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Thread: Navel Strike....
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04-03-14, 10:46 AM #21Re: Navel Strike....
Once again, it will not matter what maps or modes we put on the server if we don't have a handful of people willing to prime it. So, the question is who wants to play 32 player maps as opposed to 64, and what maps/modes do you want? If there isn't anyone who wants 32 over 64 then we need to shut it down.
Last edited by CivilWars; 04-03-14 at 11:26 AM.
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04-03-14, 11:18 AM #22Re: Navel Strike....
Personally, I think the Naval Strike maps should be interspersed throughout the rotation. Playing the 4 maps twice (once for each mode) is a bit much. Overall I'm not overly impressed with the maps, or carrier assault mode.
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04-03-14, 11:22 AM #23
Re: Navel Strike....
I'm not knocking naval strike, but I don't have it, thus I'm ass out of luck with TPG atm.
I won't recommend settings or maps for 32, as 64 is my preferred size, but I would try to prime if I could.
I'd really like to see the secondary server as 64 with a different ruleset maybe, but that's just me.P|lls liked this post
Staal the Undefeated
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04-03-14, 03:32 PM #25
Re: Navel Strike....
Honestly the only thing keep our 64 mam server primed is naval strike. Once it changes to vanilla the server starts to die. As far the 32 man just kill it. I dono why people pretend to give a shit about it. If they did I'd see them prime it. The 64 doesn't get rolling until 7:30 8 CST when before it used be around 5ish. We should just focus on one that isn't a ghost town. Y'all ain't gonna miss the 32 man how could you when no one uses it?
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04-03-14, 04:12 PM #26
Re: Navel Strike....
This will only be true until ~the end of the weekend. Once the new/shiny wears off, we will be back to business as usual.
I agree. We've tried, but it just doesn't sustain itself with our regs. The admins have primed it, and while it does fill-up, it doesn't see traffic from the people that make this place what it is. For the full TPG teamwork experience, it takes our regs. And since our regs have shown that they would rather be on the 64 player server, the 32 man is either dead, or filled with folks who aren't getting the gameplay only our regs can deliver.Amador +JP2+ liked this post
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04-03-14, 04:20 PM #27
Re: Navel Strike....
The 32 demands/requires committed team players.
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04-05-14, 06:34 PM #28Re: Navel Strike....
Ok, so now that I've spent quality time with Carrier Assault, here's my verdict:
Purely as a game mode, it's not designed to attract players. The Control Points don't work the same way that Conquest control points work, and so you don't get extra points for "conquest" control. This causes scores to artificially deflate and drop people's Score per Minute. As such, no one wants to play a game mode that deflates their e-peen.
The assault of the carrier itself isn't well though out. It's claimed as a direct successor of Titan Mode, so it's fair game to use Titan Mode in explanation. First, the whole point of the Titan was that it was an easily defensible position. Attackers could be kicked off fairly easily through flanks and such, as well as destroying squad beacons. Carrier Assault lets you spawn right on top of their carrier, removing that part of the strategy altogether.
The hallways in the Titan provided double security, since they were very difficult to attack. The carriers have no such feature.
Last, the consoles and eventually the core required concerted and constant effort to take out. For the consoles, you had to take them out with explosives. Granted, RDX was usually the go-to, but even then it took two loads of RDX to take out. Even then, you could kill the aggressors if you were on defense. The Mcom style attack makes it so that the aggressor just has to shoot you the moment you appear, not even needing to pay attention to the box.
In all, it's not a very good game type, it doesn't attract players, and it's not that good for those of us who stick it out.Amador +JP2+ liked this post
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