Author Topic: A tank town/strat change  (Read 1427 times)

Offline jolly22

  • Silver Member
  • ****
  • Posts: 1587
A tank town/strat change
« on: December 05, 2014, 09:37:18 AM »
TANK TOWN
One of THE most fun things to do in this game, whether you're a master in a tank, or not. Is driving to the city strat, and tank hunting in the city. In some of our MA maps, we have a GREAT tank town area (Except for the bomb****s who don't know how to drive a tank). My suggestions, is added a town in the middle of it. About 3 times the size of our base towns should be sufficient. There can be multiple spawns.. Some that spawn INSIDE the town and some that spawn OUTSIDE the town. To give players more of a chance to break up the inevitable spawn camp. Having one spawn into a base/town/strat is the main reason for spawn camps.

STRATS
Some strats, such as the current one, have bases that have Vehicle spawns just outside the strats, maybe a 6k drive. Not bad AT ALL. Why not add multiple spawns around the spawn. That way, if the opposing country gets near your strats, they can spawn GVs around the strat and possible start an epic tank battle in a strat (CITY STRAT would be BA).

We can expand this idea. Move the strats a bit towards the front lines, NOT ON THE FRONT LINES, but near it. Attempting to increase the GV battles at the strats. IS it possible to increase the lethality to Ground 2 Air ack? It would be nice to only have the ack guns shoot at airplanes to attempt to keep it a strictly GV battle site. Ofc, if the ground tanks can take out the guns, then they could have support.

Thoughts? Ideas?
 :salute
JRjolly

3./JG 53 cheerleader - Battle Over The Winter Line - FLY AXIS - JRjolly

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: A tank town/strat change
« Reply #1 on: December 05, 2014, 03:25:39 PM »
The latest round of ideas follows the combat style of games like WoT and WT.

If our arena was 10x10 and only two countries, this would naturally be how combat was focused. Our arenas are gigantic and the only reason the caldera in CraterMA or TT island works, is all  three countries spawn into those combat areas. Or are within one sector to the fight. Turning the strats into that will have the same effect as nights where the action is all between two countries while the third stands around with it thumb up it's whatsit bored to death.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Chalenge

  • Plutonium Member
  • *******
  • Posts: 15179
Re: A tank town/strat change
« Reply #2 on: December 05, 2014, 04:24:51 PM »
Sounds like Trinity with City Strats in the crater. I like it!
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: A tank town/strat change
« Reply #3 on: December 05, 2014, 05:57:10 PM »
CraterMA simply gave the 27,000 ft peaks a haircut, and reduced the geographic area to something manageable. Trinity needs about 500 players or it stalls into fight avoidence.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline jolly22

  • Silver Member
  • ****
  • Posts: 1587
Re: A tank town/strat change
« Reply #4 on: December 05, 2014, 07:37:42 PM »
The latest round of ideas follows the combat style of games like WoT and WT.

If our arena was 10x10 and only two countries, this would naturally be how combat was focused. Our arenas are gigantic and the only reason the caldera in CraterMA or TT island works, is all  three countries spawn into those combat areas. Or are within one sector to the fight. Turning the strats into that will have the same effect as nights where the action is all between two countries while the third stands around with it thumb up it's whatsit bored to death.

Well WHAT IF, we had neutral strats in between country fronts. Making it sort of a "Capture the Flag" of the strat? Whoever gets it, Decreases downtime of that specific strat. (City strat would be best)

3./JG 53 cheerleader - Battle Over The Winter Line - FLY AXIS - JRjolly

Offline Xavier

  • Copper Member
  • **
  • Posts: 249
Re: A tank town/strat change
« Reply #5 on: December 06, 2014, 07:08:07 AM »
(Except for the bomb****s who don't know how to drive a tank).

IS it possible to increase the lethality to Ground 2 Air ack? It would be nice to only have the ack guns shoot at airplanes to attempt to keep it a strictly GV battle site.

I see a pattern here... :headscratch:
Started from the bottom...still at the bottom.

Offline kvuo75

  • Gold Member
  • *****
  • Posts: 3003
Re: A tank town/strat change
« Reply #6 on: December 06, 2014, 08:43:19 AM »
I see a pattern here... :headscratch:

i want htc to add FPS infantry so they can call the gv'ers tanktards.

"they grab a tank because they don't know how to run around with a rifle!"

"pintle gun tard"

kvuo75

Kill the manned ack.

Offline icepac

  • Platinum Member
  • ******
  • Posts: 7303
Re: A tank town/strat change
« Reply #7 on: December 06, 2014, 09:20:56 AM »
Tank hunting in the city is sweet but most of my hunts end with some 4 minute mission dude deciding to up 2x1000s and bombing the tank I am hunting when I'm one block away.

If they knew the reward, they might be inclined to man up and go tank vs tank.

It's a rewarding experience.

Offline jolly22

  • Silver Member
  • ****
  • Posts: 1587
Re: A tank town/strat change
« Reply #8 on: December 06, 2014, 10:10:27 AM »
Tank hunting in the city is sweet but most of my hunts end with some 4 minute mission dude deciding to up 2x1000s and bombing the tank I am hunting when I'm one block away.

If they knew the reward, they might be inclined to man up and go tank vs tank.

It's a rewarding experience.

Exactly. Hence why I want ALL strat ack to be strictly G2A and lethality increased. It's not hard.

3./JG 53 cheerleader - Battle Over The Winter Line - FLY AXIS - JRjolly

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 18263
      • Fugi's Aces Help
Re: A tank town/strat change
« Reply #9 on: December 06, 2014, 10:18:31 AM »
Funny, I always thought that all the buffs and gvs in the game were added for the single purpose of creating more fights between attacking and defending aircraft. Dive bombers attack GVs and fighter cover shows up to clear the skies. Except for the defensive cover it seems to work as intending. I think what we need is a bigger "carrot" to get more players to defend against the dive bombers, not more ways to make GV bullet proof from aircraft.

Offline jolly22

  • Silver Member
  • ****
  • Posts: 1587
Re: A tank town/strat change
« Reply #10 on: December 06, 2014, 10:26:41 AM »
Funny, I always thought that all the buffs and gvs in the game were added for the single purpose of creating more fights between attacking and defending aircraft. Dive bombers attack GVs and fighter cover shows up to clear the skies. Except for the defensive cover it seems to work as intending. I think what we need is a bigger "carrot" to get more players to defend against the dive bombers, not more ways to make GV bullet proof from aircraft.

Did you read my OP?

3./JG 53 cheerleader - Battle Over The Winter Line - FLY AXIS - JRjolly

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 18263
      • Fugi's Aces Help
Re: A tank town/strat change
« Reply #11 on: December 06, 2014, 10:45:05 AM »
Yes, your saying you would like a place to play in GVs with out the.... what did you call them?..... " bomb****s who don't know how to drive a tank" bothering you.

Personally I can avoid bomb t@@@s easier than I can avoid spawncampers. Once they "fix" the spawn camping issues you will have your tank battles.

Offline jolly22

  • Silver Member
  • ****
  • Posts: 1587
Re: A tank town/strat change
« Reply #12 on: December 06, 2014, 11:01:01 AM »
Yes, your saying you would like a place to play in GVs with out the.... what did you call them?..... " bomb****s who don't know how to drive a tank" bothering you.

Personally I can avoid bomb t@@@s easier than I can avoid spawncampers. Once they "fix" the spawn camping issues you will have your tank battles.

I addressed BOTH those issues in the OP. Spawns inside and outside the strats (multiple spawn locations), and the ability for GVs to take down the ack and allow for air support.

3./JG 53 cheerleader - Battle Over The Winter Line - FLY AXIS - JRjolly

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: A tank town/strat change
« Reply #13 on: December 06, 2014, 05:02:13 PM »
jolly,

Today our Gvers can't even accomplish killing the hand full of auto ack in towns or turn them into an urban tank battle. Even the city in the center of CrateMA TT.  And you want to x100 the area for them to try and find ack positions and each other? As bad as our current spawns may be, they accomplish getting GV into the same small geographic area without hours of driving around looking for each other. You may be the statistical 5% or less who are willing to do that.

Just like flying a fighter over 1.5 sectors to get to a furball strains those players attention span for fun. GVers are even less inclined to drive very far without a good reason. And most of them that's not more than 5000yds to get at a fight. CrateMA's TT is a caldera where it takes 3min to spawn in and get setup shooting at people from hidey holes. Those who GV furball at the lower spawns next to the city are a statistical 5% who provide the majority of assaults against all of the camped snipers.

The towns could have been turned into urban GV battle areas by placing mini spawns from the local field to just outside of it along with the same for the enemy spawn to that field. While moving all towns 5000-6000yds away from their respective fields. Then increase the town down capture% to about 25 or 35. It would end up being like the V85 GV spawn battle with more aircraft involved getting slaughtered by a fleet of wirbels.

But, unlike players who enjoy air combat, GVers have a different tolerance for a combat zone infested with too many things shooting at them at the same time unless they can sit back at long range and snipe in safety. You very rarely see large tank assaults against towns with tanks setup to sniper them, even if numbers and acceptable casualties will carry the day against the snipers.

The GVer's perception of the time scale while being exposed to hidden sniper tanks, and the vulnerability of his tank, stops most GV assaults before they begin. I've watched GV spawn assault missions stop in their tracks for a decade now from the air, when the first enemy tank long ranges an accurate shot. Then everyone on the ground screams for me to spot the tank for them or "Bomb" it to save them. By that time they are all dug in and only a statistical 5% run around tank furballing.

Back to spawn end points being much closer to towns to promote urban GV combat.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.