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Feedback: * Strategicpoints *

Posted: 29 Jun 2009, 00:04
by Berget-events
How do you think they worked? What can be improved?

Posted: 29 Jun 2009, 00:41
by Fenan
they worked fine but they were a little to few: MOAR of them!

Posted: 29 Jun 2009, 00:58
by Shooter
Fenan wrote:they worked fine but they were a little to few: MOAR of them!
Agree

Posted: 29 Jun 2009, 15:45
by Sebbe
Very good, but as the crowd says. MOAR!

Posted: 29 Jun 2009, 17:53
by belgar
Fenan wrote:they worked fine but they were a little to few: MOAR of them!
Totaly agree! :)

Posted: 01 Jul 2009, 02:20
by Tunkis
More of them and also make them have some kind of value ingame. So that fractions donĀ“t just attack them and go home, make them generate something which makes them vital to control for the game. That way they will have a more significant role in the game and make them more of "Hotspots" for fighting.

Posted: 01 Jul 2009, 12:04
by Robman
The strategic points were very good. However, the placement of The Bunker and Milo's camp was very discouraging. The Bunker overlooked and controlled the only vehicular road into Milo's camp. We were only a force of less than 120, so when a company + from NATO took control of that choke point, we had a very difficult time getting it back. Several times we had to wait for other factions to join the fight just to have a chance.

Just a suggestion to the BE crew is to evaluate the placement of different HQ/camps in the future. We loved our camp because it was very defendable, but we were very restricted in our movement when we became locked in by the Bunker.

Posted: 01 Jul 2009, 14:04
by vinni
actualy, i haven't noticed any ingame strateigic points, how exactly did they work?

Posted: 01 Jul 2009, 14:10
by dunedan
+1 Tunkis

Posted: 01 Jul 2009, 14:12
by Robman
vinni wrote:actualy, i haven't noticed any ingame strateigic points, how exactly did they work?
There were 3 strategic points spread throughout the gaming area. These strategic points had a respawn zone within 50 meters of that strategic point. Whichever team controlled that strategic point would hang their team color on a visible post. If your team controlled that strategic point, your team could use that respawn.

For example, the Bunker located in Grid O-09 and Miner's Hut located in Grid J-10 were strategic points. I never came across the third strategic point, but maybe someone else could give it's location.

Posted: 01 Jul 2009, 15:40
by Jonathan
The Travelers Lodge which was between the Nato base and Bashir City

Posted: 01 Jul 2009, 19:35
by Thinker
Did anyone besides me notice that Bashir City and Travlers lodge was marked in the wrong locations in the official info?

Bashir is in northwestern corner of K08 and Travlers Lodge is on the line of I07 / I08.

Really good that Kris and Morgan was in command on Nato, and think more about not overwhelming the other teams, since I probably would have had two platoons permanently in Travlers Lodge to keep it and the respawn out of enemy hands, and to use one platoon there as forward QRF. Now it was more interesting and better.

When ever TL fell to enemy hands it really didnt stay that way for long once the information got to Nato HQ, and a force was sent out to take it back.

Posted: 02 Jul 2009, 10:34
by Nihil
The strategic points worked great, and were essential since players could only be bandaged once.

The bunker was a hard point to hold- we (NATO) spent alot of efforts (and lives) to take it, only to lose it again at first dawn.

Eventually the command "smarted up" and started advancing along the control points-
from NATO base to "travellers lodge", to bashir city and onwards,
instead of just sending men to die on the other side of the map with no respawn available.

Posted: 03 Jul 2009, 22:06
by Triek-Meister
Suppose they worked, we (ORC) have been looking for the mining hut on the location marked on the map but it was not there. Now we know why... It was somewere else.
But the same with the powerline's on the map J3 till J13 is it really there? don't think so.

Posted: 16 Jul 2009, 02:32
by skatedude
i tought the control points worked very well. last year we often had to hike for well over an hour to get to the nato regen point beside the windmill which ment you were out of the game for a number of hours with little chance of meeting back up with your team mates.