Hiding in a scout is no different from taking the flag and hiding somewhere on the border of the map. If hiding in a scout is 'lame', then so is that tactic
Its not a problem tbh, do it on a level like raindance and you're an easier target for snipers.
Scouts and dark levels don't mix, hopefully the UKTL will realise this before they consider using this map again.
The recent modifications for the F&R games need to be applied to the CTF. This will stop all shite in the CTF tactics department (otherwise known as dirty tricks).
Basically in F&R if the flag is not returned to a flag stand within 2 minutes (I think that is the time limit) it defaults back.
Now apply the same logic to CTF and you only EVER have 2 minute SIEGE situations. OF course some teams (and Im looking at IS here especially) may have a problem with this modification
The solution is obvious. It only takes a small change to ensure CTF remains as a great game - and tactics remain fair. Everyone is happy and we all get on with our lives
Well, there are at least two problems with that idea...
1. If one player grabs a flag and makes it back to his base without his flag being taken but then he stops off to equip or avoids his flag room because it is under heavy attack at that moment then it would be ludicrous for him to lose the flag no matter what time limit you place on it.
2. If one team gets the flag a couple of seconds before the other team and they both go back and sit on their own flag spot then the person who grabbed first would lose his flag and the other team would cap.
This sort of thing would only be remotely workable if both flags are out of base and they would have to be returned simultaneously.
It's ridiculous to put a time limit on a flag cap - we should consider putting a time limit on a flag siege. ie: when BOTH flags are taken, a timer begins. After 5 minutes if both flags are still taken, then both return at the same time. This would stop long flag sieges but would not interfere with a normal, but slow, flag run.
An honest SIEGE where ppl are attacking for say 5 mins sounds fine. At least this way both flags get returned at the same time and the game gets back to normal.
We actually dropped our flag intentionally in the KON game after a while because nothing was happening. Both team were trying to get their flags back - so it was an honest SIEGE, but we still felt it better to get back to basics.
Once the flag returned we lost a cap, but then gained 6 caps in succession. Tts the only way to cope with these endless SIEGE situations until something more comprehensive is patched into the CTF game.
Fusion, this may be possible on small, light, flat maps (such as those which don't have vehicles) but the whole problem with Rollercoaster2 is that it would probably take 15 minutes to find an enemy in a scout... Add to that the fact your opponent has enough resources to camp your vehicle pad cause they don't need to be defending the grabbed flag and it doesn't make a lot of sense...
Anyway, you failed to appreciate this in irc last night so I doubt you'll understand now, but if you find yourself without much to do this weekend go looking for a needle in a haystack and come back and tell me how you got on...
Teeth: We should consider asking Dynamix to consider putting a time-limit on a flag siege. I don't want to end up playing a substantially different game to the rest of the world...
Velvet: Hmmm, whereas you expect me to talk sense so made no mention of it...?
Afty: Yeah, I saw your message... My first thought was that this should be discussed somewhere with a wider audience. The second was why did you "promptly discount" it...? And the third was that 90 seconds is far too short.
I wasn't referring to RollerCoaster2 in regard to that tactic, just general light levels where you can see the scout. Rollercoaster2 is flawed in that sense, but then again, I don't think anybody liked this map to begin with so its surprising that the UKTL choosed it for the last game (which is normally when titles are decided).
If a team plays for a stand-off on a level like iceridge, you can have a 8 man heavy defense and its nigh on impossible to return the flag.
These tactics are arguable 'lame', but legitimate. I really don't think you can go about blaming the players for using them as its 'in the game'.
The only solution I can think of is a mod that does something to prevent standoffs.
I really do believe that last night was down to the appalling map.
The problem that Tribes leagues have is that Tribes doesn’t have many CTF maps and even fewer CTF maps that make for good league matches. That’s why the UKTL admins had to include some mod levels this season.
Hopefully when Tribes Extreme is released it should have many more maps including Tournament maps, which had been designed with league matches in mind.
I think that Roller2 was and excellent map, and is great fun to play. Well I almost do, except for 2/3 things :
1] THe solar panels need to be protected from all but one angle, like those on Roller1 to prevent one person constantly bringing down a teams power
2] The 'scout in the air tactic' but this can be solved by a general fix, rather than map specific.
3]it is too easy to sit at a distance, and pound the vehicle/flag areas. I think the bases should be a little higher into the air, creating an upwards angle, and stopping hilltop people from sitting around the base 'fishing' with a spinfusor.
Pad - course you make sense mate!!! I just thought that EM needed more affirmation of their sensibilities... Especially after two of them blatantly changed to the winning team with other EM players on the You'dBeAs"MadAsAFish"ToPlayOnTheseServers last night...
Fusion, agreed an LPC with snipers would come in useful on a map where you could see where you were going, but in case you weren't aware this was a topic about last nights game on Rollercoaster2; a map where you can't bloody see anything... Nevermind, sure you'll be able to copy paste on to a topic about Raindance or something very soon!!!
/me apologises to anyone he has offended - it was the drink m'lud
Bottom line here is all this can be sorted by a simple 'adjustment' by Dynamix to CTF games so that when flags are swopped - they can only remain so for a set time limit. 5 mins, 10 mins whatever.
The whole Scout thing as an issue vanishes because....its a SIEGE situation.
All of these crap is because of SIEGE situations that are handled badly.
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