?
DenogginizerOS said:For comparison, what do the critics consider to be the gold standard for MP map design (not including KZ2)?
Dibbz said:Can someone please give me some examples as to why they think TSP's suck. I'm talking which maps, which TSP's in particular (Other than Turbine and Pyrus because they are bad). I'm failing to understand where some of you guys are coming from with all this TSP hate.
DenogginizerOS said:For comparison, what do the critics consider to be the gold standard for MP map design (not including KZ2)?
Cornbread78 said:Turbine is horrible, all you need is one spawn point to totally take over the Map
Dibbz said:But that's missing the entire point of Warzone. The objectives change on the fly and you deal with them accordingly. If you lose a TSP because you were doing an objective then so be it, that's your call to make.
It's only this time around in KZ where spawns stay throughout the match. In KZ2 if someone threw a shitty spawn you waited until it timed out and put another one somewhere else. Now if you lose a spawn the rest of the team pays for that mistake.
I was gonna mention something along these lines. Just about every point that was mentioned here (by 10dollas mostly because he made so many) Ive either not encountered at all or they happen so rarely that I dont even care. Yes I get killed by marksmen here and there but theyre snipers and are just doing their jobs. Just use the geometry better. The fact that your radar jams when they are around is a good thing because I know they are around. Its like the radar jammer in COD. Its not as much of a blessing as you are lead to assume.Dibbz said:Commish valid points.
Can you honestly say though that every time you play on KZ3 maps the same thing is happening over and over? Personally it's only two maps where the same thing happens, Pyrhus and Turbine but even then both teams have an even chance to gain all of the TSP's it's recapturing on thos emaps that makes them so difficult. You simply cannot say that you can't outright win a game as ISA or HGH on any of the maps.
On every map both teams have an equal chance at gaining TSP's therefore I still fail to understand how it's a design failure.
Even the points you made on the TSP's in reply to me constantly state "if the other team". It's not a case of the other team will get certain TSP's it's if they will get them and that is solely dependent on the teams of both sides. It has nothing to do with how the map is designed.
cnizzle06 said:I really don't get this criticism. Each team battles ruthlessly for that spawn point, what's wrong with that? It's still a level playing field.
RyanardoDaVinci said:Nope.
Each team battles over it for 30 seconds. The team that captures it first can easily hold it (if they're not incompetent) for the rest of the match, having clear lines-of-sight into the enemies base exits and one of the other TSP's exits.
It's an absolute joke that the only way up to it is via jetpack.
Until you actually get a Tactician in there. After wiping out the team, everyone decides to spawn and guess what? That spawn shield fucks you over every time. They need to do something about that particular thing IMO. The idea of a spawn shield is to protect you from being spawn camped correct? That's fine and I like it, glad they have it in a lot of cases. Especially on Frozen Damn when you've got some punk sniper on the Higg base killing you as he sees you.DenogginizerOS said:I wonder if GG is collecting Win\Loss data and comparing it to spawn starting points.
ilikemonkeys said:Until you actually get a Tactician in there. After wiping out the team, everyone decides to spawn and guess what? That spawn shield fucks you over every time. They need to do something about that particular thing IMO. The idea of a spawn shield is to protect you from being spawn camped correct? That's fine and I like it, glad they have it in a lot of cases. Especially on Frozen Damn when you've got some punk sniper on the Higg base killing you as he sees you.
I would propose that when a Tactician begins capturing a spawn, anyone that starts spawning no longer has a spawn shield. You can't get spawn camped because within a few seconds you can't spawn there anymore. That one thing would make TSP's bearable for me.
Yeah, you could win with just the EMP spawn. But you can't do it consistently. The elevator/open spawn you can (more then likely) consistently win each match.Massa said:You only need the EMP TSP to win in Turbine. The people who just want to sit on the top platforms sniping people also become pretty easy targets.
cnizzle06 said:Nope.
There hasn't been a match in which I haven't been able to take over that spawn after it had been captured.
(See I can be absolute too!)
GraveRobberX said:The thing that makes WarZone mode broken is the objectives aren't set, they are randomly chosen and it can kill the flow of the game, and everyone in the begining is all over the place (setting up, dropping turrets/fixing crates etc.)
RyanardoDaVinci said:Then I'd say you're playing against shitty players. lol
And only a Sith deals in absolutes! Have at you!
.GqueB. said:I was gonna mention something along these lines. Just about every point that was mentioned here (by 10dollas mostly because he made so many) Ive either not encountered at all or they happen so rarely that I dont even care. Yes I get killed by marksmen here and there but theyre snipers and are just doing their jobs. Just use the geometry better. The fact that your radar jams when they are around is a good thing because I know they are around. Its like the radar jammer in COD. Its not as much of a blessing as you are lead to assume.
And dont get me started on the infiltrator complaints. People are generally too dumb/lazy to use that class efficiently. Oh look theres a guy on my team walking straight towards me I wonder what hes doing.
Everything you people are complaining about are generally combat-able and Ive done it time and time again. Do you guys even try to communicate with your teams? Whenever I feel that a TSP is hard to capture, I wait at the base for someone else to spawn and I say [insert name here] come with me. I even shoot them a few times so they look at me. This works VERY often. Is this a silly tactic? Of course but at least Im trying to change my situation instead of swimming around in it complaining.
You create your own experiences especially in a game like this. Either do so and have some fun with the game or dont and come back here complaining all day. Which one actually sounds more sensible?
DISCLAIMER: I do hate Phyrrus Crater an Turbine. I think they are awful maps and should die. Ive actually only played Crater twice because its so bad and no one would pick it (thanks god).
GraveRobberX said:The thing that makes WarZone mode broken is the objectives aren't set, they are randomly chosen and it can kill the flow of the game, and everyone in the begining is all over the place (setting up, dropping turrets/fixing crates etc.)
Let's say if the map is Frozen Dam, your ISA and the first game objective introduced is Defend Assassination, HGH crew will lose automaticallyf
The ISA grab the 2 closest TSA's towards them, both are 50 feet away from their spawn location
Now Helgast have to troop it from their base, first try to grab either TSA (remember now, timer has started to kill target), or get lucky and break through the 1st line of defense
If the HGH even grab the 3rd TSA inside the dam by their defend S&D, it's the same fucking distance from the original spawn, just now it's on the opposite side of the map, there's no advantage
If HGH capture middle spawn miraculously...guess what, 100 feet away is the other ISA TSA (by their defend S&D), and 75% of the time, mortar is thrown directly into that door pit
They also have to deal with 2-4 players on the catwalks who have direct aim looking down to middle spawn point
The assassination target is safe either on the 2nd floor above their S&D or near those orange crate box area (where Operations start for Frozen Dam)
If it's defend Assassination HGH, ISA most of the time has all 3 TSA's, due to the whole HGH team is close together protecting, so they try to start out with a win, but in the long run lose out, cause they have been cock-blocked
Every WarZone should start off with Body Count, then shuffle in the rest of the shit, why would you create disadvantages from the get go?
Now all I see in KZ3 pubs are Marksman going 22-4 or 30-8 w/o helping team try to defend, or Infiltrators just running around brutal meleeing with disguise++, I mean if it's overpowered, people will flock to it use and abuse it
-Amon- said:You make good points in your post, but stop for a minute and think about what would happen if objective rotation would be fixed and known to anybody. I'm not that sure that this would be a better scenario.
I personally tend to like a lot the moments before the next objective is about to come out as today.
cnizzle06 said:*Spawn Point +50*
It's over DaVinci, I have the high ground!
Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
Youre saying lots of stuff so I wont quote everything.GraveRobberX said:As I stated many times in my posts, letting all classes have the ability to neutralize can really help out a team
If the enemy has the TSA, an Inifltrator can quietly mosey in, and make the bar go back to the middle, now either the enemy tells their TACT's to go back claim, or you tell your TACT to come and take
All classes should have on the map/screen the icon of the TSA, red = enemy, green = theirs
Also when picking a class, the slider that asks you where would you like to spawn needs to go
Have all 1, 3-4 TSA represented in a list:
TSA 1 <= colored red if enemy, green if friendly, + Icon of the faction (visual)
TSA 2 same thing
TSA 3 same thing
TSA 4 same thing
Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
Yup, it's got it's issues for sure (big ones at that)... but when you compare it to the other current shooters (ie. Blawps), it's head and shoulders greater.Massa said:I'd highly recommended it. I play this and BC2 nowadays, mostly just KZ3 now as I don't see PS3 GAF playing BC2 as often.
Most people who don't like KZ3 are die hard KZ2 fans who don't accept the changes made to the core game. It's a fantastic shooter nonetheless.
Then you'll want to stick to one mode called Operations, its a stripped out and fast-forwarded version of Warzone which used to be team oriented. Operations is blast to play even with strangers, I just wish there were more than 3 maps running that mode.Phoenix's Rage said:GAF. Apologies in advance. Haven't really been following this mammoth of a thread. Need your opinion on the multi-player. How does it compare to Bad Company 2? I'm a fan of cooperative/class-based type of matches.
alr1ghtstart said:The main problem with spawn grenades was the utterly stupid community members that used them. I place some of that blame on GG, due to its implementation and lack of directions, though. They worked fantastic in clan matches and with competent teammates. A good tactician could direct the entire flow of the game. After they removed the spawn invincibility, they were completely balanced. No longer could you just toss the grenade into the middle of an objective; you would be killed instantly from people watching the spawn grenade. That's why a competent Tactician would put the spawn close to the objective and protect it with other teammates. It even somewhat forced the "lone wolves" into competing for the objective.
All of this is gone with the TSPs. No longer is the game dynamic. Alot of this is due to GG's implementation and poor map design. I even suggested way back when people were moaning about SGs that they should just use the C&H points for spawns. They did this somewhat in KZ3, but left out two key things; anyone could capture them and squad spawning. It utterly breaks the ebb and flow of the Warzone mode that worked so well in KZ2.
Dizzy said:I'm really enjoying it so far. I think the exos are a bit overpowered, its hard to take them down on some maps too because if they're in an open area then you can't get close and the rockets are too damn slow to be useful against them at long range....except for the occasional idiots that stay in the same spot. They should need to speed up the rockets.
I don't really get all the TSP talk in here. I'm not seeing anything like that. Is that mainly clan matches? I've seen the entire enemy team rush TSP, and even though the team spawns in the room there's only so much they can defend when they're having grenades bombarded into the area. It's not impossible to win them back. When it comes down to it the team has a choice of either defending the TSP or doing the objectives which thins the numbers a bit.
alr1ghtstart said:BC2 is much better as a team based objective game. KZ3 is good if you want to play TDM.
Dizzy said:I'm really enjoying it so far. I think the exos are a bit overpowered, its hard to take them down on some maps too because if they're in an open area then you can't get close and the rockets are too damn slow to be useful against them at long range....except for the occasional idiots that stay in the same spot. They should need to speed up the rockets.
I don't really get all the TSP talk in here. I'm not seeing anything like that. Is that mainly clan matches? I've seen the entire enemy team rush TSP, and even though the team spawns in the room there's only so much they can defend when they're having grenades bombarded into the area. It's not impossible to win them back. When it comes down to it the team has a choice of either defending the TSP or doing the objectives which thins the numbers a bit.
commish said:Right, in clan matches against organized competition. When an entire team knows how important a TSP is and how to properly defend it, it's a HUGE difference compared to public games when it's hard enough to get a random pubbie to plant a bomb, let alone employ tactics to get and keep TSPs for an entire match.