Do the Axis have an advantage?


(Dawg) #21

For some reason, upon visiting your webite I got the impression you were in Maryland.

Dawg[/quote]

University of Notre Dame is in Indiana, ND80 Servers are in Texas and ND80 is in Maryland. A tristate operation :-)[/quote]
So what’s the fascination with Notre Dame then? Did a number of ND80 members graduate from there or something (perhaps in 1980)? The only reason it caught my eye is that I’m from Maryland too. :slight_smile:

Dawg


(Weaver24) #22

Yes axis have the advantage because axis dosn’t require the teamwork that being on Allies does. Stilll… those numbers aren’t alarming to me in anyway. It seems pretty balanced to me.


(fat boost) #23

while we’re asking ND80 questions, when are you going to start a Touchdown Jesus server?


(DrGratis) #24

:blah: That is so freakin funny! :blah: I WANT touchdown jesus… or better yet Touchdown Jebus! :blah:


(n00ber) #25

I think the Axis are so good because they got the MP40… its so much better than the thompson :stuck_out_tongue:


(ND80) #26

ab


(ND80) #27

For some reason, upon visiting your webite I got the impression you were in Maryland.

Dawg[/quote]

University of Notre Dame is in Indiana, ND80 Servers are in Texas and ND80 is in Maryland. A tristate operation :-)[/quote]
So what’s the fascination with Notre Dame then? Did a number of ND80 members graduate from there or something (perhaps in 1980)? The only reason it caught my eye is that I’m from Maryland too. :slight_smile:

Dawg[/quote]
No, a number of ND80 members didnt graduate from Notre Dame. I graduated from Notre Dame and yes I’m an old fuk, I graduated in 1980.

I was (am) an admin for Xian’s ID RTCW servers and have always played under ND80USA. I split off and started the ND80 ‘community’ and it has grown lot quicker than I expected.



([=O=]SMYLER) #28

I said that to my wife, we have twins now.


(daemord) #29

getting back on subject for a second

@ first glance i thought like you did, defence have an advantage (normally axis)
However i had the opportunity this weekend to play ET very heavily @ i16 (git big lan party in newbury for those not familiar)
Now where as defence admitidly often did win, what i couldnt help but notice was that after each and every game despite the teams being VERY even, the offence were pushing them further and further back (only slowly i might add but it was happening)

The point is its very deceptive but the often mobile objectives (tanks/trains/trucks) often level the playing field out by forcing defence to keep re-adjusting where as offence just has to push along there chosen path.

All in all when things level out and people have sussed tactics and got out of the noob (i hate his phraze more than most but i know nothing else to call them yet) phase and start to use team work/inteligence on public servers, i think you will find a good balance of it going either way, with defence only winning because offence simply ran out of time.


(Sick Boy) #30

@ND80

Could you post results per map? Would be interesting.


(Brinkman) #31

hahahah those numbers are too close together to come to a real conclution

waht did you expect the results to be 5000 allies wins vs 5000 axis wins?


(kotkis) #32

One thing I’ve noticed is that every time I’ve played Fueldump in a clan war, against a team that we doesn’t have huge skill difference compared to, it has always been a draw. Both teams have done full-def, which is kind of furstrating.


(Rippin Kitten) #33

There are a few things that contribute to the perception that Axis seem to have an advantage.

First off, there’s still a majority of players that do not fully understand the map objectives. You can be totally clueless and still offer a good defence by sticking with your teammates and shooting bad guys. It also helps that the places you need to be are usually close to where you spawn. Since the bad guys are coming to you there is not much oppertunity to get yourself lost.

On the allied/offensive side, teamwork starts to play more of a role. You usually have to overcome an entrenched defence which means you have to attack in force. One guy doing his own thing doesn’t do anything to help the team. You also have to actively do things to win. An engineer needs to know where he has to plant dyno to advance the mission. A covert ops needs to know what things he can blow up with his satchel, or what doors he can open while in disguise. If everyone just goes off and tries to kill bad guys, no objectives are going to get done.

On few maps can a lone player win the game. I’ve been able to sneak through the back door on battery and dyno the gun controls single handed, steal both radar parts while my teammates screwed around at the main entrance, and personally drive the tug to the depot and back on railgun. But a lone engie doesn’t stand a chance on fueldump, and unless you’re really fast and somewhat lucky you can’t snag both gold crates before the axis set up even a basic defence.

On the other hand, playing with some friends on a pub server we had an incredible success rate with just the four of us working together. This leads me to believe that in organized competition the balance is much more even.

I think what makes the allied side seem frustrating is the lack of teamwork and coordination on the typical pub server. How many times on fueldepot have you seen a potentially strong allied attacking force just sit around outside the main gates to be widdled away by the stray axis that walks out the door or taken out en masse by a panzer or airstrike. Even if you do try to show some leadership and rush through the gates, you can mow down all 5 defenders and the rest of your team is still hiding in the trees or throwing grenades into the MG tower. Fireteams, voice binds, and even quick chat messages are excellent tools for coordination that are simply underused in pub play. Short of adding some kind of voice-over-net feature I think the best games of ET will still be had on the organized competition side.

RK


(Borsuk) #34

It SEEEMS that axis have an adventage, because all 1337 players like to join Axis. Explaination is very simple: you can raise your m4d 5ki11z as much as you wish, level4 light weapons on first map or so. By the end of second map every 1337 axis player is probably Major (well except for medics lieutenats). All you have to remember is to vote NO!!!111 on every exp shuffle.


(HellToupee) #35

kitens got it right i was on a server with a axis team of clueless morons we got the tank to the depo almost straight away i was on no deaths, i went in first into the depo and hoveed around the far side by the unblown wall, i killed 23 guys repeatly just jumping out from the wall and firing off reloading under cover etc they were all pretty useless, the only guy on my side that entered the base was a tommy soldat that wandered around, eventually i was kicked from the server by the axis team after i took 3 guys down and one wasnt happy porbly on team chat calling me a h4xor. I was just ur typical rambo medic amoung clueless idiots, wat surprused me their wasnt oen decent guy playing on the server.


(s4n) #36

imho it is normal that axis wins, many servers are full of noobs which have still to learn the game and allies have the necessity of a teamplay in order to win.


(kotkis) #37

Yeah I don’t really care about stats from public servers. Too bad that people like to use their own rules on CB and therefore it’s hard to say if the Axis are winning a lot on some maps. I’d like to see some map related stats from a ET-cup or something like that.


(Rippin Kitten) #38

That’s a good point too. If you have a winning Allied team you whip through the campaign maps so quickly no one has a chance to level up. Players that want to mess around with full revive and akimbo pistols will want each map to go as long as possible. Axis wins if the map goes the time limit (except railgun, which is why I think people secretly hate that map =) ) making it a natural choice for players wanting to reach high XP levels.

RK


(Kendle) #39

Most maps are biased towards the defending team, i.e. Axis for all except Rail-Gun. This is for 3 reasons.

  1. It’s always easier to defend than it is to attack because attacking requires co-ordination, which is pretty much non-existent on public servers, and not as easy said as done in Clan games.

  2. The Defending team usually spawn closer to the object being defended than the Attacking team, affording them time to dig-in and tool-up, etc., as well as allowing replacements (i.e. players re-spawning after being gibbed) to join the defence sooner than replacement attackers can join the attack.

  3. The Defending team will usually rake up the XP’s quicker than the Attackers, giving them an even bigger advantage (Defender shoots from stationary, possibly hidden position compared to Attacker who must shoot on the move and possibly from a more exposed position).

Solutions:

  1. Move Attacking teams spawn point closer to objective. Example, Fueldump, put a flag in the forward Command Post and let Allies spawn there (this would also encourage Axis to come out and re-take the flag thereby leaving themselves more exposed and open up the game somewhat).

  2. Make Defending team’s re-spawn time longer than Attacking team’s, example (from RTCW): Assault, Beach, where defending team’s spawn time is 40 seconds, not 30.

  3. Make XP optional, so server admins can disable it for Clan games.

PS: as an exmple, I refereed a Clan game last night between 2 teams of equal ability. The map was FuelDump, played over 3 StopWatch rounds (6 rounds total) with adjusted timelimit of 20 minutes per round. The game lasted 3 hours and was a 0 - 0 draw, all because FuelDump favours Axis. Both teams had no problems making a full hold each time they played Axis.


(Rippin Kitten) #40
  1. Spawn at Allied CP

This would be an interesting idea. It could lead to more attacks from the allies, and even help keep them from getting bottled up in the caves. But the CP bunker might be too close. I guess only playtesting could determine if the bunker spawn point proved balanced or not.

  1. Attackers spawn clock runs longer

This is already done. The attacking team will spawn in every 20 seconds and the defenders will come in every 30. These are also variables that can be set (e.g. g_redlimbotime x) on the server as well, so creative server ops can tinker with them if they like.

RK