View Full Version : Rushing objectives to keep them alive
Aegeri
06-27-2007, 12:20 PM
One thing I've started to do and have noticed is extremely effective, is rushing an objective to keep it alive. Basically, the worst objective to get stuck on (IMO) is the EMP and yet it's by far the easiest to rush. You can rapidly get in behind it (using a husky or just running there) avoiding a great deal of the strogg team. Alternatively, you can run through the front and jump onto the EMP objective from the window.
Basically, my goal as engineer is to deploy an AVT (If I think it will be needed) on the hill and then consistently rush the EMP. It doesn't matter if I live 2 seconds or get 10 seconds of building, every spawn I try to get to the EMP as fast as possible. In most games, the strogg have never really been able to hold off such a rush (by myself or others in fact), because it turns out if you build an objective/hack it (whatever) it seems to reset the timer before you lose any progress again. So if you make a sustained attack upon the EMP/Sewer control you can often win just by piling up enough corpses around it.
This has the added effect of forcing the strogg into defensive positions, making your teams artillery more effective and stopping the strogg from harassing the hill spawn etc. Either that, you manage to just complete the objective because you've already constructed 90% of it by your 7th or 8th death :p
This is not a good strategy to use if you care about your K:D ratio though. I think I died almost 10 times in 3 minutes before I managed to build it one game, killing only 2 strogg. Importantly though, because I kept building the objective we never lost any progress we made and eventually a teammate finished it off.
paZifist
06-27-2007, 12:57 PM
yep works really well. But only with teammates that got brains. And that is what you dont see often on Publics ;)
murka10
06-27-2007, 01:00 PM
this tactic sounds impossible and generally a waste of time, better when the team disables the AIT and blows one hammer at it and build an AVT somewhere and revive the engi is much better.
HellToupee
06-27-2007, 01:06 PM
its possible alright, i usually go from the other spawn and use a vehicle to get close.
Man I tried this earlier this morning and it was hilarious. I'm sad to say that it totally worked. The brave defenders shot me down in ~2 seconds of building but even so after ~4 minutes of repeatedly running in and diving into the gen it was built. I'm 99% certain that I was the only one building it.
Not saying its unstoppable... but it sure doesn't take much work and seems to rock on these pubs
Hakuryu
06-27-2007, 07:03 PM
I use that strat all the time.
Going to the EMP:
1. Through the back 'door' cutout in the wall
2. Through the blowable gate
3. Through the side door (garages)
4. Up the ladder and then jump down to the obj (favorite)
5. Around the area and come through the back side directly by the obj
... are the routes I use to do this, usually never taking the same one 2x in a row. Unless the Strogg have someone that knows what they are doing and catches onto me, I can build the EMP pretty easily.
lem0n
06-27-2007, 07:21 PM
Well the tactic espacially work well if you cooperate with 2 engeniers. Usually some Stroggs only shoot the 1st one down but forget about the second one.
Aegeri
06-27-2007, 07:46 PM
The reason this works is because few strogg ever actually defend the actual EMP anyway. They are usually either around the sides or doing something random up in the hills in the surrounding area. If you take advantage of the sprinting speed and how maneuverable you are, it's quite possible to break a stalemate by just running in constatly like a lunatic.
Also, if they have AITs, the best way of dealing with it is to run past as fast as you can. Trying to engage the turrets wastes precious time and you'll often just get killed anyway. They key thing is if you build/touch an objective even if it's only for a second you won't lose your progress for a good while again. So you can wear it down over time.
Ifurita
06-27-2007, 09:43 PM
Another good route to take it to climb up the ladder on the outside of the multi-storey building, then jump down onto the EMP gen from there. Sometimes you can jump right into the defensive ring of Strogg defenders
zig-zag
06-27-2007, 10:47 PM
Works great for Sewer control hack too, but is a bit trickier getting there in time. spawn covop and run with your knife out, use lower entrance into sewer compound, ramp jump the first stairs into the water in front of south grate, ramp jump the grate stairs to jump thru the tunnel (over any strogg on the other side too, ramp jump stairs on other side of grate, and dash like mad for the rest. Usually going full speed, noone can touch you until you reach the controls. The run is quick enough not to decay the objective. Rinse and repeat.
PeaceKeeper
06-27-2007, 10:50 PM
The tactic works great, is pretty cheesy over all IMO.
I'll use it as long as it is there tho, I like cheese. :oppressor:
I think instead of a global timer to make the progress 'suddenly' go away, it should just start ticking down from however full it is. This way, you don't lose it all immediately, which I think is the point, but using the zerg rush isn't as effective. Sure it will still work, but it will take more effort and probably more than one engineer to pull it off.
reyalp
06-27-2007, 10:52 PM
This engineer/covert zerging can be very effective, but it doesn't really strike me as great gameplay. I have often built the EMP by pretty much ignoring the enemy end just rushing to keep the build going. This works best if you wait for your team to create some kind of distraction.
It absolutely does pay to pay attention to how long it has been since the objective was touched. If you have it half way built, a few suicide rushes to keep it alive while until your team gets another push together can make a big difference.
Aegeri
06-27-2007, 10:54 PM
Yeah, zerging only works at the moment because the strogg haven't learnt to defend the EMP. I've been able to hold off zerging pretty effectively all game, but then again, I defend the EMP rather than run around.
zig-zag
06-27-2007, 10:54 PM
Yup, my main thing is to just touch it to keep it from decaying, not necessarely to finish it.
Aegeri
06-27-2007, 10:56 PM
Yup, my main thing is to just touch it to keep it from decaying, not necessarely to finish it.
Yeah, this is primarily why I do this. I don't actually expect to complete the objective against a good strogg team, just keep progress we've made on the objective alive.
PeaceKeeper
06-27-2007, 10:58 PM
Yup, my main thing is to just touch it to keep it from decaying, not necessarely to finish it.
And this is why defending can only do so much. If it's halfway done, one engineer jumps from the roof and touches it, timer reset.
I don't care how 'good' you claim to be, odds are you aren't going to stop them from resetting that timer. Mines, not fast enough... Nail Gun, too late, it's been touched... etc.
I think the idea of having it start to decay immediately from however much is done would work much better overall.
zig-zag
06-27-2007, 11:01 PM
Well at least for the hack, the Strogg can move the defense line farther out, or retake the forward spawn. This kinda foils the zerg rushes for the second part, at least until a covie sneaks in :p
Tomme
06-27-2007, 11:13 PM
If u rush it at begining with a few mates its piss, strogg never bother defending first thing :P
Ifurita
06-28-2007, 12:10 AM
That's also why you have to push the D out a bit and just cluster around the gen
reyalp
06-28-2007, 12:25 AM
Yeah, zerging only works at the moment because the strogg haven't learnt to defend the EMP. I've been able to hold off zerging pretty effectively all game, but then again, I defend the EMP rather than run around.
Keeping an entire team from touching it once a minute is very hard, even with a pretty skilled/organized team. There are enough routes in that you really can't just set up one or two killer crossfires. Support fire limits your ability to do this as well.
The current hit detection problems play some part in this, but the fact remains that there are a lot of ways in. If you push the D out, chances are they can slip in another way.
CarbonFire
06-28-2007, 01:12 AM
I agree that its almost impossible to prevent the "keep the drive alive" touch by the engineer once a minute.
Either a faster clock, to prevent a single engineer from being able to 1 second build it over a series of minutes (but not necessarily multiple engineers) might be a good balance. Or possibly a short delay and then a decay (like PeaceKeeper suggested), where the progress meter slowly empties if no one has touched it after say 15 or 30 seconds.
If it remains the way it is now, there will be NO WAY the Strogg could prevent the first objective from getting completed, as all it would only take is one rogue engineer or Covert Ops to keep the objective from reseting, thus negating an entire team's worth of working.
Its probably intentional that strogg cant keep the first objective from being completed as they have a pretty strong advantage when it comes to defending the last obj anyway. ^^
CarRamrod
06-28-2007, 02:47 AM
One thing I've started to do and have noticed is extremely effective, is rushing an objective to keep it alive. Basically, the worst objective to get stuck on (IMO) is the EMP and yet it's by far the easiest to rush. You can rapidly get in behind it (using a husky or just running there) avoiding a great deal of the strogg team. Alternatively, you can run through the front and jump onto the EMP objective from the window.
Basically, my goal as engineer is to deploy an AVT (If I think it will be needed) on the hill and then consistently rush the EMP. It doesn't matter if I live 2 seconds or get 10 seconds of building, every spawn I try to get to the EMP as fast as possible. In most games, the strogg have never really been able to hold off such a rush (by myself or others in fact), because it turns out if you build an objective/hack it (whatever) it seems to reset the timer before you lose any progress again. So if you make a sustained attack upon the EMP/Sewer control you can often win just by piling up enough corpses around it.
This has the added effect of forcing the strogg into defensive positions, making your teams artillery more effective and stopping the strogg from harassing the hill spawn etc. Either that, you manage to just complete the objective because you've already constructed 90% of it by your 7th or 8th death :p
This is not a good strategy to use if you care about your K:D ratio though. I think I died almost 10 times in 3 minutes before I managed to build it one game, killing only 2 strogg. Importantly though, because I kept building the objective we never lost any progress we made and eventually a teammate finished it off.
Have fun catching a face full of lead from my APT and then stomping on my mines I laid so nicely around the objective just for you. :oppressor:
With a nicely set up defense you can have most anyone dead before they even get a sliver of bar up on the EMP.
daveh
06-28-2007, 04:51 AM
Mines are easily countered by a nade throw to cause them to explode. APTs dont do enough damage fast enough to matter to you reaching the objective and adding to the build count.
reyalp
06-28-2007, 10:45 AM
Have fun catching a face full of lead from my APT and then stomping on my mines I laid so nicely around the objective just for you.
APTs are easy enough to avoid if you pay attention, they have a limited field of view, and you can see them from a long ways off. Mines on the objective itself don't really matter, because by the time they go click... boom you've done enough twisting to keep the objective alive for another minute.
If you do this every time you obviously don't make much progress, but realistically, you don't die instantly every time.
Also keeping the emp gen mined is hard as hell with GDF constantly raining the area with tank shells and setting them all off. I've been putting my mines elsewhere recently since this tactic has finally caught on with the masses.
paZifist
06-28-2007, 10:58 AM
The tactic works great, is pretty cheesy over all IMO.
I'll use it as long as it is there tho, I like cheese. :oppressor:
I think instead of a global timer to make the progress 'suddenly' go away, it should just start ticking down from however full it is. This way, you don't lose it all immediately, which I think is the point, but using the zerg rush isn't as effective. Sure it will still work, but it will take more effort and probably more than one engineer to pull it off.
THIS is a great idea to solve the Problem!!!!!!!
ForsakenDragon
06-28-2007, 11:51 AM
I agree that its almost impossible to prevent the "keep the drive alive" touch by the engineer once a minute.
Either a faster clock, to prevent a single engineer from being able to 1 second build it over a series of minutes (but not necessarily multiple engineers) might be a good balance. Or possibly a short delay and then a decay (like PeaceKeeper suggested), where the progress meter slowly empties if no one has touched it after say 15 or 30 seconds.
If it remains the way it is now, there will be NO WAY the Strogg could prevent the first objective from getting completed, as all it would only take is one rogue engineer or Covert Ops to keep the objective from reseting, thus negating an entire team's worth of working.
I'm not liking all these "nerf objective" suggestings
The main part of this game is the objectives if anything should be nerfed its the deathmatch part the allows you to get to the objective in that fashion but.. The "deathmatchers" would never want that part nerfed
Why is there objectives in this game again? I forgot
BTW I love the speed of the game I wouldn't want it ever nerfed.. But if you were forced to only run instead of being able to run jump and strafe jump... zerging would never work
so in short.. you want run jumping and strafe jumping? you should take the bad with it
grizzlybear
06-28-2007, 12:24 PM
welcome all ye spawnhosts :oppressor::dance:
[SD]BongoBoy
06-28-2007, 12:59 PM
I think it's an old military motto that static defences are there to free up your mobile defence elements, not to replace them. Turrets and mines aren't total deal-breakers, but they do force attackers into certain predictable behaviour - either to avoid them or declare their presence by engaging them. Mines (especially in tripwire mode) can be taken out with grenades fairly easily, but that's often what they're for - forcing attackers to delay their advance, use up a grenade and announce their presence. Turrets are often avoidable, but they can be used to channel attackers into the fields of fire of the infantry, who can rapidly take up new positions to deal with new attacks.
One of the very best things the Strogg Tormentor can be doing is to hunt down and destroy GDF Radar deployables. GDF players will probably spot most of the Strogg defence deployables and vehicles, but unless their Covert Ops are very handy with the short-range radar capability of their Third Eye Cameras, the GDF team won't be able to see where the Strogg infantry are, which allows them to set ambushes. It's really worth Strogg Aggressors with Hyperblasters working out where they should be going prone to catch attackers who are all giddy at having avoided an AIT or crouched Strogg vehicle. Ideally you can catch attacker in Enfilade fire from a Defilade position (you're opening fire on players from behind once they're already past you).
All easier said than done, of course, particularly when no one's staying alive very long : ) But if you're dying too quickly, there's probably something else you can be doing, from another direction, to achieve the same objective.
ForsakenDragon
06-28-2007, 02:13 PM
BongoBoy;69582']I think it's an old military motto that static defences are there to free up your mobile defence elements, not to replace them. Turrets and mines aren't total deal-breakers, but they do force attackers into certain predictable behaviour - either to avoid them or declare their presence by engaging them. Mines (especially in tripwire mode) can be taken out with grenades fairly easily, but that's often what they're for - forcing attackers to delay their advance, use up a grenade and announce their presence. Turrets are often avoidable, but they can be used to channel attackers into the fields of fire of the infantry, who can rapidly take up new positions to deal with new attacks.
One of the very best things the Strogg Tormentor can be doing is to hunt down and destroy GDF Radar deployables. GDF players will probably spot most of the Strogg defence deployables and vehicles, but unless their Covert Ops are very handy with the short-range radar capability of their Third Eye Cameras, the GDF team won't be able to see where the Strogg infantry are, which allows them to set ambushes. It's really worth Strogg Aggressors with Hyperblasters working out where they should be going prone to catch attackers who are all giddy at having avoided an AIT or crouched Strogg vehicle. Ideally you can catch attacker in Enfilade fire from a Defilade position (you're opening fire on players from behind once they're already past you).
All easier said than done, of course, particularly when no one's staying alive very long : ) But if you're dying too quickly, there's probably something else you can be doing, from another direction, to achieve the same objective.
That's asking a lot for such a game like this.. "clan" match's I could truly see first objective all but one GDF player going engy and the non engy player being a soldier till he gets the gate thing down and caps the hill. Then once that's done turn engy too.. Then you got 6-8 engys going for objective which will be done in like.. 2 spawn waves
same with the 2 other objectives
limiting classes and stuff or nerfing objectives would be a very poor way to balance this... you need stop what lets the players zerg. Which is the deathmatch run jumping and strafe jumping
murphIV
06-28-2007, 02:34 PM
I have a similiar strategy for getting the EMP disrupter built quickly, I come in engineer and get in the tank with an engineer as my mini-gunner and head straight for the objective full speed. I have good tank skills and am able to hold the strogg off while my cohort builds the objective. It's successful often but does really depend heavily on how fast the strogg get set up.
Aegeri
06-28-2007, 02:58 PM
limiting classes and stuff or nerfing objectives would be a very poor way to balance this... you need stop what lets the players zerg. Which is the deathmatch run jumping and strafe jumping
This is incorrect. What allows players to zerg is A) Balls. B) Not caring about stats (IE your K : D ratio, I care more about if I'm helping my team or not!) C) and the most important element, clueless defence from the strogg. They can get back to the EMP just as fast (actually faster IMO) than the GDF can get there. It's entirely the defending teams fault for not defending an objective.
I can handle the pace of the game and I've stopped zerging (held it off for 15+ minutes, more than an adequate 'stop') many times. The problem is in defenders not competently defending, which allows me to constantly run in as they don't cover the EMP and build it (even if only for a few seconds). I played a very good defending strogg team that almost completely cut me out from zerging the objective (and I'd like to think I'm very good at this) because they actually covered the objective.
cheaSy
06-28-2007, 03:27 PM
BongoBoy;69582']I think it's an old military motto that static defences are there to free up your mobile defence elements, not to replace them. Turrets and mines aren't total deal-breakers, but they do force attackers into certain predictable behaviour - either to avoid them or declare their presence by engaging them. Mines (especially in tripwire mode) can be taken out with grenades fairly easily, but that's often what they're for - forcing attackers to delay their advance, use up a grenade and announce their presence. Turrets are often avoidable, but they can be used to channel attackers into the fields of fire of the infantry, who can rapidly take up new positions to deal with new attacks.
One of the very best things the Strogg Tormentor can be doing is to hunt down and destroy GDF Radar deployables. GDF players will probably spot most of the Strogg defence deployables and vehicles, but unless their Covert Ops are very handy with the short-range radar capability of their Third Eye Cameras, the GDF team won't be able to see where the Strogg infantry are, which allows them to set ambushes. It's really worth Strogg Aggressors with Hyperblasters working out where they should be going prone to catch attackers who are all giddy at having avoided an AIT or crouched Strogg vehicle. Ideally you can catch attacker in Enfilade fire from a Defilade position (you're opening fire on players from behind once they're already past you).
All easier said than done, of course, particularly when no one's staying alive very long : ) But if you're dying too quickly, there's probably something else you can be doing, from another direction, to achieve the same objective.
Ambushing people is kinda hard with the red arrows above your enemies heads :p
ForsakenDragon
06-28-2007, 04:30 PM
This is incorrect. What allows players to zerg is A) Balls. B) Not caring about stats (IE your K : D ratio, I care more about if I'm helping my team or not!) C) and the most important element, clueless defence from the strogg. They can get back to the EMP just as fast (actually faster IMO) than the GDF can get there. It's entirely the defending teams fault for not defending an objective.
I can handle the pace of the game and I've stopped zerging (held it off for 15+ minutes, more than an adequate 'stop') many times. The problem is in defenders not competently defending, which allows me to constantly run in as they don't cover the EMP and build it (even if only for a few seconds). I played a very good defending strogg team that almost completely cut me out from zerging the objective (and I'd like to think I'm very good at this) because they actually covered the objective.
Many people think this but its not true they think just cause a good defending team can stop two or 3 rushers they can stop them all.. Which is more pride BS then the truth but when you have the WHOLE attacking team working together and zerg rushing form all over.. You are not going to stop them all.. and all they need to do is touch the objective to keep it going
and.. If that is incorrect then why is the only successful zerger the one that run/strafe jumps?
Aegeri
06-28-2007, 04:49 PM
Many people think this but its not true they think just cause a good defending team can stop two or 3 rushers they can stop them all..
A good defending team buries the whole lot of them and often well before they get anywhere near the emp. That's why they are a good defending team and not a bad one.
Which is more pride BS then the truth
Considering this is a tactic I've employed a lot (been stopped too) and defended against quite consistently, I really don't think you know what you are talking about.
but when you have the WHOLE attacking team working together and zerg rushing form all over.. You are not going to stop them all
Lols no duh. If the WHOLE defending team isn't defending then the attacking team deserves to get the objective. It seems to me you want the game to defend the objective for you.
Sorry to say, it doesn't.
.. and all they need to do is touch the objective to keep it going
And all the strogg needs to do is shoot them, mine the entrances, place turrets and actually GUARD the EMP. Not run around in the hills on an icarus. Not camp the GDF spawn in a cyclops. Not bugger about sniping on the hills. Actually guard the EMP.
If you let attackers through they need to die as quickly as possible or defenders need to get back as quickly as possible. As I've already pointed out, you can get back to the EMP faster or as fast as strogg as the GDF can. If one team attacks the objective and you lose it because you weren't defending it, that has nothing to do with the fact the game is 'too fast' or any such nonsense. It has EVERYTHING to do with the fact the defence was plain incompetent.
and.. If that is incorrect then why is the only successful zerger the one that run/strafe jumps?
I successfully zerg by outflanking, strafe jumping and by using the armadillo/husky. It requires poor defence from the strogg and completely grim determination otherwise. Again, proving you do not have any idea about what you are talking about. Perhaps if you read my original post you would see in the first sentence I state it's effectively done using a husky (Actually a husky+boost is faster than strafe jumping).
Ifurita
06-28-2007, 05:50 PM
What The Hell Is A Zerg And How Do I Select To Be One???!!!!
daveh
06-28-2007, 06:10 PM
To zerg comes from Starcraft. It essentially means to rush when the other guys arn't ready.
Ifurita
06-28-2007, 06:11 PM
OMG you starcraft fanboys!!! This is ETQW not Starcraft.
ForsakenDragon
06-28-2007, 06:54 PM
A good defending team buries the whole lot of them and often well before they get anywhere near the emp. That's why they are a good defending team and not a bad one.
Considering this is a tactic I've employed a lot (been stopped too) and defended against quite consistently, I really don't think you know what you are talking about.
Lols no duh. If the WHOLE defending team isn't defending then the attacking team deserves to get the objective. It seems to me you want the game to defend the objective for you.
Sorry to say, it doesn't.
And all the strogg needs to do is shoot them, mine the entrances, place turrets and actually GUARD the EMP. Not run around in the hills on an icarus. Not camp the GDF spawn in a cyclops. Not bugger about sniping on the hills. Actually guard the EMP.
If you let attackers through they need to die as quickly as possible or defenders need to get back as quickly as possible. As I've already pointed out, you can get back to the EMP faster or as fast as strogg as the GDF can. If one team attacks the objective and you lose it because you weren't defending it, that has nothing to do with the fact the game is 'too fast' or any such nonsense. It has EVERYTHING to do with the fact the defence was plain incompetent.
I successfully zerg by outflanking, strafe jumping and by using the armadillo/husky. It requires poor defence from the strogg and completely grim determination otherwise. Again, proving you do not have any idea about what you are talking about. Perhaps if you read my original post you would see in the first sentence I state it's effectively done using a husky (Actually a husky+boost is faster than strafe jumping).
because the only proof you have is your word of mouth and.. wow.. you were stoped while zerging.. one person.. against a team
i've been stoped countless times cause the attacking team had there heads up there butts and didn't help me rush (they all sat back with the arty and the rader/sniper and all the other stuff that don't really fit into this game) being basicly useless
Show me a ET:QWs clan video of such a good defending team stopping a good zerging team
everyone knows zerging CAN work/happen.. so theres no proof needed there.. but.. show me proof in a clan match (very good players Vs. very good players) that zerging will not work.. otherwise. its just your word it won't
CarRamrod
06-28-2007, 09:46 PM
everyone knows zerging CAN work/happen.. so theres no proof needed there.. but.. show me proof in a clan match (very good players Vs. very good players) that zerging will not work.. otherwise. its just your word it won't
You are asking for proof without providing proof of your own? Zergs can be stopped. Its not easy but they arent unstoppable like you seem to think they are. Grenades, tanks, artillery....all wonderfull at stopping masses of people running towards you.
Aegeri
06-29-2007, 05:01 AM
because the only proof you have is your word of mouth
This is better than your clueless ignorance, for example, when you stated that this could only be done by strafe jumping (which is completely untrue, because the initial rush is best made on a husky with boost).
and.. wow.. you were stoped while zerging.. one person.. against a team
Actually I did have help, but I've stopped quite a few people doing it (and they were coordinated).
Show me a ET:QWs clan video of such a good defending team stopping a good zerging team
Zerging is unlikely to work in a clan war because the defence will actually be coordinated and will defend the objective. Things like proper placement of turrets and mines will easily stop zerging to the point where it is useless. You don't get this on pubs though. Also clan wars are played 6vs6, which means there isn't the same room to just keep suiciding because players being alive is more valuable (time wise) than respawning.
everyone knows zerging CAN work/happen..
Yes, that's why I posted this thread originally because I had been using it quite successfully for a while. :rolleyes: Do try to keep up.
And yes, it can be stopped by a coordinated team easily. If I can stop it in a public it could definitely be stopped by a much better coordinated defending team (As you would get in a clan match).
PeaceKeeper
06-29-2007, 07:24 PM
While I agree with ForsakenDragon that strafe jumping should go (I hate ze bunny hopping madness), this is more of a question of how the 'zerg' tactic works well in this game.
I really think the problem is the way that they achieved 'building/completion' of an objective goes away.
I really believe that it should start to tick away as soon as you stop building it. This all or nothing really doesn't make that much sense IMO.
I agree that a good defense can slow down the zerg tactic, stopping it completely isn't truly possible in any situation. However, if it takes too long to build the EMP, the second objective should be nearly impossible to complete.
I'm really not sure what would be better. The all or nothing works, but doesn't make so much sense to me. The approach of whatever is built fades away over a minute at least seems more coherent. BUT with a really good defense, it may make it impossible to ever get the EMP built.
The real trick then is a true assault approach, you bust the defense by killing the defenders, giving 2-3 engineers the time they need to fully build it.
I think as it stands now it promotes the zerg rush of the objective, and the optional way as I have suggested would promote more team play and a true need to break the defenses, get in and build it.
I guess it really depends on what SD intends for objectives in the game.
And for those that don't know where the term 'zerg' or 'zerg rush' come from:
It did originate in Starcraft and basically it was the sending of the 'zerglings' repeatedly over and over and over in suicide waves to destroy your opponent. Cheap fodder that eventually could overrun an unprepared defender.
ForsakenDragon
06-29-2007, 08:19 PM
While I agree with ForsakenDragon that strafe jumping should go (I hate ze bunny hopping madness), this is more of a question of how the 'zerg' tactic works well in this game.
I really think the problem is the way that they achieved 'building/completion' of an objective goes away.
I really believe that it should start to tick away as soon as you stop building it. This all or nothing really doesn't make that much sense IMO.
I agree that a good defense can slow down the zerg tactic, stopping it completely isn't truly possible in any situation. However, if it takes too long to build the EMP, the second objective should be nearly impossible to complete.
I'm really not sure what would be better. The all or nothing works, but doesn't make so much sense to me. The approach of whatever is built fades away over a minute at least seems more coherent. BUT with a really good defense, it may make it impossible to ever get the EMP built.
The real trick then is a true assault approach, you bust the defense by killing the defenders, giving 2-3 engineers the time they need to fully build it.
I think as it stands now it promotes the zerg rush of the objective, and the optional way as I have suggested would promote more team play and a true need to break the defenses, get in and build it.
I guess it really depends on what SD intends for objectives in the game.
And for those that don't know where the term 'zerg' or 'zerg rush' come from:
It did originate in Starcraft and basically it was the sending of the 'zerglings' repeatedly over and over and over in suicide waves to destroy your opponent. Cheap fodder that eventually could overrun an unprepared defender.
My only problem with that.. Is the nerfing of objectives. I mean.. If this happens where will it stop?.. The Quakers really couldn't give a rats azz if they completely toke out the objectives all together.. So of course they wouldn't mind them being nerfed
This game is suppose to revolve around objectives not deathmatching no matter how much the Quakers fight for it. and that means that the deathmatch stuff should be striped before even THINKING about striping the objectives at all
Oompa
06-29-2007, 09:26 PM
Even easier if you're not alone in doing this.
dommafia
06-30-2007, 04:49 AM
[testing out some more just to make sure] i'll edit this soon
2nd edit* pfft never mind, it was too good to be true :(
[fP]Gwain
07-09-2007, 01:36 AM
One thing I've started to do and have noticed is extremely effective, is rushing an objective to keep it alive.
/signed
Used to do this Always (ET-ETQW) and i think it's the best way to get the EMP built.
well, your kills/deaths ratio will be terrible but who cares?