Author Topic: why tank towns are empty  (Read 3041 times)

Offline Citabria

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why tank towns are empty
« on: April 18, 2011, 09:51:42 PM »
seen some people blaming caps and etc for empty tank towns...

the reason the tank towns are empty is because of supply and demand of cover and concealment.

at the moment there are trees and hedges and bushes so clustered all over the place that gv dweebs would about give anything for some open spaces without stuff everywhere like titanium bushes blocking their shots.

has nothing to do with split arenas or numbers at all.

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Offline Vadjan-Sama

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Re: why tank towns are empty
« Reply #1 on: April 18, 2011, 10:26:42 PM »
Not really, mostly of TT's are empty cuz they put the spawns too close and they are easy to camp, we got some other that got the spaws pretty far so they are hard to camp, and that ones are the full ones.

Can remember the TT covered by the 30k walls, that one was a blast.. almost no bombtars but after some map updates they killed that TT.
« Last Edit: April 18, 2011, 10:29:39 PM by Vadjan-Sama »
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Offline Spikes

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Re: why tank towns are empty
« Reply #2 on: April 18, 2011, 10:31:46 PM »
Trinity, it's exactly the same as it was before. The concept of TT is just dead.
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Offline M0nkey_Man

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Re: why tank towns are empty
« Reply #3 on: April 18, 2011, 10:36:00 PM »
no one likes gvs anymore  :cry
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Offline MarineUS

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Re: why tank towns are empty
« Reply #4 on: April 18, 2011, 10:39:56 PM »
And bomb tards - let's not forget them lol
Like, ya know, when that thing that makes you move, it has pistons and things, When your thingamajigy is providing power, you do not hear other peoples thingamajig when they are providing power.

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Offline lyric1

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Re: why tank towns are empty
« Reply #5 on: April 18, 2011, 10:47:42 PM »
TT died because every one had an idea on how to make it better. HTC kept making changes as we requested & collectively we shot our selves in the foot.

Offline MarineUS

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Re: why tank towns are empty
« Reply #6 on: April 18, 2011, 10:51:35 PM »
I personally got fed up with the invincible players (the 1 or 2 people who would literally bounce 20+ rounds from several GV's).
Like, ya know, when that thing that makes you move, it has pistons and things, When your thingamajigy is providing power, you do not hear other peoples thingamajig when they are providing power.

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Offline AWwrgwy

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Re: why tank towns are empty
« Reply #7 on: April 18, 2011, 10:53:34 PM »
Not really, mostly of TT's are empty cuz they put the spawns too close and they are easy to camp, we got some other that got the spaws pretty far so they are hard to camp, and that ones are the full ones.

Can remember the TT covered by the 30k walls, that one was a blast.. almost no bombtars but after some map updates they killed that TT.

It's actually just the opposite.

The most popular tanks areas seem to have two spawns almost right on top of each other and a good field of fire.

You spawn in and start blasting away. No need to find the action. You're in it as soon as you get there.

What may have killed the TT concept is the classic "what the customer asks for is not always what he wants."

We have more realism with trees, hedgerows and mounds to hide behind. Now, you cannot see the enemy to shoot at without moving and looking for him, driving into an ambush.

The most successful gvers are the patient ones who, if necessary, will wait for some impatient soul to drive by looking for something to kill.

It seems to be all about instant gratification.


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Offline moot

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Re: why tank towns are empty
« Reply #8 on: April 18, 2011, 10:58:13 PM »
I reckon that whatever caused it, it hasn't repopulated just cause of crowd "fad" dynamics.  No one goes cause no one's there, vice versa.

Either way, the icons should go or be reduced to .5 or 1K.  This is clearly a flak and it was sighted as pictured from 2K away if not a bit more.

It's even more obvious in motion.  Once you've seen them enough times, pretty much each GV has its signature pixelized appearance from afar, so that you can pretty easily tell specific types and pretty damn nearly 100% of the time you can recognize a FLAK long before icon.

So what is the rationale for icons?  
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Offline moot

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Re: why tank towns are empty
« Reply #9 on: April 18, 2011, 11:07:21 PM »
classic "what the customer asks for is not always what he wants."

We have more realism with trees, hedgerows and mounds to hide behind. Now, you cannot see the enemy to shoot at without moving and looking for him, driving into an ambush.
So if the problem is pretty well defined, that's half the work done.

1) Put a town in the middle of three vbases. 
2) Make the town spawns not visible from each other, e.g. hills/trees/whatever - details TBD later.  ... You could even have some kind of vbase in the middle of town, in a kind of KOTH setup so that having that base is a clear advantage for (and only for) the town area proper.
3) Give a second "backup" spawn behind the town spawn, also not immediately visible from enemy spawns, but probably has clear LOS to friendly town spawn and e.g. the hills that enemy would have to sit on top of to spawn camp >>> result is that you stick out like a sore thumb on top of the hills that surround the spawn.
4) Put the vbase so that it's equidistant to backup spawn as backup spawn is to town spawn.  Draw the terrain so that the 17 pdr positions have equal or advantageous view on backup spawn & spawn camp positions to backup spawn.
5) Repeat front/backup/vbase spawns behind this "tank town" vbase once, like it was done IIRC in Trinity. 
6) If the enemy manages to take both first and second vbase, he's earned it.
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Offline AAJagerX

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Re: why tank towns are empty
« Reply #10 on: April 18, 2011, 11:08:22 PM »
TT was alive and well in Blue for a long time this evening.

EDIT:  It's been awhile since I've seen a massive GV fight like that.  Hopefully the new GV changes will make those fights more popular.
« Last Edit: April 18, 2011, 11:11:34 PM by AAJagerX »
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Offline WWhiskey

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Re: why tank towns are empty
« Reply #11 on: April 18, 2011, 11:12:20 PM »
One thing I will add is the lack of cover from airplanes bombs hurt the TT fights as much as anything   The best tank fights now are found away from ord , gv bases that are far enough away to discourage flying attack aircraft help, icon reduction could also help, parking in a barn or under some trees may not save you from being bombed but they should conceal your icon better!

 my biggest complaint about most gv fights to easy to die to the planes,  with the addition of the il2 cannons and b25 big gun, you no longer need ord to kill gv's and there is no good cover from them, if a gv is moving in the open that is different, but with all the cover we have, we still have no cover from the planes!

Just my 2 cents :old:

Edit:  my idea of a better tank town than we have now on the TT map and a bit less cover, more barns and were there are trees, a better canopy for air cover, but with a high visibility underneath,
 the three airbases around it would be small bases but different than what we have now,
A small airfeild would not have bomber hangers and only one ord bunker.
I never understood why everything that is available on the big airbases was also at the smaller ones and don't have any idea why you wouldn't have forward bases that could not handle big  bombers?  you would still have ord  but only for fighters, and maybe some dirt strips to.
Bomb the heck out out of the gv's at the airbases but make it a bit harder to just go out of your way to ruin good GV fights!
« Last Edit: April 18, 2011, 11:27:14 PM by WWhiskey »
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Offline moot

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Re: why tank towns are empty
« Reply #12 on: April 19, 2011, 12:41:15 AM »
Pick this layout apart:



Not to scale.

vbase in the center of town. 
Town neither regular nor irregular, there's main streets and a few plazas, but it's not totally predictable either.
Outskirts of town in blue, sparse buildings/greenery, increasingly dense as you reach town limits

Each country has 2 vbases in the area.
Front base has a spawn halfway to town ("town spawn") and another halfway between town spawn and front base. 
Rear base has a spawn halfway to front base, and another spawn halfway between that spawn and itself, as backup spawn.

Brown flakes are heavy brush/trees.  Terrain altitude lines in green. 
Green lines + brown flakes = you're on an incline with brush in your eyes, no spawn camping except random spots of visibility thru the brush, a few degrees wide each like looking thru forests on current maps.
Black areas have nothing more than sparse hedgerows.

The whole area has as dense a cloud cover as HTC allows.
« Last Edit: April 19, 2011, 12:42:52 AM by moot »
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Offline EskimoJoe

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Re: why tank towns are empty
« Reply #13 on: April 19, 2011, 01:00:01 AM »
I reckon that whatever caused it, it hasn't repopulated just cause of crowd "fad" dynamics.  No one goes cause no one's there, vice versa.

Either way, the icons should go or be reduced to .5 or 1K.  This is clearly a flak and it was sighted as pictured from 2K away if not a bit more.
(Image removed from quote.)
It's even more obvious in motion.  Once you've seen them enough times, pretty much each GV has its signature pixelized appearance from afar, so that you can pretty easily tell specific types and pretty damn nearly 100% of the time you can recognize a FLAK long before icon.

So what is the rationale for icons?  

That's not a flak even when I put my nose to the monitor and squint.
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Offline moot

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Re: why tank towns are empty
« Reply #14 on: April 19, 2011, 01:47:32 AM »

A tank would have the barrel clearly obvious and wouldn't look so tall.  Also the color palette is unique to flaks.

The only way I can see icons being required is if people are playing low enough resolution to not tell them apart till they're closer than ~1.5K.
« Last Edit: April 19, 2011, 01:49:14 AM by moot »
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