The strategically impaired


(Zan) #1

Ok, maybe I have not understood exactly the map strategies but: is there really no way of explaining the masses:

  • the uselessness of building/destroying the railgun controls?

  • that the 2nd allied spawnpoint in oasis becomes permanent when and only if you breach the wall. (and they build the damn pump instead)

  • that any barrier that stops the tank is less important than keeping the tank itself where it starts. (they know how to build a barrier and where it is, so it’s not a noob problem).
    etc…

    I would like to discuss ideas like keeping the tank alive with axis in some situations or where are the chokepoints that are better to be blocked than passed through to kill closer to the spawn covering more routes. But in the state of things, I don’t think I’ll ever see a full team going in the right direction/s so thinking about right strategy seems pointless.


(Hanlon) #2

once the tug is close to the gun controls, it’s going to be 1000 times more difficult to destroy them, and all they have to do it touch them, any one of them

similar to the barriers, truck barriers aren’t really important until the tank is in the courtyard, but both tank barriers should be built before the tank leaves the spawn, or it may become too difficult to build and the tank will just roll through costing the axis 10-15 min

and I think (THINK) the general consensus is that it’s better to destroy the tank then to use it against the allies


(Rippin Kitten) #3

Blowing the controls is nice for allies early in the match and when they have an engie to spare. If the CP is built, the MGs at the depot yard and switch are up, and mines are around the switch, then an engie has time to net a few more XP by blowing the controls. If the axis gain control of the depot yard and the tug is already loaded, blowing the controls takes on a bigger priority since it’ll be harder to do when the tug is already at the crane.

Getting the second pump running does give the allies a sneakier approach to the guns in Oasis. How many axis players really worry about the cave exit before the wall gets blown? I’m willing to assume that most axis players will rush to the old city and try to spawn camp the allies, so if I can sneak into the caves during the mayhem and get a plant at the guns there’s a good chance an axis engie won’t get back in time to defuse. Still, if I have a good team then blowing the wall will help us more than focusing on the pump. Locking down that spawn saves alot of time.

RK


(Zan) #4

Ok, I agree that sending a single engineer to build secondary targets will give more benefits than keeping him where it’s needed primarily. Or sending a medic to make a quick run to take train backyard.
But, groups of 4 ally players going to the controls in a 7vs7 game leaving 3 to stop the whole axis team? It happens too often.

As for the tank. You are right, “the general consensus is that it’s better to destroy the tank then to use it against the allies”, that’s why I find interesting to think, that in some situations (only 1 nade left of tank life, tank closer to axis spawn, huge area ahead to cover with unlimited ammo)
it could be a good idea to (very carefully) let a medic use the MG going up and down to heal and to dodge PFs, Arty and eng nades.


(rgoer) #5

The thing I hate is when it’s early in a Railgun match, before Axis has even gotten the first tug past the track switch the first time, and some Allied jackass decides it’s a good idea to drive the Tug back to the Axis spawn-hut for them. Don’t they see that the tug is much easier to defend if you mine the entrances and keep it just a short distance from the track switch? Then you only have one concentrated area to defend. Keep replacing the mines around the tug and the switch, and (provided your team doesn’t absolutely suck) you can’t lose.


(Zan) #6

IMHO
Keeping objectives together can seem to help defending them, but actually it also helps opponents to attack. Being ET a game with huge area kills, it could let axis (in that example) throw an air strike, run in, engineer raise the barrier while stepping on mine, and then cover without moving, medic enters train just ignoring another mine, no time to react for allies as the train passes the barrier in seconds.

However, the reason most people move the train back is to block entrance, cover with it and spawn camp.


(Freedom[]Tickler) #7

theres alot of smart things to do on these maps that require team to know the best order of operations - thats why I usually dont join servers alone, I always try to play w/ a clanm8 - even if your team is n00b rich, you can still have a great game and not suffer broken peripherals


(ToeD) #8

like with rtcw, after a year or something public servers are almost the same as clanmatches on some servers. lots of people have learned tactics from playing and the fuckwits have stopped playing or are banned. it just takes time…


(LegoManser) #9

I can’t wait for that to happen with ET.


(django) #10

we held the gun last time for fifteen minutes and it was already loaded and none of us dynamited the controls it all comes down to the teamwork


(amazinglarry) #11

If you can repair the water pump, while the axis still have some time to spawn, and don’t blow the city wall, that’s ALMOST as good as having a covert ops just sneak you in. Especially if you hide near it, wait about 7 or 8 seconds for the water to drain enough and… well, maybe I’m saying too much… :smiley:


(Zan) #12

Ok, then build the waterpump only if you really think you’ll destroy a gun. Because if the objective is to dinamite it for axis to fall back to defend and allies taking the spawn point, it’s pointless, as it loses 90 seconds at least compared to dinamite the wall.

Btw, I’ve seen the pump repaired 10 times for every succesfull one. Though, it’s much better that destroying/repairing the gold truck while tank is still at first position. :slight_smile:


(Ubiquitous) #13

I can’t count how many games I have won by building the water pump before blowing the wall… Often times, the axis will recover the forward spawn, and I will be alone on their side planting at the guns. Great stuff.


(Borsuk) #14

Please note that ET is free game. There are always going to be idiots, more or less. ET is accessible for everyone.

We shall see if it eventually happens.


(Borsuk) #15

On topic:

that would require extra scripts.

I wonder if map editor allows to set rewards for certain actions like throwing smoke grenades in certain places. It SHOULD be possible to create new map with such features. I’m going to check the editor…


(Zan) #16

As I said. If you are able te dinamite at least 1, good. But not much better than making the whole team advance 1 minute before.

Unless of course you alone are better than the whole rest of your team.


(Rippin Kitten) #17

This is why I only pull this when my team is somewhat lacking in ability. If I blow the wall only to have my entire team dick around outside axis spawn thinking they’re doing something helpful, I’d rather leave them to fend for the old city flag while I go win the map.

Not to say everyone is lame and I’m an ET god. Just that sometimes you’re better off doing things by yourself instead of relying on teamwork that may or may not be there.

RK


(Emon) #18

One thing I have found very useful is not destroying the Old City Wall, and in some cases, letting the Axis have the old city. It only works well on small or medium sized servers, though. Several times I have snuck into the Old City and built the water pump as an Allied engineer. I go prone behind it, then jump into the well and wait. I don’t know why, but they don’t seem to notice. They are too busy shooting up my teammates that they don’t notice me. They become overconfident because they are keeping us at the wall, keeping us out of the Old City, or keeping us at our spawn. This provides ample cover to run over to their base and plant both TNTs before they even know what is going on.

But like I said, doesn’t work very well on huge servers, because at that point, someone is likely to notice.


(Steltek) #19

Along similar lines, on Fuel Depot, I’ve seen allied teams leave the tank sitting slightly beyond the bridge while they charge the depot using CovOps. A lot of stunned looks when the Axis loses after keeping the tank from going anywhere.


(Zan) #20

Yes, but on fuel depot, axis does not spawn twenty paces away from a huge machine that actually has a moving arm when activated.

They spawn inside a mountain quite far from the entry to the tunnel that leads to the other side of the mountain, where there is a closed door to enter a fortification blah blah blah…
Thus, I think it’s unreasonable to think any axis will spot invaders, so they should put guards into the tunnel.

Which has nothing to do with oasis, where after axis recover the spawn because some engineers failed to destroy the wall because he wants to end the map alone… every single axis can see the huge moving machine that points toward the lone wolf engineer. If they are unable to understand that it means they mush fall back to kill the loner and deactivate the dinamite, it works, but this doesn’t mean the strategy is correct.

Every game has “strategies” that only work against noobs. In most of them it’s recommended to forget those as soon as possible.