| ScrapyardBob |
02/21/06 9:48pm
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#1
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
I see we're running CNQ today. It's important that folks read up on how CNQ works (Druid also posted these links in the General forum):
http://www.after-hourz.com/cod/cnqplayer.php http://www.mobclan.com/vent/smolensk_cnq.jpg http://www.mobclan.com/forums/upload/index...showtopic=10251 CNQ - AHz calls it "objective-based TDM". I'd call it a linear version of DOM. On the Smolensk map, there are 9 control points. They're spread along the map between the german spawn and the russian depot. German HQ is in the eastern building in the spawn (look for the haybale), the Russian HQ is at the western depot building. Some of the intermediate points are: German HQ (end-point) G2 bunker Stone Bridge Pillbox West end of village Church R2 45mm gun East Trench Old House Depot Depot HQ (end-point) When the map starts, the Russians will have control over most of the points. So they'll be immediately attacking at the Stone Bridge / G2 bunker. The germans need to immediately drive the russians east by capturing the various points. In general, your team needs to leapfrog forward, attacking the next control point while a few defenders make sure the enemy doesn't retake the spot that you just captured. Defenders get bonus points for killing any enemies who are actively attempting to capture a control point. The middle points are captured similar to Domination-style play. But the more allies that you have at a control point (within the "capture zone"), the faster you can capture it. If there are more enemies then allies in the capture zone, the progress bar will actually go backwards. So you can stop or slow down a capture just by entering the zone of control, even before you kill the enemies who are trying to capture the location. Some zones of control are very large, others are very small. The end points require you to press the "USE" key (usually "F") in order to capture them. When you capture an end point (HQ), you get bonus points for yourself and for your team's overall score. Once the end point is captured, the offense team needs to keep it from being re-captured. The side that has run out of control points will need to push the enemy back, one spot at a time and keep them from re-capturing the HQ. (End points are worth 50 points for the team, regular captures are only worth 10 points. So losing your HQ results in a big score disadvantage.) General comments: - We may want to change tank respawn to 90 or 120 seconds (more?) to limit the use of tanks. (Rather then taking them out entirely.) - Camping is only a semi-valid strategy, but you won't get many points. The higher score players are all moving forward and back, staying with the "front lines" and working on capturing the next point or defending the last-taken point. This post has been edited by ScrapyardBob: 02/21/06 9:38pm -------------------- |
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| ScrapyardBob |
02/21/06 11:55pm
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#2
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Yeah, I tried to answer questions while I was spectating the 13v13 gameplay. There were a few spots which were confusing to new players.
- Knowing that you need to keep moving forward to the next objective after taking the current objective. And understanding that the enemy will try to retake the objective that was just captured. - Understanding the capture system when multiple players are in the capture zone. If it's multiple teammates, it goes faster, but if it's multiple enemies it goes slower or even goes backwards. - Capturing the HQ (end-points) requires use of the "use" key rather then just standing by it. Even though there's a blatant message on the screen whenever you look at the HQ item (some sort of bag). - After the HQ is captured, the team who mounted the offense loses the compass icon for a while (there's nothing left to capture) until the defenders drive them off. It was odd that the Russian HQ is in the same building as the last capture point in the Depot. But I think that's a game balance issue. After all, in order to get there, the germans had to advance through 7 objectives just to get a chance to capture. Russians, OTOH, only have to take 2 objectives to reach the german HQ at the start. So it makes sense that there's a gap between the german's last objective (G2 bunker) and the HQ point in the german spawn. It gives germans a chance to react at the start and prevent russians from scoring 50 points right off the bat. Scores were interesting. Some players had 100+ points, while others only had 20-30 points. Wasn't much in-between and a lot of players had under 10 points. Captures only seemed to be worth 2 points (I expected a few more points, like 3-5 for a capture). Making them worth more gives more reasons to assault the objective, but it also means you get arty faster. (shrugs) If arty is too much of an issue, you can do things like change the points for each rank (making it 10/20/40/80/120) or change the time between arty recharging. Not entirely sure what settings were used in the CFG file. Respawn could probably stand to be quicker (10 sec?). OTOH, longer respawn gives you more time to watch the action... (eh). Should probably setup server messages to rotate information about the gametype. Some ideas: - The primary objective is to capture the next point on your compass, but don't forget to defend the last point that you captured! - Captures are worth 2 points for you and 10 points for the team score. - Capturing the end-point HQ is worth 5 points for you and 50 points for the team score. - Defending the previous capture location earns you a bonus point every time you stop an enemy from retaking it. - Your next objective is also shown at the top of the scores window (your [Tab] key). - Use the USE key (usually [F]) to capture the enemy headquarters and earn bonus points! - The more teammates at a capture, the faster it will move the progress bar. - If you're outnumbered during a capture, the progress bar will move backwards! - You cannot capture objectives while in tanks, jeeps or half-tracks. You must exit the vehicle and put boots in the mud. - The best tactic is to move in squads of 2-5 players rather then being a "lone wolf" player. - Check your compass when you hear a tank. It is best to assume that it is hostile. - You've been issued frag and smoke grenades. Be sure to use them before you die. -------------------- |
ScrapyardBob Smolensk - CNQ testing 02/21/06 9:48pm
HammaTime It seemed that the general consensus in-game was t... 02/21/06 11:26pm
ScrapyardBob If we're keeping the 2 of 3 rounds (which I... 02/22/06 1:22am
Cpt.Canuck I quite enjoyed playing CNQ yesterday! The ba... 02/22/06 10:30am
Cross of Iron I was on Tuesday ,and it was exciting ,like Cpt.Cu... 02/22/06 11:26am
Druid Decided to keep this up for another day of testing... 02/22/06 11:48am
Cross of Iron Decided to keep this up for another day of testin... 02/22/06 1:48pm
HammaTime Decided to keep this up for another day of testin... 02/22/06 2:08pm
T/A6Pak I agree that 60 min. is to long. Had alot of fun ... 02/22/06 3:12pm
ScrapyardBob Alternating might work. Four rounds of BAS with 3... 02/22/06 4:59pm
Slyk Glad to see you guys giving CNQ a go. Less tanks ... 02/22/06 9:01pm
Silver
I would also recommend Lazur, by Drecks. Smalle... 02/22/06 9:04pm
Lord Lipton i flat out hated CNQ there 02/22/06 11:06pm
FeezyWeezy Yeah I'm missing BAS. The long cnq round wear ... 02/22/06 11:19pm
Lord Lipton and if your on the losing team pushed back into yo... 02/23/06 9:09am
Cpt.Canuck Slyk suggested that that reaching the final object... 02/23/06 10:37am
ScrapyardBob The solution to that is to probably make it - you ... 02/23/06 10:40am
Hellfighter
I'm thinking 30 min rounds, best of 3, wit... 02/25/06 10:31am
Slyk One thing about CNQ, if your teamplay sucks, you w... 02/23/06 12:10pm
Hellfighter Well now that the gun's gone in the Germ spawn... 03/06/06 1:56pm![]() ![]() |
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