View Full Version : Key Features-choke points
uniqTARGET
01-22-2007, 01:34 PM
"Tweaked Conquest-assault gameplay (Assault Lines game mode) on all three maps creates more choke points and more heated battles."
Is this going to be heaven for support and nades???????????
Hope not!
Hard to comment yet on any maps but this does not sound very promising. I may be wrong? Is this what people want, more choke points?
Deesies
01-22-2007, 01:37 PM
I found that rather funny.
The worst aspect of BF2142 and it's maps being made an actual feature :P
One could even assume that the maps will be just a linear as the maps we have now :P
Kannon
01-22-2007, 01:47 PM
I hope that it means that the maps will be bigger and less linear. I'm tired of how single minded some of the maps are.
Sneaky Assassin
01-22-2007, 01:48 PM
It's hard to say without seeing the maps, but I doubt it will be like the titan nade fest, I'm sure they will put ways round the main choke points otherwise it would just be silly
drunken sailor
01-22-2007, 08:46 PM
ok explosives i would mind like c7 or claymoores for ambushes and cutting them off along wiht support firing but thats it nades will be to much
RYKUU
01-22-2007, 08:49 PM
i likw choke points they make the game feel like prison break
DunNa
01-22-2007, 09:07 PM
Choke points give the sense of a "front line" of sorts. It also gives you more of a feeling of being super cool spec ops infiltraiting and stuff and you really are cut off from the rest of your team.
I enjoy choke points aslong as they aren't "super" choke points in the sense of titan corridors.
Chasepwner
01-22-2007, 09:11 PM
I hope the choke points aren't too 'choking.' It makes it a nade/apm fest.
Btw, where did you get that sig, uniqTARGET? Very sexy.
AgentOfDiscord
01-22-2007, 10:57 PM
A well-designed choke point is a big boon to gameplay.
Titan corridors aren't. Why? Because all the defenders can focus on one point, and just need to hold it (except for the presence of silos). In an optimal scenario, the defenders should have to cover N points, in conditions that make sure X defenders can (easilly) fend off X attackers, forcing the latter to focus their attacks.
[-CGZ-]BioRaveN
01-23-2007, 02:28 AM
I think they gave them for titan so more people would play titan mode.
I also think that they are doing this for the same reason, money.
uniqTARGET
01-23-2007, 11:03 PM
I hope the choke points aren't too 'choking.' It makes it a nade/apm fest.
Btw, where did you get that sig, uniqTARGET? Very sexy.
http://www.bf2142-stats.com/
Wizrdwarts
01-23-2007, 11:11 PM
Multiple ways of breaking through would be nice, as compared to the 2 tiny crazks in the walls and the catwalks past the toll station CP at camp g.
Razzor7
01-24-2007, 12:25 AM
The whole point of these maps is to limit back capping, which totally ruins the point of current Conquest: Assault maps. I doubt they'll be too bad, and I think it will involve much more action instead of a jeep driving to the back of your base to grab a few flags.
Snuffy The Evil
01-24-2007, 12:49 AM
Hopefully we'll have destructable bridges & junk that were in BF2 but strangely missing in BF2142, you know, for choke points. Have the attackers cross the tiny bridge, and BOOM! Now they have to fix it. :p
Shellsh0cker
01-24-2007, 01:24 AM
A well-designed choke point is a big boon to gameplay.
Titan corridors aren't. Why? Because all the defenders can focus on one point, and just need to hold it (except for the presence of silos). In an optimal scenario, the defenders should have to cover N points, in conditions that make sure X defenders can (easilly) fend off X attackers, forcing the latter to focus their attacks.
Exactly. Somebody give this man a medal.
Everybody remembers the Battlefield 2 intro (http://video.google.com/videoplay?docid=-4557788189362434400&q=battlefield+2+intro+movie), right? Click the link if you don't, or haven't seen it. This game mode will make that type of a battle realistically possible. This was really, I think, what DICE was aiming for with all the linear maps. Basically, the point is to have everybody in the same place, fighting over the same control point, which I think promises to be an awesome experience, and will make stealth missions so much cooler, because all of the enemies' attention will be focused on the main assault, so you'll really get the opportunity to be sneaky. That's what they mean by choke points; more focused fighting, all in the same area, not the crap we get now with everybody spread all over the map.
It means no more lone recon in a jeep driving to your base in the back that nobodies defending, giving the opposing team the chance to catch you on two sides.
DICE is trying something new (for them) to see how it works. Maybe they'll make Assault Line mode available for all the other maps in time if its popular enough.
[dwg]MrFuri0us
01-24-2007, 01:13 PM
Anyone here every play Desert Combat? Remember the "Push" style of gameplay? In Push maps you had to cap on flag before you captured another in a specific order. Therefore it created much more contact with the opfor (opposing force) and alot more fun for the twitch junkies. From what I am reading I believe the 'Assault Lines' thing is basically the same thing.
AgentOfDiscord
01-24-2007, 01:49 PM
Something like UT2k4 Onslaught?
Shellsh0cker
01-25-2007, 03:37 AM
Something like UT2k4 Onslaught?
Exactly.
The Gatekeeper
01-27-2007, 11:29 AM
I'd like to see Wolfenstein: Enemy Territory kind of infiltration ideas. Cracks in the wall to blow up, making it harder to defend a point from invaders, or barrels to blow up infront of cover. Maybe a pillar on buildings or two to blow up and come toppling down, barring the road from tanks, APC's and cars (with the exeption of the hover car) and crushing all who dare to be stepping under it at that time.
The choke points sound good!
nutcrackr
01-27-2007, 11:34 AM
Only way I could see it working is if they added about 3 or 4 more cap points and made them fairly easy to capture thus you have a moving front instead of a bottleneck that becomes annoying after it's just spam. Then again people play conquest maps and don't try to cap over and over :rolleyes:
DunNa
01-28-2007, 12:36 PM
Only way I could see it working is if they added about 3 or 4 more cap points and made them fairly easy to capture thus you have a moving front instead of a bottleneck that becomes annoying after it's just spam. Then again people play conquest maps and don't try to cap over and over :rolleyes:
Or just use some of the design style of the larger conquest maps? Add more vehcs and make it a large open affiar with only the main capture area really being build up. There could be hills, trees, useless building etc all over the place but just make jeep travel rather viable to go from open point to the next.
They don't actually have to be super linear if they use the push/assault line/onslaught style capture system. They could also branch the initial assault points into two attackable (close together) bases. So there would be a front line and then from there the attacks could take one side and either push up or take the other first base.
Imo this is a good thing all around for the game depending on how its introduced. Or sure they could just make one giant 2km titan hall :\
gamefoo
01-28-2007, 06:16 PM
I demand a map that is just a narrow alley. Just wide enough to fit a walker and APC. It would be just like paintball. And we all love to play virtual paintball...
no
Shellsh0cker
01-31-2007, 03:25 AM
Look, iDash: it's an FPS. Can YOU come up with a better idea for a new game mode? Also, you talk as if this is a BAD thing. It's NOT. Fighting and gameplay will actually be concentrated and fun now, like it is on good Gibraltar/Berlin/Tunis rounds, where there aren't back-capping idiots running around.
iDash
01-31-2007, 03:47 AM
I like the idea of new Game modes,
I was referring to the choke points that the original poster had came up with, instead of having choke points, single road in/out, Barriers
I saw something that stated, less choke points and have different ways to attack an area not the same way everytime,
Example- blowing up something, and coming from the rear where normally its blocked off!
Shellsh0cker
01-31-2007, 04:00 AM
Yes, destructible environments would rock, but I doubt that's gonna happen. And indeed, I don't want "Titan corridor" chokepoints, I just want everybody to be fighting in the same place, so we are in agreement.
Er . . . where'd your first post go?
Buttoneer
01-31-2007, 08:46 AM
No more sky-diving otus surfers either. What would be the point?
Destructable enviroment would be far to intense on todays systems. Especially with the already borked engine that struggles to run Titan mode correctly.
Destructable enviroment would make this game a TOTAL mess. Leave it to the more knowledgable games companies.
DunNa
01-31-2007, 01:24 PM
Well they already have those red exploding barrels and crates, I'd assume an inginuitive mapper could probably make some "walls" with those to allow some secret passage style stuff.
Also I think alot of those fences are there for reasons (from a mapping stand point) sure there are afew cosmetic and while its stupid you can't bash them down, it would be even stupider the defenders/assaulters couldn't put them back up or put ANYTHING up in there place.
nosoupforyou
01-31-2007, 02:25 PM
It's hard to say without seeing the maps, but I doubt it will be like the titan nade fest, I'm sure they will put ways round the main choke points otherwise it would just be silly
sounds like the start of karkand.... massive nade spam for most ppl, but those with brains find a way around it and kill ppl =p
Svartberg
01-31-2007, 03:17 PM
Nade fests suck, but I find someone getting the bases in the back and turning it from an intense combat to a random salad fragfest far worse ...
This is definetly one of the things I can't wait to try out :D
Rogue Warrior
01-31-2007, 03:54 PM
ok explosives i would mind like c7 or claymoores for ambushes and cutting them off along wiht support firing but thats it nades will be to much
There is C7 in 2142? wonder what it is like!
Wizrdwarts
02-02-2007, 12:28 AM
There is C7 in 2142? wonder what it is like!
It's just another name for the RDXs....
Shellsh0cker
02-02-2007, 04:22 AM
Destructable enviroment would be far to intense on todays systems. Especially with the already borked engine that struggles to run Titan mode correctly.
Destructable enviroment would make this game a TOTAL mess. Leave it to the more knowledgable games companies.
You're right, of course; I didn't say "feasible," I said "cool."
happyed
02-02-2007, 03:32 PM
On the topic of destructable environments - this is a game engine issue - and therefore a major change to the game architecture.
But good level design can make or break the game. I do not believe that
the levels of 2142 are as good as the BF2 levels and here is my analysis.
As i see it you can have 2 types of maps
a) open maps: an open map has lots of flags to capture and easy mechanisms to get anywhere (choppers, jeeps...). A team can neither attack nor defend everywhere and the game often results in fast mobile fights with both sides constantly attacking. Most of the BF2 maps were like this and it is perfect for current game modes (conquest or titan).
and
b) a linear battle with attackers trying to push defenders back. This is more of a Gibraltar, Berlin, or Cerbere type fight. The only BF2 map that sort of works like this is karkand - arguably the most popular of the BF2 maps. Sadly, the way to win battles on linear maps is for an infiltrator team to cap a back flag - and then have the whole team spawn behind enemy lines while the enemy is out of position - to take all the defenders high value spawn points - and then to overwhelm the middle flags (you now have all the assets).
This is a dumb, counter intuitive, method of gameplay. How exactly are soldiers supposed to spawn behind enemy lines??? How exactly are you supposed to defend these back spawn points when playing on a public server where nobody wants the boring job of guarding & recapturing the back flags -> a job guaranteed to give you a lousy score??? Why should i have to leave my front line position and run lower my score to defend
The simple fix of requiring spawn points to have supply lines to home territory is in keeping with the philosophy of every other war game i have ever played.
Spawn points are supposed to help players get into battle fast so they do not waste their time running around (which is boring). They are not supposed to represent the be-all and end-all in combat strategy - which it is when playing with a clan/organized team. I loathe all the wierd (hold spawns - chopper/jet drop...) strategies - but they are sooo... effective.
The fix of requiring a flags to be in "supply" (connected to your back flag) before enabling spawning would be simple and greatly enhance gameplay. designing levels to allow multiple attack vectors but prohibit spawning on out of supply back flags would greatly benefit gameplay on public servers.
Of course - we will have to see... level design is everything... i do, however, hope they make some changes. New modes would be a big boon.
PS. some current 2142 maps (like berlin) are almost impossible for the attackers to win unless they can cap a backflag -> which quickly turns in to an automatic win -> and thats a shame.
sbikerbud
02-13-2007, 02:01 PM
if I'm understanding the post of Happyed correctly ie
The rearward posts are able to be capped (taken) by the opposing team but do not become spawns for the opposing team unless they represent an unbroken link to their own rearmost base.
It is in theory a good idea. It would require the bases to be laid out with some sort of linearity but with many routes to bypass the 'front' as it were.
It could work superbly, but knowing how the public servers decend into anarchy it might all go t*ts up
good idea though
The Gatekeeper
02-13-2007, 08:01 PM
I say (under different views, and having rethought most stuff out) that just blocking ways into enemy bases in the back is the way to go. Example on Sidi Power Plant (In my view, the best Titan map there is, with Suez second, Verdun third, Shuhia Taiba fourth (stupid landscape with limitless amount of annoying cliffs) and Minsk fifth).
PAC/EU troops have to repair a special silo to shoot two missiles, which are being defended by troops from the opposing army (only a max of ten), to destroy the gates to the other army's defense line, who are defending a badly damaged Titan, where all guns have been destroyed (permanently (aka, for the match)), and only have twenty minutes to destroy the titan in time before they have repaired the guns and gain a stronghold on the map, halting the PAC/EU advance to gain new territory.
After the gates have been destroyed, and the silo's missiles depleted, the PAC/EU will then assault the base, utilising three EMP missiles, with one for the titan to disable the shields for ten minutes (only usable if ten minutes have passed since the start of the match). They use the remaining emp missiles to short a shield generator, keeping the other army inside and well defended from attack.
Utilising a newly repaired pod launcher inside the base, you will pod up to the titan and attack as before. The defenders have a ticket count, and the attackers have a timer of twenty minutes, with everything mainly the same, but with walls in certain places, blah blah blah.
Shellsh0cker
02-14-2007, 01:44 PM
PAC/EU troops have to repair a special silo to shoot two missiles, which are being defended by troops from the opposing army (only a max of ten), to destroy the gates to the other army's defense line, who are defending a badly damaged Titan, where all guns have been destroyed (permanently (aka, for the match)), and only have twenty minutes to destroy the titan in time before they have repaired the guns and gain a stronghold on the map, halting the PAC/EU advance to gain new territory.
After the gates have been destroyed, and the silo's missiles depleted, the PAC/EU will then assault the base, utilising three EMP missiles, with one for the titan to disable the shields for ten minutes (only usable if ten minutes have passed since the start of the match). They use the remaining emp missiles to short a shield generator, keeping the other army inside and well defended from attack.
Utilising a newly repaired pod launcher inside the base, you will pod up to the titan and attack as before. The defenders have a ticket count, and the attackers have a timer of twenty minutes, with everything mainly the same, but with walls in certain places, blah blah blah.
That sounds cool, but I don't really see what relevance it has to this thread . . .
uniqTARGET
02-14-2007, 11:55 PM
It always staggers me that from one subject we can turn to other...anyway does not matter now.
Back to subject, choke points?
Seen it, can't comment.....AWESOME
T3HN4T3
02-15-2007, 07:37 AM
It always staggers me that from one subject we can turn to other...anyway does not matter now.
Back to subject, choke points?
Seen it, can't comment.....AWESOME
I totally back this guy.....can't comment...awesome....
Dangerdog
02-15-2007, 07:44 AM
choke points?
Sometimes I wish you could earn points from choking other players.
Vreki
02-15-2007, 08:06 AM
choke points?
Sometimes I wish you could earn points from choking other players.
Darwin Pin
IASR: Removing 5 idiots from your own side.
I am a bit disappointed that only the final base is "protected" in Assault Lines. It sounds a lot like a map with an uncap base, which we already have now. If the tickets system is the same as in standard conquest then I don't expect much differences in gameplay. Sure the uncap becomes cap when all other flags have been lost, but at that time the game will probably be over shortly anyway.
I see the winning team just surrounding it and spawnraping, just like with an ordinary uncap.
Dangerdog
02-15-2007, 02:37 PM
Darwin Pin
IASR: Removing 5 idiots from your own side.
I am a bit disappointed that only the final base is "protected" in Assault Lines. It sounds a lot like a map with an uncap base, which we already have now. If the tickets system is the same as in standard conquest then I don't expect much differences in gameplay. Sure the uncap becomes cap when all other flags have been lost, but at that time the game will probably be over shortly anyway.
I see the winning team just surrounding it and spawnraping, just like with an ordinary uncap.
A very wise assessment of the gamemode, the tickets system is different.
Shellsh0cker
02-15-2007, 08:53 PM
A very wise assessment of the gamemode, the tickets system is different.
Ah, good then.
Also, there's a pin for taking the final base, so I doubt the EU team would just sit there spawncamping.
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