side
•
12 Jul 2006, 11:27
•
Journals
Ok, I just noticed that this is written on minicup.hu:
In some maps, there is not to good thing to attack on side. We now make a rule to this
You can attack on side in this maps:
- et_beach
- Frostbite
- Supplydepot2
- Reactor Final
- SW_Goldrush_TE
- Würzburg Radar
You can't attack on side in this maps:
- Braundorf_b4
- Seawall Battery
- et_ice
Now, what kind of retarded rule is not to go side, on any given map? And even more, I'd like to know what smartass even came up with "NO SIDE ON BRAUNDORF"(which people even ask in officials!!)
Let's review:
Braundorf obviously has two possible ways to come into bunker controls: main and side. With limiting to only one possible pathway you create a chokepoint like no other map has, on the main gates, so there is a small area where allies can pass and a huge area for axis to stand wherever they want, is that really what we want? That makes it so easy to spam the gate and we get the spam that so many ET players hate, where on the other side there are two(!) barriers for allies to pass if they are trying to go side, and if CP is built it's even harder, and of course both of those barriers give alerts when destroyed, so isn't that enough to say "HEY ALLIES ARE COMING SIDE!!!1!1oneleventy!"? If you build CP and side gate(which can be done in spawn and a half) you have made yourself a huge favour since now you MUST know when they are trying to go side, so why forbid coming side?
If we compare braundorf to ie. frostbite we can see that they are similar; they both have side paths which lead directly to objective, and on both there are side gates, and even on both you can JUMP over/thru those gates(a lot easier on frostbite tho), so why isn't side on frostbite also "forbidden" ? Come to think of it, sw_goldrush and braundorf are also very similar; both have a building in which the objective is placed, and both have 3 entrances to the building and you have also a side path, so why not say "no side on sw_goldrush"? I could also go on about Radar, but I think you got my point.
Now this all was talking general about so called "braundorf map rule" that isn't written anywhere(except on minicup.hu ofc) and which is more of a "silent rule", but let us now take a look at the actual rules for this cup that say: No side for Battery, Ice and side allowed for reactor. First, I'd like to ask WTF is side on reactor and ice?? Now, why the hell not side on Battery? This way you can just use 2 fops and a medic and fullhold on ramp is almost secured(you don't even need a cvops since with arty spam and 3 shooters it's highly unlikely opponent will even build the ramp). So, more chokepoints and spam comes...Why would ever anyone want to have a flexible and fast defense anyway when we can all be static dummies who can only shoot one way, right?
Ok, I was bored.
edit: forgot to mention I'm talking about 3v3
In some maps, there is not to good thing to attack on side. We now make a rule to this
You can attack on side in this maps:
- et_beach
- Frostbite
- Supplydepot2
- Reactor Final
- SW_Goldrush_TE
- Würzburg Radar
You can't attack on side in this maps:
- Braundorf_b4
- Seawall Battery
- et_ice
Now, what kind of retarded rule is not to go side, on any given map? And even more, I'd like to know what smartass even came up with "NO SIDE ON BRAUNDORF"(which people even ask in officials!!)
Let's review:
Braundorf obviously has two possible ways to come into bunker controls: main and side. With limiting to only one possible pathway you create a chokepoint like no other map has, on the main gates, so there is a small area where allies can pass and a huge area for axis to stand wherever they want, is that really what we want? That makes it so easy to spam the gate and we get the spam that so many ET players hate, where on the other side there are two(!) barriers for allies to pass if they are trying to go side, and if CP is built it's even harder, and of course both of those barriers give alerts when destroyed, so isn't that enough to say "HEY ALLIES ARE COMING SIDE!!!1!1oneleventy!"? If you build CP and side gate(which can be done in spawn and a half) you have made yourself a huge favour since now you MUST know when they are trying to go side, so why forbid coming side?
If we compare braundorf to ie. frostbite we can see that they are similar; they both have side paths which lead directly to objective, and on both there are side gates, and even on both you can JUMP over/thru those gates(a lot easier on frostbite tho), so why isn't side on frostbite also "forbidden" ? Come to think of it, sw_goldrush and braundorf are also very similar; both have a building in which the objective is placed, and both have 3 entrances to the building and you have also a side path, so why not say "no side on sw_goldrush"? I could also go on about Radar, but I think you got my point.
Now this all was talking general about so called "braundorf map rule" that isn't written anywhere(except on minicup.hu ofc) and which is more of a "silent rule", but let us now take a look at the actual rules for this cup that say: No side for Battery, Ice and side allowed for reactor. First, I'd like to ask WTF is side on reactor and ice?? Now, why the hell not side on Battery? This way you can just use 2 fops and a medic and fullhold on ramp is almost secured(you don't even need a cvops since with arty spam and 3 shooters it's highly unlikely opponent will even build the ramp). So, more chokepoints and spam comes...Why would ever anyone want to have a flexible and fast defense anyway when we can all be static dummies who can only shoot one way, right?
Ok, I was bored.
edit: forgot to mention I'm talking about 3v3
0