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> Smolensk - CNQ testing, (give your feedback here)
Lord Lipton
post 02/23/06 9:09am
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and if your on the losing team pushed back into your own spawn, your pretty much fucked. arty is everywhere, they steal all your vehicles and you just die and spawn, die and spawn. thats why i didn't like it.


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Cpt.Canuck
post 02/23/06 10:37am
Post #17


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Slyk suggested that that reaching the final objective could end the match if some settings are changed - perhaps this would be an appropriate change to eliminate the spawn raping that occurs once a team reaches the final objective? It would also make the rounds go faster.

I played CNQ again yesterday, and must say I still like it better than BA. The battles were pretty boring on Smolensk BA that I played. The majority of the time games ended in 7 or 8 mins, without even having to engage the enemy.


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ScrapyardBob
post 02/23/06 10:40am
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The solution to that is to probably make it - you get the end point, you win the round. Easily done by making the end points worth more, but the downside is that you don't get the reward for pushing the enemy back out of your spawn. The other downside is that it leaves no margin of error. Middle ground would be end points bumped up to 100 points and drop the round target score to 300 points. So losing the end point really really hurts, but if you can drive them off and still win the map if you get a good offensive going where you take control of spot after spot and get into the enemy's HQ.

I'm thinking 30 min rounds, best of 3, with an overall time limit of 50 minutes. That'll give a max time limit of 50-80 minutes before switching back to BAS. For BAS, you could then run 4 rounds in a row with the 40 minute limits before doing a short burst of CNQ play. The server needs to spend probably 2/3 to 3/4 of the time in BAS mode in order to keep interest up. (Big guess)

Might be good to flip the campaign switch on. That way when one team wins the first round, they get put on defense for the 2nd round. (Which means they control less of the map at the start... if I read things correctly.)


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Slyk
post 02/23/06 12:10pm
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One thing about CNQ, if your teamplay sucks, you will pay a heavy price. You really need guys to understand the concept and to work together. Running at the enemy in ones and twos means one thing: you die in ones and twos. Smo requires a lot more coordination and teamwork, especially of those willing to defend a recent capture zone. Barb is more narrow, but hard in it's own way. Playing Gun Assault might be a better introduction map to CNQ. Hard as hell on the Allied team to start, but the objectives are close together and the fighting is outrageously vicious most of the time. Still, teamwork is needed. Those that like to work together will succeed.


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Hellfighter
post 02/25/06 10:31am
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QUOTE(ScrapyardBob @ 02/23/06 10:40am) *


I'm thinking 30 min rounds, best of 3, with an overall time limit of 50 minutes. That'll give a max time limit of 50-80 minutes before switching back to BAS. For BAS, you could then run 4 rounds in a row with the 40 minute limits before doing a short burst of CNQ play. The server needs to spend probably 2/3 to 3/4 of the time in BAS mode in order to keep interest up. (Big guess)



I was thinking the same thing.... I love intense action [hehe-if you know my play style] but even for me Smolensk CNQ overdoes it. 3 long rounds going at a furious pace is not an easy task. Best out of 3 and shorter rounds as Bob suggests is definately the way to go for CNQ.


This post has been edited by Hellfighter: 02/25/06 10:33am


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Hellfighter
post 03/06/06 1:56pm
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Well now that the gun's gone in the Germ spawn area, I can't say it helps the ruskiz[by assuming Grms can't cover themselves without the gun]. Playing 2 days ago, ruskiz overran the German base at the beginning and it should've been game over- as is the case 99% of the time when the Germans get to the Rusky spawn and hold the area or near it til game's end. The Germans -an average team- beat their way out of the hole in 5 minutes. The rest of the game was fantastic and even going back n forth right until the end.... ruskiz winning by 8 points being pushed back to their ridge trenches. I think CNQ is gonna get popular again [plug plug] w00t2.gif
Newly evolving strategy for Rusky success is a massive wide left flank attack to work around the stream behind/into the German spawn and also behind the Germans advancing out of their spawn.

If you want to play a purely specialist supporting role, be a Rusky sniper in the hill tunnel exit overlooking the German right flank spawn/cornfield area - talk about being pesky!


This post has been edited by Hellfighter: 03/06/06 1:57pm


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