Anyone playing WiC demo?

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Skgoa
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Post by Skgoa »

I regularly win for repairing my gunships.:lol:

Stark wrote:
Skgoa wrote:he can allways take some medium artillery to the front, they are great when covered by tanks.
What? Who can? When?
the support player who sends AA to help the armor player. that way he can still get TA even if no helicopters attack.
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Post by 2000AD »

Aaron Ash wrote: The only common threat to the airborne hiding in the forests are choppers, and they don't even seem to really care. Usually even if they spot you they just fire a few bursts then bugger off, as they say on the internets I'm in their base killing their dudes, not to mention lighting them up for anyone with TA to spare but they just wander off to find some tanks. Of course, if they do hang around they usually just sit there lazily trying to waste my guys (remember you can reinforce infantry while they are under attack), and they get an air-to-air strike for their trouble.
I find my airbourne tend to get napalmed after I've sent off a few barrages, but given the relative costs I win:

For 5 TA points (as Infantry) I get a unit which will drop free arty on the enemy and probably neutralise or help cap a point.
They then spend 6TA points to try and kill them.

Airborn lead the way, just a pity they have no AA capability.
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Post by Laughing Mechanicus »

I think my favourite thing about infantry is it's pretty much the only specialisation you can choose where you don't have to rely on other players, and that's a big fucking advantage in some games. Also armour players have an insane fear of anti-tank infantry, to the extent they run away at the sight of even a couple of squads.

Anyone else noticed you can take out choppers with cluster bombs? I saw some unlucky air player lose a couple of birds as he flew over the strike area just as it hit.

Shame no one seems to play the pre-order map at all, I haven't been able to find a game running it with any players once.
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Post by Rightous Fist Of Heaven »

I really havent learned to play with Infantry properly. I always find myself cursing for the lack of IFV's when I play Infantry. Usually I end up getting arty on my neck way too quickly before my infantry has time to do any good.

Armor on the other hand has become my favorite role. It still sucks if I happen to end up in a shitty team, but when playing with someone who understands the concept of Combined Arms, armor seriously kicks ass. Yesterday I managed to rack up close to 1500 score by simply holding down the town square. Not once did I come under any kind of serious attack. Occasionally an enemy air player would try to blow up my tracks, but luckily one of our air players had loaded up on medium choppers and managed to drive the hostiles away or outright blow them out of the sky every time our Support AA wasnt there.

Its immensely satisfying to play with a good team, while on the other hand its immensely frustrating to be playing with a bunch of idiots.
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Post by 2000AD »

Aaron Ash wrote:I think my favourite thing about infantry is it's pretty much the only specialisation you can choose where you don't have to rely on other players, and that's a big fucking advantage in some games.
Yup, many a time I've taken and held Research Station and Gas Station pretty much by my self for an entire round.

The only down side to infantry is that they can get run over, which is really annoying when the last tank only has a fraction of health left.
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Post by Stark »

Back in the beta map 'hometown', as infantry you could trivially capture the woodmill (up in the woods, obviously) and sneak your guys down the hill to almost in range of the dam. Any attack into the woodmill area was preventable by AT infantry or stingers, and the trucks (never use jeeps lol) sitting on the cap points gave you a constant stream of TA. Since nobody ever did scouting of their rear areas, I was often able to sneak a pair of squads down into the woods near the dam, and just turn them on when I wanted their units there to die.

The secret to infantry is a) hide and b) sprint. It's pretty obvious stuff, but don't leave cover unless you have to, turn off shooting to stay invisible, and sprint across open ground. Unless it's me napalm strikes won't get a whole squad so you can refill them on-site. I am of course the king of napalm. :)

My complaints with infantry are basically that the engineers and snipers are stupid. Individual guys? Get fucked, I either want a 'sniper squad' with regular infantry + a sniper or a sniper team. The very idea of an engineer being by himself is retarded, since they're only good for one thing. This is a problem for infantry, since they've really only got two units (AT and regular infantry).
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Post by Laughing Mechanicus »

Stark wrote:My complaints with infantry are basically that the engineers and snipers are stupid. Individual guys? Get fucked, I either want a 'sniper squad' with regular infantry + a sniper or a sniper team. The very idea of an engineer being by himself is retarded, since they're only good for one thing. This is a problem for infantry, since they've really only got two units (AT and regular infantry).
I have to admit I've never even ordered a Demo Squad, do they have any ability other than 'blow up bridge'? If they could lay AT mines, booby traps or something similar they could be quite useful.

Snipers can be effective sometimes, once I was facing an enemy infantry player (as infantry myself) and he hid a couple of snipers in forests that I had to cross open ground to get to and they really chewed my guys up. Just meant they got napalmed though, and because there's only one guy they insta-deathed.
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Post by Stark »

Nope, the 'demo squad' is one guy who's virtually defenceless. He plants c4 then detonates it (which has some application vs tanks etc) and that's it. If he was in a squad or didn't instantly die the minute someone saw him, he'd be worth it. :)
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Post by Hawkwings »

I recently played a game where everyone on my team had voice chat, we all used the Q menu, had awesome combined arms, and generally had a lot of fun. It was still a damn hard game, as I suspect the opposing team had similar coordination as we did.

Best game ever.
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Post by Rightous Fist Of Heaven »

Yesterday I found out that shelling 900 points when playing support on buying a scout chopper is an investment, that will pay itself back. I was playing with 3 Heavy AA's, 1 Heavy Arty and 1 Scout Chopper. I kept the scout chopper running around to the enemy's rear, providing me the locations of the hostile arty emplacements, which I would then swiftly blow to oblivion with some well placed cluster bombs. Thanks to the scout chopper I also constantly managed to keep enemies, that were trying to take the beach, under fire while lobbing the occasional round at the town square perimeter points to stop any excursions by enemy tanks/infantry.

The three heavy AA's meanwhile were quite sufficient to swat down any bogies, that entertained illusions of catching me with my pants down. Thus, I think I have the kind of arty build finally that I've been trying to nail down.
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Post by Alexandrov »

I have to try that. Killing heavy arty gets tons of points if you use units, so it is well worth the investment.
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Post by Phillip Hone »

Maybe it's just me, but doesn't it seem like it's too easy to take advantage of artillery players online? I'm talking about people using artillery the wrong way, not a game imbalance; in a game I was in a little while ago, I took out at least 5 heavy artillery units, because the guy using them kept sending them to almost the exact same spot after they were destroyed. He did that 4 times in a row.

To be far, I suck at the game too, so I probably shouldn't be whining about other people playing badly.
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Post by Lonestar »

Mongoose wrote:Maybe it's just me, but doesn't it seem like it's too easy to take advantage of artillery players online? I'm talking about people using artillery the wrong way, not a game imbalance; in a game I was in a little while ago, I took out at least 5 heavy artillery units, because the guy using them kept sending them to almost the exact same spot after they were destroyed. He did that 4 times in a row.

To be far, I suck at the game too, so I probably shouldn't be whining about other people playing badly.
Yeah, American Arty plays aren't very creative with their artillery placement.

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Post by Stark »

Remember, some people are so stupid you can AIRDROP infantry into a bush right next to their favourite arty spot and just constantly use the free arty strike to kill them over and over. It boggles my mind how few people actually notice the little men with their parachutes floating down. :)
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Post by Lonestar »

I don't recall who it was that recommended getting a scout copter and using that as a spotter for your arty, but thanks. I had a fun time.

Especially since the SovPlayer withdrew 4 or 5 attack copters to place them over every wooded area in their rear, looking, desperately, for infantry :) Helped the general war effort quite a bit.
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Post by 2000AD »

Stark wrote:Remember, some people are so stupid you can AIRDROP infantry into a bush right next to their favourite arty spot and just constantly use the free arty strike to kill them over and over. It boggles my mind how few people actually notice the little men with their parachutes floating down. :)
As someone who plays artillery regularly most of my time is spent looking at the battlefield to see where I should reign death down on next and not watching my units.
That said, if my arty starts getting damaged I immeadiatly zoom back to it to see what action I need to take.
Lonestar wrote:Yeah, American Arty plays aren't very creative with their artillery placement.

"Stick it on that Hill...again!"
Frankly the hill is the best position:
- It's central so allows your artillery to hit most, if not all, the control points.
- Often has other players deploying their too, so there's an incresed chance of help being available if you come under attack.
- Has forests for enemy infantry to hide in only the on the outskirts, meaning paratroopers are easier to spot as they move into position to drop arty on your arty.
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Post by Stark »

2000AD wrote: As someone who plays artillery regularly most of my time is spent looking at the battlefield to see where I should reign death down on next and not watching my units.
That said, if my arty starts getting damaged I immeadiatly zoom back to it to see what action I need to take.
So either use the map or pay attention. Arty players NEVER seem to pay attention to their area security, so they've got nobody to blame but themselves when they get raped so much. :) I don't see the point (beyond 'zomg pritty') to not use the map most of the time as arty, and things like a swarm of parachutes are pretty obvious. This is harder to do without q-menu requests, but you get all the targeting info you need anyway.

Anecdote time - I've parked TRUCKS next to arty. I've wiped out arty posts with UAZs. Why? Arty players don't pay attention, and mapedge security is usually awful.
Frankly the hill is the best position:
- It's central so allows your artillery to hit most, if not all, the control points.
- Often has other players deploying their too, so there's an incresed chance of help being available if you come under attack.
- Has forests for enemy infantry to hide in only the on the outskirts, meaning paratroopers are easier to spot as they move into position to drop arty on your arty.
All those things make it the WORST position, since EVERYONE knows that's where you are. I mean, random TA to that hill usually gets kills totally blind, because idiots think 'let's rally here on top of this hill where the arty always is lol'. The obvious fire arcs make it worse: it's instantly clear when there's arty active there, so blam they're all dead. :)

The very idea of arty players who can't pay attention to their area security and don't move around is bizarre. Hell, when I play support I divide up my guys - against coordinated action it's bad, but the REAL threat to arty players is random shit like roving choppers or infantry, so they can never get more than one unit at a time. The range is long enough that they can all hit a given target.

This said, I've noticed very few arty players these days. Support guys seem much more focussed on the 'useless repair swarm' and the 'useless HAAA swarm'. I mean, when 70% of your team is HAAA, it's time to change tactics. When you've seen a guy with a HAAA and five repair vehicles try to assault a position, you've got to wonder why they don't change roles.

Lonestar, it's sad that so few air players do as I do and use a scout chopper and drop arty reqs everywhere. Often I'm the only one using q-menu beyond 'oh noes i'm going to die where are teh choppers' - but as air I see all kinds of targets, and I like to drop arty requests on each one. I often don't have time to kill them myself, with having to constantly bail out armour players from Apaches... :) And can you believe people actually seem to think the scout chopper needs MORE spot range?
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Post by Master of Cards »

Well My computer can't play the game. That sucks.
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Post by 2000AD »

Stark wrote: So either use the map or pay attention. Arty players NEVER seem to pay attention to their area security, so they've got nobody to blame but themselves when they get raped so much. :)
Mainly because if the enemy get close to them the artillery is fucked. They only have one option, run away, and since they're slow as mollasses that doesn't work too well. Against Air, the main arty killer, their only defence is pretty much to sit their and call for AA, assuming their own AA is taken out which is the first thing any competent Air player does.
Secondly, units in WiC are, for lack of a better word, expendable. I don't have to worry about harvesting some more resources, spending said resources on anything but units or wondering if the enemy is now going to have more units that I can afford. All I have to do is wait for a little and then I get to deploy fresh and shiny units again, and deploy them away from the enemy!
You're not going to lose the game because your army is destroyed and now your base is defenceless, you're just going to be sitting out of the game for a minute or so. Getting your units killed is kinda like the sin bin in rugby.
I don't see the point (beyond 'zomg pritty') to not use the map most of the time as arty, and things like a swarm of parachutes are pretty obvious. This is harder to do without q-menu requests, but you get all the targeting info you need anyway.
'zomg pritty' sums it up really. With artillery I like to rain death down from afar, while gloating and watching the bodies fly. Muahahahahaaaaaaaa!!!
I don't use the map, i use the mini-map. Just as good as the map but letting me get the benefit of cool graphics, it's also easier for me to use my TA.
Anecdote time - I've parked TRUCKS next to arty. I've wiped out arty posts with UAZs. Why? Arty players don't pay attention, and mapedge security is usually awful.
Then those guys don't deserve to play arty. Getting wiped out by helo's or a few tanks that broke through is understandable, but getting killed by jeeps?!

As for my retard ancedote. There was one server where for 3 rounds in a row I was Russian support starting with 2 Heavy Artillery pieces and by the end of the round I had secured both Research and Gas Station by myself with AA and TA reinforcements. The US side only moaned about us having 2 players from the same clan on our side and that must be why we're winning.
All those things make it the WORST position, since EVERYONE knows that's where you are. I mean, random TA to that hill usually gets kills totally blind, because idiots think 'let's rally here on top of this hill where the arty always is lol'. The obvious fire arcs make it worse: it's instantly clear when there's arty active there, so blam they're all dead. :)
For US artillery everyone knows where you are anyway for 2 reasons:
- The massive smoke trails behind your missles, not to mention the big orange dots on the mini map.
- It's very easy to scout ahead. Any number of TA abilities (arial recon, para troopers, etc) and fast moving helos that can deploy, go along the edges of the map and then go through your entire deployment zone in a minute or two make it very hard to hide.

There's no where to hide and you can't run, so you might as well take the position that gives you the best firing possibilities.
The very idea of arty players who can't pay attention to their area security and don't move around is bizarre. Hell, when I play support I divide up my guys - against coordinated action it's bad, but the REAL threat to arty players is random shit like roving choppers or infantry, so they can never get more than one unit at a time. The range is long enough that they can all hit a given target.
True, a lot of noobs don't pay attention to their area, but once the enemie's in there you can't really do much anyway.
I actually love noobs dropping paratroopers on me, as they only use one and one paratrooper artillery isn't enough to kill my heavy arty, which they inevitably try and then let me know they know where I am, so I can escape while I call down a laser guided bomb on the building they're hiding in (or napalm on the forest if I'm Russian).
This said, I've noticed very few arty players these days. Support guys seem much more focussed on the 'useless repair swarm' and the 'useless HAAA swarm'. I mean, when 70% of your team is HAAA, it's time to change tactics. When you've seen a guy with a HAAA and five repair vehicles try to assault a position, you've got to wonder why they don't change roles.
Yeah, it's so sad that few people appreciate causing big explosions, and be damned with the armour players that demand they have 2 other players backing them up or they wont be able to do well. It's especailly annoying when there's HAA swarms on your side and when it gets to the end of the round there's only one opponent playing air.

Lonestar, it's sad that so few air players do as I do and use a scout chopper and drop arty reqs everywhere. Often I'm the only one using q-menu beyond 'oh noes i'm going to die where are teh choppers' - but as air I see all kinds of targets, and I like to drop arty requests on each one. I often don't have time to kill them myself, with having to constantly bail out armour players from Apaches... :) And can you believe people actually seem to think the scout chopper needs MORE spot range?
I've seen players that take detachments entirely of scout helos and do surprisingly well.
Regarding why most players don't take scout helos, it's because they're playing for themselves. Scout helos dont kill as much as others helos and that's all most pubby players think about. From my experience there's only a few non-clan players that consider the team.
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Post by Stark »

The heavy arty difference is a strange one - in a game where they take ludicrous liberties to make each side the same, the heavy arty units are TOTALLY different. The MRLS is a fine area weapon, but each missile doesn't do much by itself and the smoke trail is, as you say, a giant 'kill me I'm over here' signal. The 2s9 has a tiny trail that's easy to miss, doesn't has a cooldown where it's basically useless, and has much more splash damage. Since both sides have both rocket-type and gun-type heavy arty in reality, it seems odd to me that this is the single point of difference between the factions.

You make a good point about the big map and TA. I'm a napalm whore and laying down the Triangle of Doom on the big map would be a pain in the ass.
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Post by Phillip Hone »

You're not going to lose the game because your army is destroyed and now your base is defenceless, you're just going to be sitting out of the game for a minute or so. Getting your units killed is kinda like the sin bin in rugby.
True, but don't the huge amount of points that the enemy gain while killing artillery mean that your putting your team at a disadvantage?
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Post by Phillip Hone »

Good lord, in the game I was just in, two different players completely threw away their nukes. I don't think either of them got a single enemy unit (though they did blow up some of our heavy tanks...)

:shock:
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Post by 2000AD »

Mongoose wrote:
You're not going to lose the game because your army is destroyed and now your base is defenceless, you're just going to be sitting out of the game for a minute or so. Getting your units killed is kinda like the sin bin in rugby.
True, but don't the huge amount of points that the enemy gain while killing artillery mean that your putting your team at a disadvantage?
They get the TA a little bit faster but normally all that means is that instead of screaming "Why didn't you give me TA, I only needed 15 for a nuke?!" they're screaming "Why Didn't you give me TA, I only needed 10 more for a nuke?!"
Stark wrote: The heavy arty difference is a strange one - in a game where they take ludicrous liberties to make each side the same, the heavy arty units are TOTALLY different. The MRLS is a fine area weapon, but each missile doesn't do much by itself and the smoke trail is, as you say, a giant 'kill me I'm over here' signal. The 2s9 has a tiny trail that's easy to miss, doesn't has a cooldown where it's basically useless, and has much more splash damage. Since both sides have both rocket-type and gun-type heavy arty in reality, it seems odd to me that this is the single point of difference between the factions.
Yeah that bugs me, I much prefer the Russian arty.
The only advantage of the US missle arty tat I can see is that the long barrage time allows you to change your target, so if you see you'rwe missing you can re aim and still get a few hits.

I got my best ever shot yesterday when I timed a shell perfectly to land right in the middle of a clumped up bunch of infantry moving down a street, 9TA worth of damage from 1 shot.
I think I've figured out why I love arty in a more detailed explanation than "BIG GUUUUNNNNSSSSS!!!".
When I'm playing Infantry I just love those moments when you call down some Napalm or a Tankbuster run or something and you're watching it going "ohpleaseohpleaseohplease, don't move, don't move" and when it hits I just want the game to have some phrase that can be used in the same way as "BOOM! Headshot!"
When I play as Support Artillery, every time I shoot it's like that.
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Post by Phillip Hone »

They get the TA a little bit faster but normally all that means is that instead of screaming "Why didn't you give me TA, I only needed 15 for a nuke?!" they're screaming "Why Didn't you give me TA, I only needed 10 more for a nuke?!"
:lol: Fair enough.

I've actually seen worse than that, though. Our team was getting slaughtered, and someone was saying "give me 10 more points for double nuke"... while the other team was utterly destroying us. I guess one nuke at a time just isn't worth it.

Stark, you are so right about the paratroopers. There is no easier way to rape the heavy artillery units.
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Post by CaptHawkeye »

Just got the demo going. I must say, infantry are quite the bastards when you use them right. Holed up in a building or a tree line, two squads of AT infantry can pretty much assrape any armor that attacks them. The only problem is that they are totally reliant upon some structure/treeline they can enter. This may not seem like a problem at first, but it becomes quite an issue after the engagement has gone on for so long the town is pretty much demolished.

I like how the game spreads the "control points" around so that you have to control the entire region before you can actually capture it. This means that the entire map is actually used in gameplay. Games like Battlefield could use this system, because the linear "lol sit next to the flag" is just that. You go for the flag, not the base. Which takes away from the action because it favors camping, not fighting. (Not to mention the ever loving stupidity of having ONE DUDE capture a whole army base because the guys in it were too stupid to check the mini map. :) )
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