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  • #16
    I was also clan HDz. I will tell you why they preferred 3 vs 3's.. It was all about dependability of those who played their positions. HDz depended on each other and didn't let their positions fall. I wasn't one of those players at the time because I was HPB.

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    • #17
      Even though I was HPB though.. the only other competing HPB was visine at the time. He is also HDz and LPB now.

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      • #18
        sunshine.... we've been playing CTF every Sunday night at 10 pm EST for the past 6 months or so. we had a ton of people last weekend--up to 12 at one point

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        • #19
          The problem with large amounts of people (10+) in these games is the amount of ammo/weapons available to the players, not the size of the maps. I agree that the maps Sunshine and Frenzy mentioned are capable of handling 10 people due to their size, but I'm not so sure that they are capable of handling that amount of people due to ammo/weapons.

          I hate to say this, but I'm almost inclined to think that ctf should be played dmm3. The way the game is so "hook" oriented, making the weapons more accessible might offset the endless hooking that usually occurrs. Increasing the ammo wouldn't hurt either...

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          • #20
            Originally posted by PapaSmurf View Post
            The problem with large amounts of people (10+) in these games is the amount of ammo/weapons available to the players, not the size of the maps. I agree that the maps Sunshine and Frenzy mentioned are capable of handling 10 people due to their size, but I'm not so sure that they are capable of handling that amount of people due to ammo/weapons.

            I hate to say this, but I'm almost inclined to think that ctf should be played dmm3. The way the game is so "hook" oriented, making the weapons more accessible might offset the endless hooking that usually occurrs. Increasing the ammo wouldn't hurt either...
            That's an excellent point, and one I should have mentioned more clearly in my posts..

            Warzone is more than capable of handling a large player capacity but the problem resides in weapon/ammo quantity..

            One of my complaints lay over elder's incapability of handling so many players with only two rocket launchers, and two shafts.. there was massive weapon whoring going on, and weapon camping..

            With less players there are less people to watch over and guard these areas because they have to be more places at once.. defense.. mid.. offense.. etc

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            • #21
              Rook could easily up the available weapons and ammo
              uakene.com

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              • #22
                CTF tonight? Or is it only on sundays?

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                • #23
                  i like 3v3 for ctf. with 3s you can have a decent match on pretty much any map

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                  • #24
                    ACk, we had SOME games last night! But it was SO short-lived, I'll be online if you guys wanna play some more!! It's great to see BOSH, and LOSTY, and Sp00ker, and Destroyer .. but where the #@$*^ are the rest of you guys??
                    Heck I know Solecord can play, Yellow knows CTF! Frenzy? I was requested to make a balance for larger games, when its like 5 on 5 and some cant get a weapon... I was thinking faster weapon respawns. Suggestions? Omix you can reply also, simply because this is an open forum.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #25
                      Control of the map is important. Raising weapon respawn will remove the strategy from the mod, and when the games are smaller there will be no strategy at all because everyone will automatically get an RL / LG.

                      That is a VERY, VERY, VERY bad idea.

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                      • #26
                        weapon control has never been a primary strategy in CTF, and the occasions when it does occur, it's usually due to poor map design. The primary strategy in CTF has usually been to control Quad, but controlling quad is almost a moot point these days with how fast people can cap flags.

                        Capture the flag is faster now than it has ever been, and certainly much much faster than when it was originally conceived. The speed at which players can move around the map and grab the flag and capture the flag is tremendous. I sincerely feel that hooking is by far the most important skill, and giving players with less hooking skills a chance by making weapons and ammo more available to them can counteract hooking.

                        You also have to understand that many of the maps weren't designed with how fast people can cap these days. You can easily wait around for the rocket launcher to respawn and have your flag be capped twice before you get an RL. Look, the style of CTF has changed since it was first introduced, and I don't think it is unreasonable to look at some things to change that might make it better. I remember playing CTF in QW for the first time, and they had weapon-stay settings on, and I thought it was rediculous. You make all this effort to attack the enemy's base get the flag, only to find yourself fighting the same players with rocket launchers already! The difference, however, is that today you hardly need to fight your way in and out of the base anymore. Most of the fighting is done in the middle, and skilled hookers can simply get in and out of bases without firing a rocket. The game is faster now, and you should be able to get weapons quicker now too.

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                        • #27
                          Faster weapon respawns was originally an idea i fired up with r00k to counter 5v5 play simply because weapon whoring became a big issue.. only some maps such as elder possess major imbalances..

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                          • #28
                            weapon stay might be worth trying, yeah i think thats a good idea, at least to try. but i doubt they would change this on hdz, because that is garden variety 3wave/crctf (i forget the difference lol), so we'd have to do it on ctf.quakeone.com, and people usually want to play on hdz so they can do the same godamn maps over and over..... mckinley base, red alert, e4m3, 2 or 3 others. it gets boring. more general willingness to try maps that aren't used too often would go much farther towards freshening things up than changing any one setting. the drawback to this, though, is that it cannot be imposed from the top like a setting change can, so it's harder to implement

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                            • #29
                              I am going to have to disagree with increasing the weapon spawn, or decreasing the time between spawns or making them perma.

                              Yes CTF is fast and its not about whoring weapons but CTF maps are normally balanced. (NOT ID maps) So when you start increasing the weapons and everyone seems to be running around with LG gun and RL then you are pretty much making Armor useless. There isnt enough Armor and health spawns and they wont be fast enough to keep you decently fortified. So you are pretty much having people dying left and right because no one has armor and everyone has high damaging weapons.

                              I think this takes some of the skill out dont you?

                              If you are going to decrease the spawn times on armor and health then you are basically speeding up the entire game. Like CTF Done Quick. I might not have a problem with at least trying something like that, but only if its done to everything equally and not just weapons.

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                              • #30
                                I guess my whole motivation in increasing weapon spawn time, or making it weapon stay (note: I would not want LG to be weapon stay, for ctf1 alone), is to make capturing the flag more difficult. Capturing the flag seems far to easy as it is now, and making it difficult to perform this feat, I feel, would bring more strategy into the game rather than the way it is now, which is essentially grab the flag and run.

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