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14-06-2012, 03:10 PM | Post: #1
Simojn1  Go to next important person...
EA_Esterika Wrote:• [Bug fix] CTF flag dropped timer adjusted (1 player does not affect the time, but 2,3 or 4 players do).

Unfortunately, this is not true. Now it's even easier for mandos (and others) to grab a dropped flag. It doesn't matter if 4 players in a team try to defend it. They might kill an enemy mando (you know one of those who probably runs around with default weapons and thus tries to irritate with TT and by capturing the flag only) two times and he will still have plenty of time to run back to the flag, touch it or run away as the timer is worse than before the update. First of all, it never needed a "buff" since it only took 15 seconds or so for one person to make the flag return to its base (and much much faster if several teammates helped). Furthermore the update, improvement or whatever they decided calling it is not working. It takes more or less the same time for 1 player and 4 players to return the flag, which was not stated in the quote above. It shouldn't take up to 30 seconds to make the flag return to its base.

I know lots of players out there don't care about winning in CTF mode as it's easy to get kills and gain points instead (gniddaptats). Although, as one of very few players who actually tries to win the games I felt like this has to be mentioned. As a Royal I've already got a drawback, at least in VV CTF (as the Royal team automatically loses when the standings are 0-0, no matter if it gets Fountain flag or get more kills) and I hope I'm not the only one since otherwise the faith in humanity is forever lost.

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14-06-2012, 03:28 PM | Post: #2
Dimitrisgr98 
OMG you are so damn right ! I played BB CTF today and the whole team was around the dropped flag and after a lot of time it went back to base... Please fix it !

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14-06-2012, 04:04 PM | Post: #3
Simojn1 
(14-06-2012 03:28 PM)Dimitrisgr98 Wrote:  OMG you are so damn right ! I played BB CTF today and the whole team was around the dropped flag and after a lot of time it went back to base... Please fix it !

Which basically means that there's no point in gathering the team to recapture the flag or even try to do it yourself.

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14-06-2012, 04:28 PM | Post: #4
Jolly_Jonny 
The victory conditions STILL need fixing, thats my main gripe, hardly anyone is really sure of what the victory conditions are. There should be a longer respawn time or they should move the position of the flags on VV as well, it too often turns into a campfest.
There should also be more XP for flag caps, grabs, defender and carrier kills to help to encourage people to engage with the mode properly; a good proportion of players still don't show any interest in capping the flag. Hopefully they'll tweak the return to base times for dropped flags if it still feels wrong.

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14-06-2012, 04:32 PM | Post: #5
Dimitrisgr98 
(14-06-2012 04:04 PM)Simojn1 Wrote:  
(14-06-2012 03:28 PM)Dimitrisgr98 Wrote:  OMG you are so damn right ! I played BB CTF today and the whole team was around the dropped flag and after a lot of time it went back to base... Please fix it !

Which basically means that there's no point in gathering the team to recapture the flag or even try to do it yourself.

No point at all ... just waste of time and fun. Also as someone else the winning conditions MUST ( not even should ) change... I mean: royal in VV having fountain for the whole round. Having like 20 more kills than nats aaaaaaaaaaaand default win for nats. So unfair. The only way is to capture the flag but thats hard with the nats camping from their hill Undecided

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14-06-2012, 06:23 PM | Post: #6
Simojn1 
(14-06-2012 04:28 PM)Jolly_Jonny Wrote:  The victory conditions STILL need fixing, thats my main gripe, hardly anyone is really sure of what the victory conditions are. There should be a longer respawn time or they should move the position of the flags on VV as well, it too often turns into a campfest.
There should also be more XP for flag caps, grabs, defender and carrier kills to help to encourage people to engage with the mode properly; a good proportion of players still don't show any interest in capping the flag. Hopefully they'll tweak the return to base times for dropped flags if it still feels wrong.

I remember I posted a thread in January asking for a complete description of CTF including the rules. Some of the first guys answering were just trolling but after a few posts it turned out that no one was really sure about the rules, even if they were trying to act smart and pretended to know. No one could link to an official description of Catch The Flag which is something I expect if it's not obvious.

About the campfest... there are two sides of a coin and both teams make it happen. An alternative would be that the Royal base was being located at Orchard and the National one at Guardpost. That would prevent the camping but unfortunately making it too easy for especially mandos to capture and secure a flag.

I totally agree with you. I don't even know what "Defender kill! +5" means and as the upgrade has made it harder to defend the flag, I have problems with giving a damn about returning it. Though I don't know how to encourage people to play this mode properly. After all, it's easy to stat padd and baserape. The baseraped team is not even getting dropped down after the spawnkills. As you say, the conditions of CTF should be improved. For example, every players who escorts the flag holder and helps him all the way to the base should also get credits. There should also be some sort of respawn time to prevent camping/baserape so that the pushed-back team have a chance to move forward.

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(This post was last modified: 18-06-2012 01:07 PM by Simojn1.)
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14-06-2012, 06:26 PM | Post: #7
Richy_Greenback
(14-06-2012 03:28 PM)Dimitrisgr98 Wrote:  OMG you are so damn right ! I played BB CTF today and the whole team was around the dropped flag and after a lot of time it went back to base... Please fix it !

This
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14-06-2012, 06:36 PM | Post: #8
Jungl3 
Also the nat flag is way harder to cap than the royal one due to the environment.
Nats can defend both walked points of access with out moving and still properly cover , the back route to nat flag is barely worth attempting due to being BSed into water.

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15-06-2012, 08:39 AM | Post: #9
BElKOszABi 
is intresting that this happens not at VV and LL and PP but at the others yes

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15-06-2012, 09:02 AM | Post: #10
[EAsy]Natty
The rules are very simple in CTF Smile
  • You can not place the enemy flag in your base if they carry your flag
  • If both teams are carrying each others flag for too long, a "stalemate" protection kicks in, and both flags return to their base (this is map specific time, but default is 180 seconds) If a player drops a flag by dying or entering a vehicle during this time, the stalemate timer is paused. It will continue if that flag is picked up again, but if the flag manages to return to its base, the timer will be reset.
  • First to 3 wins
  • All maps currently have a 10min timer
  • At a 0-0, 1-1 or 2-2 result, the game defaults the Nationals as winners
  • When the flag is dropped in the world, it stays X seconds (varies from map to map). The team owning the flag can influence the time it takes for it to return home, by standing near the flag. Up to four players can influence this time (the more players stand near it, the faster it returns, pretty much in the same fashion as capturing a control point in Team Death Match works)


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15-06-2012, 09:11 AM | Post: #11
red_nielsen 
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  
  • At a 0-0 or 1-1 result, the game defaults the Nationals as winners


Why?

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15-06-2012, 09:27 AM | Post: #12
KeshavPS3 
(15-06-2012 09:11 AM)red_nielsen Wrote:  
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  
  • At a 0-0 or 1-1 result, the game defaults the Nationals as winners


Why?

Yeah, why this absurd result in case of a draw??? It could have been both win or both teams lose.

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15-06-2012, 09:36 AM | Post: #13
2DayULive 
(15-06-2012 09:27 AM)KeshavPS3 Wrote:  
(15-06-2012 09:11 AM)red_nielsen Wrote:  
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  
  • At a 0-0 or 1-1 result, the game defaults the Nationals as winners


Why?

Yeah, why this absurd result in case of a draw??? It could have been both win or both teams lose.
Nats taking the win, go figure... That means, all nats have to do is protect the flag to win. Not only this, but if they fail, they will have another chance at 1-1. Way too cheap.

Winner should be determine by score. Flag pick up score mainly, then playing.

This explains one of the reasons that nats have a better wining percentage.

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15-06-2012, 09:50 AM | Post: #14
KeshavPS3 
(15-06-2012 09:36 AM)2DayULive Wrote:  
(15-06-2012 09:27 AM)KeshavPS3 Wrote:  
(15-06-2012 09:11 AM)red_nielsen Wrote:  
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  
  • At a 0-0 or 1-1 result, the game defaults the Nationals as winners


Why?

Yeah, why this absurd result in case of a draw??? It could have been both win or both teams lose.
Nats taking the win, go figure... That means, all nats have to do is protect the flag to win. Not only this, but if they fail, they will have another chance at 1-1. Way too cheap.

Winner should be determine by score. Flag pick up score mainly, then playing.

This explains one of the reasons that nats have a better wining percentage.

Yeah, that's a very cheap way of winning. This should be fixed.

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15-06-2012, 09:59 AM | Post: #15
Drew 
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  
  • At a 0-0, 1-1 or 2-2 result, the game defaults the Nationals as winners


Doesn't only a 0-0 draw default to Nationals? Other draws result in the winner being who captured the first flag, first.

(This post was last modified: 15-06-2012 09:59 AM by Drew.)
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15-06-2012, 10:11 AM | Post: #16
-Scheetje! 
Lol, I played a BB ctf 10 secs ago as a royal.
When respawning, the timer was set to 8 (return to the fight soldier)
So, even at the royal spawn I wasn't able to move further than 8 seconds and had an accident (!)

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15-06-2012, 10:15 AM | Post: #17
2DayULive 
Hmm, more importantly, apart from land, vehicles, skinny, and this, what other "secrets" are there that gives nats an advantage over roys?

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15-06-2012, 01:45 PM | Post: #18
Pitkins 
(15-06-2012 10:11 AM)-Scheetje! Wrote:  Lol, I played a BB ctf 10 secs ago as a royal.
When respawning, the timer was set to 8 (return to the fight soldier)
So, even at the royal spawn I wasn't able to move further than 8 seconds and had an accident (!)

Wasn't that BB Night CTF??? the map is totally messed up now... =D

Also I really do NOT understand why Nats have such an advantage of DEFAULT win... Huh

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15-06-2012, 01:53 PM | Post: #19
harelharel 
(15-06-2012 09:02 AM)[EAsy]Natty Wrote:  At a 0-0, 1-1 or 2-2 result, the game defaults the Nationals as winners

why?

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15-06-2012, 01:53 PM | Post: #20
YouJustGotServed 
At a 0-0, 1-1 or 2-2 result, the game defaults the Nationals as winners

It should be a tie, your giving nats an advantage to win the war -.-

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