Goldrush "Bug"
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10 Feb 2009, 17:26
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Journals
[POLL SUGGESTION] scrap that, most people don't know enough about competitive game design to make decisions like this, a cpma-like team would probably be the best way to make this kind of decision
Should the age-old "bug" of the Goldrush tank not moving until it is touched (after a successful build the engineer can be killed and the tank destroyed and the phase is reset) be removed or should it be an actual part of competition?
Should building the tank on Goldrush trigger the second phase (like was originally intended in the map design), or should the bug where you have to wait for the tank to move before the second stage is activated be kept in competition?
I was thinking about this the other day, and such a thing is easy to fix with mapscripts.... so why hasn't it been addressed yet? It clearly wasn't the way the map was designed, and it doesn't exactly add skill to the game. Personally I'm all for limiting elements of luck, and this alone has been responsible for delaying times by 3-4 minutes all because of a few milliseconds, even after the team successfully constructed the tank.
Discuss. Are there any reasons we should keep this bug except "we are used to it"?
The fact that you are rewarded for a "lucky" revive and punished for killing all six axis and building with no threats.... is a fucking JOKE in the eyes of competition.
edit: REWORDED TO AVOID CONFUSION
Should the age-old "bug" of the Goldrush tank not moving until it is touched (after a successful build the engineer can be killed and the tank destroyed and the phase is reset) be removed or should it be an actual part of competition?
Should building the tank on Goldrush trigger the second phase (like was originally intended in the map design), or should the bug where you have to wait for the tank to move before the second stage is activated be kept in competition?
I was thinking about this the other day, and such a thing is easy to fix with mapscripts.... so why hasn't it been addressed yet? It clearly wasn't the way the map was designed, and it doesn't exactly add skill to the game. Personally I'm all for limiting elements of luck, and this alone has been responsible for delaying times by 3-4 minutes all because of a few milliseconds, even after the team successfully constructed the tank.
Discuss. Are there any reasons we should keep this bug except "we are used to it"?
The fact that you are rewarded for a "lucky" revive and punished for killing all six axis and building with no threats.... is a fucking JOKE in the eyes of competition.
edit: REWORDED TO AVOID CONFUSION
do you think you could share your opinion now you understand what I am proposing?
I'm all for discussion of things, unlike the HURRRRRRR STOP CHANGIN DAH GAME HURRRR I DONT UNDERSTAND COMPETITIVE GAME DESIGN XDDDDDD retards that seem to be taking up the majority of this thread. You seem like you're capable of that so I want to know what you think.
Competitive maps are designed to give allies the advantage, it doesn't make sense to leave these milliseconds of luck which can completely change the direction of a game in... It happened twice to us alone vs BB ;_;
same with the radar texture bug
Could be rolled out as part of the Clanbase config?
And the perfect time to introduce it would be after NC and before OC/EC!
It really is a case of killing the engi/surrounding players in the milliseconds between a completed build and the tank movement triggering... does it really add anything to the game?
And yes, I can and do complain about bad spawntimes, but I think they do add a little to the game, because if spawns were standardized, or a standardized distance apart there would probably be much less variety in the game. This however adds nothing to variety.
leave it the way it is imo.
"luck elements" XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Well-timed repairing/air-strikes need skills and overview!
I doubt it.
Maybe it isnt intentionally, but it's a feature as it is.
I'd hardly call them well-timed airstrikes since the window for pulling it off is ridiculously small.
Its also a fucking high risk for the defence team. If it doesnt work out and the tank gets repaired (which is mostly directly after their spawn) they cant set up a decent tank barrier defence and get rushed.
Maybe you dont know but there are more options than repairing the tank as a whole or dont repair it at all...
and the airstrikes take like 6 seconds to blow more then enough to move it, I mean its not that hard to sit in the corridors and jump in, or when an engi got revived for the engi to get in the tank or just hide around it
Is the game not, not about kamikaze raids?
This is not one of them
there is nothing wrong with having to stand next to the tank for a second after repairing it.
AND IT'S GOOD
like stated above, - the tank destroy bug though
& radar fakejump clip should be resolved rather.
I understand what you mean... but then again, think about it from another perspective. Killing all six axis and building should be rewarded more than getting a "lucky" revive on an engy mid-build?
The fact that you are rewarded for a "lucky" revive and punished for killing all six axis and building with no threats.... is a fucking JOKE in the eyes of competition.
I just fail to see how it adds _ANYTHING_ to the game... I can't think of ANY positive of having this bug at all. Nor can anyone else in this journal for that matter. It's only the "but it was like that before" argument.
Yes its annoying when you build and it gets destroyed, but when you throw the airstrike and stop the tank from moving you don't complain.
Overall I would agree that the bug should be fixed just for the fact that otherwise the first stage can drag on unnecessarily..
Yes I do... Last time I whined and said "Haha oh wow, that is so fucking retarded" on ventrilo.
Why would anyone feel skilled about lotto like this?
It's probably because I am not often on the wrong side of this event. When it does it's because we are being held off pretty strongly anyway..
That's exactly what I said when you all switched names on xfire :P
and why do you keep saying "killing all the axis", u dont need to kill them all if they are not around :D
I like it because it gives you that 1in100 chance of being able to stop the tank before allies steal it (airstrike)
very seldom you have an axis field ops with the bar full as the engy starts to build and this can only happen then, or the engy was the last guy on allies who was killed right after the repair, and axis can spam nades on tank before the next wave of allies reach there...
whatever the reason, I never thought of it as a bug.