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Thread: A VERY common misconception

  1. Registered TeamPlayer CivilWars's Avatar
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    #21

    Re: A VERY common misconception

    When a team member dies, the team does not have a ticket deducted from the team total until the player spawns (or should) again. This permits the player to be revived by a medic so the team does not lose the ticket. However, the player is immediately credited with a death even though he is revived (See Life, Death, Health and Damageregarding deaths and revives).

    Here is the info from the link. It is an article by a player, so nothing official. I think he is trying to state you don't lose it when you are crit, but when you actually die, and since most people respawn immediately when they die that is why he stated it this way.


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    #22

    Re: A VERY common misconception

    I think people who say don't spawn are probably focussed on the defensive part of the game, which is always the wrong way to go... I agree, the maxim should be Don't Die...

    see you on the front...

    watchingyourback

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    #23

    Re: A VERY common misconception

    I agree fully with Clintok, the simple basic concept being that to attack a flag you are at a disadvantage. In real life when a combative entity attacks a defended position, it takes at least three to four times the amount of troops who are defending to take that position. This concept has been proven time and time again with the only exception to the rule being that if the offensive troops have intimate knowledge AND surprise on their side, this can be accomplished with less troops. Unfortunately, in BF2 (along with other such games) surprise is pretty much impossible and intimate knowledge is impossible for everyone to have at the same time because there are so many good places to lie in wait.

    Defending at the end of a round is a sound concept that actually does work. Make the enemy come to you, I say, for this is true. An exposed asset is a dead asset.

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    #24

    Re: A VERY common misconception

    Defense doesn't work if you are being bled out because you dont have enough flags... I have seen that happen a lot especially with teams of newbs... who get down to the one flag and try to defend it...

    see you on the front...

    watchingyourback

  5. Registered TeamPlayer WolverineBrother's Avatar
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    #25

    Re: A VERY common misconception

    I think this discussion is when there are only very few tickets left, around 5-10 tickets. In that case 5 tickets is one arty strike, a couple of well placed nades, or a killer on the rampage. In that case, one squad attacking a flag, and getting killed in the process (as they often are) will be the deciding factor. I have seen the MEC team win on kubra when they only had Intake for more than half the round, because of idiots going "attack, attack, attack, ATTAAAAACK!!!!" and getting killed so much that it negated the ticketbleed that was in place.

    Sit back, let the enemy come to you and kill them when they do. And believe me, if you build it, they will come. They always do.

    *Edit - Even though I was apparently wrong about the ticketbleed (ref Latinmans post), the point still remains.
    For when the One Great Scorer comes, to write against your name, he writes not that you won or lost, but how you played the Game

  6. Registered TeamPlayer Latinman's Avatar
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    #26

    Re: A VERY common misconception

    Its very simple to see when You lose a ticket.

    If you are driving/flying/in any vehicle and it explodes thats a ticket gone boom right there. Do a self test if you dont believe me. run a dpv into a wall and make sure you are inside and look at the ticket drop at the moment of death. The Words "You have been killed" will appear. Which means you cannot be revived.

    Now when you get shot you are laying on the ground presumably dead, and click the mouse button you yell for a medic. The medic has 15 seconds to get to you and revive you before the ticket is lost. If you are not revived in that 15 second period you are "dead" and a ticket is lost and you must respawn at a new location. Hence the "You are critically injured" message instead of the "You have been killed" message.

    Now bleeding is only taken into effect on certain maps that one team is able to get capped out when another is not. Good example is Strike at karkand. USMC starts with 320 Tickets Mec starts with 300 tickets. This is because from the start of the round the USMC is bleeding tickets are a rate of 1 ticket every 6 seconds. Reason for this is because the MEC team has The majority of the flags from the get go. Now if the usmc recovers more than half of the flags on the map The bleeding stops for USMC. However the MEC side doesnt have a bleed since they can be capped out. its exactly the same for Sharqi Penninsula.

    Now if both teams have uncaps like gulf of oman. Team who controls the most flags has no bleed and other team starts to slowly bleed out.


  7. Registered TeamPlayer Latinman's Avatar
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    #27

    Re: A VERY common misconception

    Quote Originally Posted by WolverineBrother
    I think this discussion is when there are only very few tickets left, around 5-10 tickets. In that case 5 tickets is one arty strike, a couple of well placed nades, or a killer on the rampage. In that case, one squad attacking a flag, and getting killed in the process (as they often are) will be the deciding factor. I have seen the MEC team win on kubra when they only had Intake for more than half the round, because of idiots going "attack, attack, attack, ATTAAAAACK!!!!" and getting killed so much that it negated the ticketbleed that was in place.

    Sit back, let the enemy come to you and kill them when they do. And believe me, if you build it, they will come. They always do.
    A Good commander tactic is to hold an arty strike until about 15 tickets left and then let it lose if the teams are fairly even with tickets. This will create a gap at the end for a win.

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    #28

    coffin crew

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