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View Full Version : Idea to even out titan combat


Wizrdwarts
01-21-2007, 07:58 PM
Well right now titan combat is unbalanced to the defenders, where they can sit back and nade spam and get a 20 point pin while they're at it.
So, I've thought of this:
Removing the forcefields at the ends of corridors 1 and 2, and when 1 and 2 are destroyed, the forcefields drop at the ends of 3 and 4. That would also mean the reactor room could be attacked from both sides.

Right now the defenders have this:
Titan defender pin
Easy resupply points from nade spammers
Home field advantage (the "Caution, enemy detected...." and being able to retreat back into the forcefields.)

Attacks have:
Points for destroying consoles/reactor
Problem solver if they're lucky.

So what do think?

gamefoo
01-21-2007, 08:00 PM
Ridiculous. It would make taking the Titan too easy.

Deesies
01-21-2007, 08:05 PM
They actually had this in the very first beta and attacking titans was a greatly more enjoyable experience than the chokepoint lamefest we have now.

I have no clue what-so-ever why they ever changed this =/

GopherSlayer
01-21-2007, 08:09 PM
Yeah, it sounds like a solid plan to me. Implementation is doubtful, though. I personally think there should be some sort of 20 point pin for 5-ish titan attack scores.

Wizrdwarts
01-21-2007, 08:14 PM
Oh, and make titan defense something like 10 kills, 10 points, not 7 kills for 20 points, thats over 4 points per kill added up.

And maybe change titan defense pin to titan combat pin, I really like that idea, forgot who came up with it though.

Dangerdog
01-21-2007, 08:37 PM
They actually had this in the very first beta and attacking titans was a greatly more enjoyable experience than the chokepoint lamefest we have now.

I have no clue what-so-ever why they ever changed this =/

Because people couldn't defend their Titan, you had players putting the RDX right on the large forcefield where the defenders come through so they blocked it off with the extra forcefields.

Very few people knew how to pod to the back of their own Titan to defend, seems that's still the case with a few.

They should add an extra do-dad to the Titan where if you blow it up the extra shield in the hallway goes down, make it so it can be repaired to bring the forcefield back up.

GunHappyBob
01-21-2007, 09:27 PM
add some windows to the corridors where we can nade spam back.

Oleg
01-21-2007, 09:52 PM
The idea is to always win a Titan game by occupying silos.

Titan attack should be desperate, all out strategy by a team that has no other way to win.

Of course, that's theory - in reality it's very hard to coordinate (I know that as I play a lot as commander on Titan maps).

In ideal team, only a 1-2 guys would make a trip to enemy Titan once in a while, just to keep enemy on their toes and make them have disproportionate number of people defending Titan. Whoever defends the Titan is not on the ground - where every well played Titan game oughta be decided anyway.

Lofty
01-21-2007, 11:28 PM
I have never had a huge problem with titan chokepoints. If there is a nade fest going on, I wil get my squad to attack titan (usually half will follow order). Then I time the nades and throw one of my own and take out 1-3 guys. From there I pick off the rest with my Baur and if I die im usually revived pretty fast.
This may take a few attempts to get working.

P.S. If theres APM/RDX, try to sacrifice someone then when the Recon comes to plant, knock him down.

|D|-Max
01-22-2007, 01:02 AM
Well right now titan combat is unbalanced to the defenders, where they can sit back and nade spam and get a 20 point pin while they're at it.
So, I've thought of this:
Removing the forcefields at the ends of corridors 1 and 2, and when 1 and 2 are destroyed, the forcefields drop at the ends of 3 and 4. That would also mean the reactor room could be attacked from both sides.

Right now the defenders have this:
Titan defender pin
Easy resupply points from nade spammers
Home field advantage (the "Caution, enemy detected...." and being able to retreat back into the forcefields.)

Attacks have:
Points for destroying consoles/reactor
Problem solver if they're lucky.

So what do think?

just like in the E3 version
like this vid
http://video.google.ca/videoplay?docid=-5039967563043655670&q=Battlefield+2142
note titan is bigger inside

nosoupforyou
01-22-2007, 01:29 AM
i just realised a HUUGEE flaw in the whole idea about giving a titan attack pin...

people will want the pin, but not matter how many people attack a titan, 5 can hold them off =p so just means more points for the defenders really :)

ThePhoniex
01-22-2007, 03:37 AM
They actually had this in the very first beta and attacking titans was a greatly more enjoyable experience than the chokepoint lamefest we have now.

I have no clue what-so-ever why they ever changed this =/

umm i think they changed it to help out the defenders myself. believe me when your on a idiot team you need every small advantage you can get, especially defending the core. Which is like the strangest room ever for explosions, i will watch a recon put c7 on the enemy side of the core.. blow it with 1-2 enemeies about 2 feet away from it.. not kill them.. but TK 3 teammates on the other side of the clear glass on the way into the core attacking... That and somehow nade's blast radius bounces off walls or something strange, because i will watch a nade go off in a corner 20 feet away from me and take me to 20 life with the core and a wall/fence section between me and it.

Deadeye313
01-22-2007, 03:41 AM
my philosophy is that if the enemy is too well entrenched, get the silos.

Dooshy
01-22-2007, 03:54 AM
my philosophy is that if the enemy is too well entrenched, get the silos.

True that. It kills me to see people on my team endlessly running into 3 supports along-side their enforcers getting mowed down in the long titan corridor halls. Just cap out all the silos and either the missiles will take down the silo or the enemy will come out of their campfest.

LahLahSr
01-22-2007, 04:31 AM
Defenders are supposed to have an advantage. It's their turf.

However, the rewards for attacking and winning a titan-round by destroying core could be beefed up a bit, to make it more attractive.

The titan-rounds that just go on and on and on, are very unsatisfying for everyone. At least, when there is intense fights ON the titan, it's not boring.

When the rounds are won purely by silos, it's basically just a boring round of Conquest - and there is a whole game-mode for those who prefer Conquest.

Argh...
01-22-2007, 08:41 AM
People are so afraid to die in this game pfffft.

Hello wakeup call isnt this game about winning? OMG??? Yesterday our squad got some purple hearts haha but we had great fun attacking and every enemy titan blew by core rdx. That we died alot? Lol i am sure it made the defenders happy and also us when we overcame em.

dontsh000t
01-22-2007, 09:55 AM
really, titan mode should be more titan and less ground - hte titan battles should be the main focus, else it's just a slightly souped up version of conquest.
i like the remove-extra-forcefields idea... to counter rdx traps why not make enemy stuff disappear if it hits the field, while friendly stuff can be thrown through? so the rdx cannot be planted on the field as it will disintegrate (best if it blows up straight away =D), and if there are rdx's near the field a friendly recon can throw rdx through the wall and detonate them without getting hurt. that would make titan mode SOOO much more enjoyable, cos breaking through 1 corridor would mean hell for nadespammers =)