I think you're missing the whole point of the medic though. A medic can keep the Spec-Ops, Engineers, and AT guys alive to take out the armor for them. They only need to avoid armor.RDMC wrote:
19%DonFck wrote:
I beg to differ. I for one found out that an approximate 18.6% of bf2s.com forum members like turtles.Spidery_Yoda wrote:
What a pointless poll.
To the poll: AT
BTW, for all you dumbfucks that vote medic.
We are also taking about servers that actually run VEHICLES. ZOMG! NNOES! NOO!! AAAH VEHICLES!
Medics are useless against vehicles and are only effective when operating in groups of 2 or more.
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1st)
Definitely make claymores destroyable again. The only way to take certain bases now... cough (TV Station) cough... is to have someone throw their body in front of the claymore then have an allied medic revive them. Unfortunately, there are many times where you can't get a medic to follow you when attempting to take over a flag. Often it's also necessary to take a flag by yourself on the opposite end of the map if your team is incapable of doing anything productive themselves.
2nd)
Reward engineers more for repairing. You should get a repair point for repairing half the health of a vehicle not nearly the full amount. Medic and support players can easily get team points, but for engineers its a real challenge. And let's face it, engineers lack the combat potential of the support and medic kit. They are a team support role, so they should be rewarded as such.
Definitely make claymores destroyable again. The only way to take certain bases now... cough (TV Station) cough... is to have someone throw their body in front of the claymore then have an allied medic revive them. Unfortunately, there are many times where you can't get a medic to follow you when attempting to take over a flag. Often it's also necessary to take a flag by yourself on the opposite end of the map if your team is incapable of doing anything productive themselves.
2nd)
Reward engineers more for repairing. You should get a repair point for repairing half the health of a vehicle not nearly the full amount. Medic and support players can easily get team points, but for engineers its a real challenge. And let's face it, engineers lack the combat potential of the support and medic kit. They are a team support role, so they should be rewarded as such.
Are you talking ranked or unranked servers?
I believe that knife and pistol servers along with all other stat padding servers are illegal according to EA rules for ranked servers. Since I usually only play ranked, I can't say that I've ever played a pistol and knife only server.
I believe that knife and pistol servers along with all other stat padding servers are illegal according to EA rules for ranked servers. Since I usually only play ranked, I can't say that I've ever played a pistol and knife only server.
I would have to agree with everyone who is saying that it's just above 1. If revives didn't subtract from the number of deaths I'd have to say that it would be about 0.6 - 0.8 due to accidental deaths and TK's that aren't attributed to other players.
Even if they fixed it so that you couldn't snipe through friendly cockpit glass, Tk'ing would still be a problem because people would just switch to the AT kit instead.
Depends on the situation but I usually throw down a med pack and heal first. If someone is following me close enough to be an immediate threat I'll switch to my pistol, knife, or shock paddles. Like others have said, you can reload while you're healing.
What?
I got owned for not reading another similar thread? I don't get it.
I got owned for not reading another similar thread? I don't get it.
Although I was initially impressed by the detailed recording of stats when BF2 first came on the scene I've come to notice that there are several stats missing that would be extremely informative, not to mention interesting.
The largest item on my list is the ability to record what unit types a player has killed.
Sure, there's stats that record the number of kills and deaths a player has had with a particular weapon, kit, or vehicle, but there's no stat that records how many of a particular unit type a player has killed. It'd be nice to see how many armored vehicles, humvees, transport helicopters, attack helicopters, jets, buggies, and AA vehicles a player has killed in addition to infantry.
Basically, there'd be a stat for each vehicle and infantry kit. Looking at playerX for example you might see that he has killed 2,432 tanks, 1208 transport helis, 304 attack helis, 431 jets, 2014 sniper infantry units, 527 AT infantry units, etc.
This would be very informative for determining a player's play style. If a player only has a KD of 1.5 for example but the majority of their kills are vehicles such as tanks and helicopters, then it definitely will indicate that they're a better player than their stats would otherwise portray them to be. It'd also be fun to see what you're best at killing. For example, if you're a sniper wouldn't you like to see that a large portion of your kills are other snipers?
Another stat that I thought would be informative is the number of accidental deaths that can be attributed to jumping from a building and not having your parachute deploy in time, or running down the stairs to fast with only one bar of health and dying at the bottom. It'd also be interesting to see how many times you've been team killed.
Anyway, I wanted to ask the rest of the community what stats they think should be included that aren't in BF2. I know it's too late to have anything done about it, but it'd be fun to see what thoughts are floating around.
The largest item on my list is the ability to record what unit types a player has killed.
Sure, there's stats that record the number of kills and deaths a player has had with a particular weapon, kit, or vehicle, but there's no stat that records how many of a particular unit type a player has killed. It'd be nice to see how many armored vehicles, humvees, transport helicopters, attack helicopters, jets, buggies, and AA vehicles a player has killed in addition to infantry.
Basically, there'd be a stat for each vehicle and infantry kit. Looking at playerX for example you might see that he has killed 2,432 tanks, 1208 transport helis, 304 attack helis, 431 jets, 2014 sniper infantry units, 527 AT infantry units, etc.
This would be very informative for determining a player's play style. If a player only has a KD of 1.5 for example but the majority of their kills are vehicles such as tanks and helicopters, then it definitely will indicate that they're a better player than their stats would otherwise portray them to be. It'd also be fun to see what you're best at killing. For example, if you're a sniper wouldn't you like to see that a large portion of your kills are other snipers?
Another stat that I thought would be informative is the number of accidental deaths that can be attributed to jumping from a building and not having your parachute deploy in time, or running down the stairs to fast with only one bar of health and dying at the bottom. It'd also be interesting to see how many times you've been team killed.
Anyway, I wanted to ask the rest of the community what stats they think should be included that aren't in BF2. I know it's too late to have anything done about it, but it'd be fun to see what thoughts are floating around.
The number of helicopters and armored vehicles I've destroyed. Oh wait... EA wasn't smart enough to record this stat.
They assumed that killing a tank, LAV, helicopter, or jet is just as easy as killing an infantry unit so there's no need to record how many you've killed.
I'd love to see stats that showed how many armored vehicles, helicopters, and jets you've killed and with what weapons and/or vehicles.
Sigh...
They assumed that killing a tank, LAV, helicopter, or jet is just as easy as killing an infantry unit so there's no need to record how many you've killed.
I'd love to see stats that showed how many armored vehicles, helicopters, and jets you've killed and with what weapons and/or vehicles.
Sigh...
You really can't have one without the other and manage to be good, but each has its own advantages in specific situations. On infantry only maps I think that the twitch factor and reflexes is more important, but for vehicle maps intelligence is of greater importance because reflexes alone won't allow you to power through a mobile repair factory or avoid 6 AT guys hunting you down if you're in a vehicle.
Personally, I find that my greatest advantage is being able to out-wit my opponents in a variety of situations. A large part of being able to out-wit your opponents however is based on experience. That said, I still tend to out-think many opponents with hundreds or even thousands of more hours experience than myself since I'm constantly re-evaluating my tactics and trying to think several steps ahead of the opposition.
I also work in 3d applications on video games all day so my visual-spatial skills are constantly being tested even when I'm not playing BF2.
Personally, I find that my greatest advantage is being able to out-wit my opponents in a variety of situations. A large part of being able to out-wit your opponents however is based on experience. That said, I still tend to out-think many opponents with hundreds or even thousands of more hours experience than myself since I'm constantly re-evaluating my tactics and trying to think several steps ahead of the opposition.
I also work in 3d applications on video games all day so my visual-spatial skills are constantly being tested even when I'm not playing BF2.
This is not necessarily true. If you fall off a roof or get pinned between a vehicle and the environment when exiting the vehicle you get a death, but no one gets the kill for it. Additionally, if someone kills you but you get revived, the person that kills you still gets the kill but you don't get a death counted against you.PBAsydney wrote:
All KDRs average should be 1.000000000000000000000000000000
So, for every guy with a 2.0 kdr, there should be another one with 0.5 (or 2 with 0.75 etc.)
If the game didn't count the number of times I died from my chute not deploying off a 2 story building, my vehicles rolling over me when getting out of them, or from going down stairs too fast I think my KDR would be about 1 point higher than it is. In some games I die more from bad luck freak deaths than actually being killed by the enemy.
Why isn't this guy's account banned permanently from BF2?Glennwood_Quagmire wrote:
NO, my worst enemy is a STATS PADDING, HOTEL GLITCHER. Take a look;
http://bf2s.com/player/44423562/
GQ
It's so obvious he's a padder.
Short answer no.
However, that doesn't mean that I'm not upset about how it happened. I've only had 2 worst enemies, STFU-HE||Razor (At least I think that's what it was. Not positive what his exact nick is.) and Martlz who is my current Worst Enemy. Both have worse stats than I do (Except for Aviator KDR since I don't have a joystick and barely fly), which makes it frustrating but goes to show that you don't have to be a better player to get the better of someone.
STFU-HE||Razor got me 6 times on Wake as an aviator because I was the only one on my team trying to get a flag. Everyone else was TKing each other on the carrier for jets and helis. Anyway, since I was the only one turning flags I was an easy target. As soon as I neutralized a flag I'd get bombed by him. It was simply a matter of me being on a bad team and having a crappy round.
Anyway, we ended up actually playing with each other a few weeks later on the same team and in the same squad. I've actually played with him a few times since then. I got to talk to him on VOIP and told him who I was. He said he remembered me, but he was a cool guy so we had fun working as a squad. After working side by side with him and getting gold 2 rounds in a row I think I acquired a kind of unspoken revenge against any ego he might have had, because he had to realize I was a decent player and just had an unlucky day.
As for Martlz, it was a similar situation, although I was playing on Sharqi as MEC and was once again the only person on my team trying to get a flag other than City Entrance. He was the Cobra gunner, and him and his pilot would make a pass at me any time I tried to capture a flag behind City Entrance. It didn't take any real skill on his part. It just required bad circumstances on my part. If anything, I'm pissed at my team mates in that round. I can't recall how many times I told people to "hop in" when I had a vodnik so that we could get an undefended base and they would either ignore me or outright tell me "negative." It's no surprise that our team lost.
However, that doesn't mean that I'm not upset about how it happened. I've only had 2 worst enemies, STFU-HE||Razor (At least I think that's what it was. Not positive what his exact nick is.) and Martlz who is my current Worst Enemy. Both have worse stats than I do (Except for Aviator KDR since I don't have a joystick and barely fly), which makes it frustrating but goes to show that you don't have to be a better player to get the better of someone.
STFU-HE||Razor got me 6 times on Wake as an aviator because I was the only one on my team trying to get a flag. Everyone else was TKing each other on the carrier for jets and helis. Anyway, since I was the only one turning flags I was an easy target. As soon as I neutralized a flag I'd get bombed by him. It was simply a matter of me being on a bad team and having a crappy round.
Anyway, we ended up actually playing with each other a few weeks later on the same team and in the same squad. I've actually played with him a few times since then. I got to talk to him on VOIP and told him who I was. He said he remembered me, but he was a cool guy so we had fun working as a squad. After working side by side with him and getting gold 2 rounds in a row I think I acquired a kind of unspoken revenge against any ego he might have had, because he had to realize I was a decent player and just had an unlucky day.
As for Martlz, it was a similar situation, although I was playing on Sharqi as MEC and was once again the only person on my team trying to get a flag other than City Entrance. He was the Cobra gunner, and him and his pilot would make a pass at me any time I tried to capture a flag behind City Entrance. It didn't take any real skill on his part. It just required bad circumstances on my part. If anything, I'm pissed at my team mates in that round. I can't recall how many times I told people to "hop in" when I had a vodnik so that we could get an undefended base and they would either ignore me or outright tell me "negative." It's no surprise that our team lost.
I commend you soldier. This has got to be one of my biggest pet peeves in the game aside from snipers that don't help capture flags when their team is about to get capped out.OliTz wrote:
One thing definately lacking in public servers are revives.
I'll have times when I revive 5-6 guys at a time, then I die, and all of a sudden i'm invisible and cant be seen.
Its the more experienced players that do it as well, i'll revive them, then die and they just pass me up.
Very annoying, especially if there right next to you.
Anyway, I completely agree with you and feel your pain. I can't recall how many times I'll continually keep a squad alive eliminate threats to their safety and when I finally bite the bullet after giving them 10+ revives no one will revive me, even if two of them are medics.
And if they're not medics they can at least pick up my kit and revive me. I do it all the time. If a medic in my squad goes down I grab his kit and revive him if I'm AT, Spec Ops, Support, or anything else. It's not that hard to do, especially when they're not under heavy fire and they just killed the guy that shot me.
Mostly right. I do tend to stay on ground in either armor or transports, but only if they aren't already being used effectively be a team mate. Lately, I find myself spending more time on foot playing Medic, AT, or Spec Ops trying to capture flags or bring down the enemy's heavy hitters like helicopters and armor.JayDee wrote:
By the way, I like your stats. Playing all classes, good armor stats. You seem to be an allround team player who stays on ground killing foes or drives ppl around in a transport chopper. Am I right?
have much more than 20-25 % accuracy...
My only vice as a team player is that I like to play as attack helicopter pilot, so if no one is using the attack chopper or if it's getting shot down frequently then I will play as a heli pilot. When I do play as a helicopter pilot though my main objective is to keep the enemy helicopter at bay and destroy the enemy's armor as frequently as possible. I rarely hover over a flag and let my gunner whore against infantry. Rarely.
The motivation behind me wanting to do this poll was to get an idea of what drives people to play. You're right in stating that the stats players are most interested in don't necessarily represent someone who is a good team player. Overall KDR, weapon KDR, and vehicle KDR are the top 3 categories thus far, and while all of these may be a good indicator of somone's combat skills on a personal level, they don't reflect someone who prioritizes teamwork. That isn't to say that somone with a good KDR can't also be a good team player. There are too many other factors involved to make that judgment with only a tiny bit of information.JayDee wrote:
The results really show that the stats are really not telling you that much about a player. K/D ratio is apparently most important, but getting high K/D ratio has not much to do with supporting your team. You can be a sniper and get 10 kills, 2 deaths in one round without really contributing to your team. Personally I always go for getting the top score in a round, I get a feeling of "victory". This makes me value SPM and awards highest. Points are usually gained from teamwork, and thats what this game is about, yes?
But what i think makes BF a interesting game is the complexity and diverse strategies of the game. Its quite easy to become good at one or two aspects of the game, maybe tank-whoring or sniping or flying a chopper. I used to play Quake, where high accuracy with the rocketlauncher is the only thing that counts.
Well well I´m only thinking out loud here....
For my own vote, I checked WLR even though this is the stat that players have the least control over. Never the less, I've managed to keep mine above 1.6 without ever playing commander. Playing for my team and as a team is my biggest concern in a round, because I know it's the best way to achieve a win.
In addition to winning I enjoy picking up the gold, silver, or bronze at the end of the round, although ironically I find that I collect more gold badges on a losing team as opposed to being on the winning team. Maybe this is because I don't have to compete with a winning commander as often for getting the gold.
Edit: I have to admit though that I like watching my weapons KDR's go up. Ever since I got a better connection and my new computer a couple months ago they've steadily been climbing, and that's without playing on IO servers.
How in the heck did you get this many victims? Are these honestly earned victims or was their stat padding and spawn camping involved?nlsme wrote:
i like the victims list aswell cause i got 53
I'm just curious, because I checked your stats and your weapon and vehicle KDR's aren't nearly as high as I would have expected. The only thing I can think of is that you have a lot of aviator kills and more than a thousand more hours logged than I do. Are most from aviator kills?
I know that 2 of the worst enemies I've had were both aviators. It was actually quite easy for them. In both cases I was the ONLY (and I mean only) person on USMC on Wake trying to get flags. So I was repeatedly bombed over and over by the same guy after neutralizing a CP.
Oh... Sorry then. My mistake.nlsme wrote:
i was talking to uredead he said i cant groundpound but he sucks as much as me at it
I actually considered putting the victim list as an option but with limited questions I thought I'd leave it up to the "Other" category. Thanks for mentioning it.bobroonie.bda wrote:
Infantry weapon KDR and victoms list.. Everytime a victom looks at there stats they see your name.. I dont know about you guys, but thats great in my book haha.
I never said I was 1337. I was just tring to get feedback about why attacking or raiding uncaps is strictly prohibited on some servers.nlsme wrote:
nope good observation there buddy and your not so 1337 yourself,ntw there is more then one map you know?
I play Sharqi a lot because it has a good variety of vehicles and is setup for some interesting infantry battles as well. When it comes down to it, it's just fun. I'd probably play more air maps if I had a joystick, I just don't like driving around all day.
This is a followup to the original post I created, which asked members what their most prized or valued stat was. The original thread can be found here: http://forums.bf2s.com/viewtopic.php?id=51916
Anyway, a few people suggested that I should make this into a poll so that's what I decided to do. Unfortunately, there are far too many stats to list them all individually for the poll so I tried to provide the most basic categories. If your favorite stat is your Sniper Rifle KDR then make sure to check Weapon KDR and just post seperately stating what specifically in that category you consider worth while. If your favorite stat is shock paddle kills or heal points then just check other and let us know.
Anyway, a few people suggested that I should make this into a poll so that's what I decided to do. Unfortunately, there are far too many stats to list them all individually for the poll so I tried to provide the most basic categories. If your favorite stat is your Sniper Rifle KDR then make sure to check Weapon KDR and just post seperately stating what specifically in that category you consider worth while. If your favorite stat is shock paddle kills or heal points then just check other and let us know.
Yeah, I agree it should have been carried over. Although I think that we're all missing the point of what it's really meant to be used for, which is dropping reinforcement vehicles for your allies on the battle front or moving tanks long distances quickly. I don't think it was ever intended to be used offensively, though Dice should've known that players would find some way to exploit it as a weapon.DisasterMaster wrote:
Yay, cartillary would be back!!! (I don't camp that often, so I didn't hate it)
-Since BF2 takes place after vietnam, why did the technology to pick up jeeps with helicopters go away? It has the advantage to kill someone/multiple people, but the risk of giving the enemy a jeep.
It was also fun to pick up an occupied tank and fly around while one of your allies fires from the tank. You run the risk of both being shot down, but it's quite shocking to the enemy to see a flying tank firing at them.
In Battlefield Vietnam they had a tow cable on the double bladed helicopters that could pick up jeeps, boats, and tanks. I actually got good at dropping jeeps and boats on top of enemy infantry and killing them. Unfortunately, it doesn't credit you with the kill. It just says "Player X is no more." Still a fun way to kill people though. A similar feature would be interesting to see in BF2.
Edit: This feature and napalm was about the only cool feature in BFV, which is why it was so quickly forgotten.
Edit: This feature and napalm was about the only cool feature in BFV, which is why it was so quickly forgotten.
Yeah, I thought of that right after I posted.lord_tyler_486 wrote:
k/d. btw why didn't u make a POLL?
I guess I could still make a poll for it in a seperate thread though.
Actually, if we want to get technical there are 3 different terms that can be applied to uncaps. There's spawn camping, base raping, and base raiding.Drexel wrote:
I'm an admin on a server that enforces the rules of no entering an uncap. I understand your arguments mindbullets, but you said that it would be ok to attack thoes bases as long as you don't spawn camp. No offence, but I don't see how you can attack a spawn and not call it spawncamping.
I enforce these rules because more than 90% of the people who enter these uncaps go in with the intent to go kill everyone that they can before they die. If they would just sit back at the first flag and still have that attitude, I feel the game flows much better and less people are happy.
When there are people in the uncaps, just about everyone on the uncap's team gets angry, where if you deny the entry, then one or two people on the other team get angry.
Either way, it's a prefrence, and if you don't like a server, well there's about 5000 others. I'm sure you'll find one you'll like.
Spawn camping in it's most technical sense as it's applied to any game, whether it's BF2 or Unreal, is killing someone at the precise point that they spawn in at on the map. In BF2 every flag has about 3-5 spawn points, which I think are actually referred to as insertion points in the BF2 map editor. If you are interested you can download the BF2 mod tools and map editor and open up an existing map and you'll actually be able to see exactly where someone will potentially spawn in at for a particular flag. Memorizing these spawn or insertion points and placing your crosshair over them so that you can kill someone right as they spawn in is spawn killing in the technical sense and definitely should be prohibited. I've seen a coordinated squad that knew exactly where all the spawn points were for the market flag in Karkand and parked or stood over them so that the enemy could only spawn in at the last remaining insertion point so they could instantly get a kill from the only remaining spawn point for the flag. To make things worse it was MEC's last flag and they weren't even trying to cap it, just stat pad.
Base raping or spawn raping as it's sometimes referred to is a slightly different practice where a base or uncap is attacked either from inside or outside the perimeter, but without employing the spawn camping practice of placing your crosshairs on specific spawn points for instant kills. Usually base raping occurs after the enemy of the target base has already spawned and is trying to get out or defend the base. Bombing a carrier runway for instance would be considered an act of base raping as opposed to spawn camping because the pilot can't target a specific spawn point of the uncap (unless he's really researched it and perfected his strike routine) but can simply hope to attack enemy units or vehicles that are already in the uncap and are trying to defend it or disperse from the flag.
Base raiding is where a base or uncap is attacked with a specific strategic objective, whether it be to destroy commander assets, destroy vehicle assets, steal vehicles, or pin down an advancing enemy army near one of your team's flags. I think most players don't have a problem with base raids, but because spawn camping and base raping annoys so many people it seems that many servers seem to prohibit all 3 practices, except for the very specific aspect of destroying commander assets.
As others have said though, I don't think those players who like to employ practices of base raiding should be punished because of the few players who like to practice spawn camping or over-zealous base raping.
I totally agree with this. I definetely think that there should be some stat that records how many vehicles you destroy, of what type, and with what weapon and/or vehicle. I already mentioned this on another thread but it's good to hear others agree. There's a huge difference between killing enemy infantry and killing an enemy tank, jet, or helicopter. There's a much larger investment of time, resources, and risk involved in the endeavor. I would have a much higher KDR and SPM if I wasn't always hunting down enemy vehicles, but I've found that eliminating these threats seems to be the single best way to ensuring your teams success other than capturing and defending flags.turkeybacon wrote:
I wish the game kept track of how many tanks/attack choppers you blow up. I spend way too much time trying to take out the beasts on the battlefield and my K/D ratio suffers.
It also seems that there should be 2 extra vehicle kill points awarded for destroying a vehicle that is counted seperate from the drivers, pilots, or gunners that occupy it. So if you shoot down an attack helicopter with a tank for example and it had a pilot and copilot you would get 4 points for killing the two occupants and another 2 points for destroying the helicopter while it's occupied. Obviously it wouldn't make sense to award the additional vehicle kill points if the vehicle isn't occupied or being operated by a driver. The reason I think it should be 2 additional points as well is so that you can also get a vehicle kill assist point if you contribute enough damage before someone else takes it down.
I can say with confidence that nearly 30% of my kills are either armor, transports, helicopters, boats, or jets. I think my ratio of vehicle kills compared to infantry kills is much higher than most players, but there's no stat to reflect this.
Ok, all of us play BF2 for our own reasons. Some just for fun, others for watching their stats grow. But deep down I think we can all admit that there is a particular stat that we hold above all others that we try to strive to improve. For some it's KDR, SPM, or KPM. For others it's the particular KDR of a weapon like carbines or assault rifles. Others may prize their teamwork or combat score.
For me personally it's my win/loss ratio, which admittedly isn't stellar, but is decent considering I barely ever play commander and never (Ok, maybe twice) switch to the winning team at the end of the round. I've realized this because I often play to win rather than to acquire badges and medals or pad my stats. I'll often find myself completely pissed about the way a round is going if my team is losing even if I still get gold on the server and my KDR and SPM are up. On the flipside, I'll enjoy a game more if my team is winning even if my SPM or KDR is below my average for the round or if I don't make it in the top 3 on the server.
So I thought it'd be interesting to have everyone post what their most prized stat is.
SPM, KDR, WLR, KPM, Accuracy?
Edit: Ironically the WLR is the one stat you probably have the least control over, which is why I can find this game to be very maddening at times.
For me personally it's my win/loss ratio, which admittedly isn't stellar, but is decent considering I barely ever play commander and never (Ok, maybe twice) switch to the winning team at the end of the round. I've realized this because I often play to win rather than to acquire badges and medals or pad my stats. I'll often find myself completely pissed about the way a round is going if my team is losing even if I still get gold on the server and my KDR and SPM are up. On the flipside, I'll enjoy a game more if my team is winning even if my SPM or KDR is below my average for the round or if I don't make it in the top 3 on the server.
So I thought it'd be interesting to have everyone post what their most prized stat is.
SPM, KDR, WLR, KPM, Accuracy?
Edit: Ironically the WLR is the one stat you probably have the least control over, which is why I can find this game to be very maddening at times.
Everyone has their own goals in the game. You shouldn't mock him just because you're not impressed..:ronin:.|Patton wrote:
1..........lol
Wow, I think this is one of the most coherent arguements I've seen on here in a long time. I'm glad you pointed out that there is a distinction between base-raping and base-raiding. I should have stated in my OP that the scenarios where attacking uncaps should be allowed fall under the category of base-raiding as you described it. I never attack an uncap for purposes of stat padding or spawn killing. There's always a strategic purpose. I wish I would have stated this originally. Anyway, good points. +1 for you.OpsChief wrote:
Your first para is a +1 all the way but the last sentence blurred the lines again -1. Baserape (raiding) is not the same as statpadding.SargeV1.4 wrote:
I love it how people suit their opinions to the situation: If they get their ass handed to them by a better player, they say "oh well at least I just play for fun." If they're on top of the boards it's all about how good they are. If people want more realism, they get told to fuck off because "it's just a game." and when it's about baseraping, you can all fall back on your "it's war, live with it".JeeSqwat wrote:
no rules to war...thats how it should be played..killl anyway how or be killed
Seriously, fuck off. Baseraping is nothing but a cheap, skilless way to get lots of kills. No matter how you put it.
What kills?
Usually base raids knock out the assets, steal a tank or helo and go back into the flank or rear of the enemy forces in the main battle area or take up a position to interdict the flow of enemy reinforcements to the front. Don't confuse forms of stat padding with strategic play, there is a big difference. Sometimes the enemy has played poorly and has only their uncap and maybe another flag somewhere.
The worst case is maybe something like a USMC helo in say Sharqi who goes to keep the MEC helo out of the air while the ground forces fight it out. Even that backfires if the USMC is getting pwned on the ground. His team might vote him out because he is hindering team efforts.
So why have a rule against the few rapers that keeps legit strategic players from using the Arts of War?
Very impressive. I'm still looking forward to the day when I take down a jet with the TOW or the Noob Tube. Helis are easy enough with these two weapons. Jets will be quite a bit trickier.krazed wrote:
took out a jet with the TOW before... ass tried to MG me also took out a few that were slowing down too much with AT and with a tank
It's not difficult to get 100+ score every round on Karkand if you're an engineer in armor, a medic, or a support guy.xtrem3_4c3_4 wrote:
williamss2 is the best player i know on gamearena 18 an 21 he gets like 100+ every round
True I play Sharqi a LOT, but I'm still able to pull these types of shots off on other maps as well. Wake Island is where I've had the most success against jets, but as I mentioned I don't play air maps often because I don't have a joystick and don't like driving around all day.im_in_heaven wrote:
The reason you do all this is because all you play is sharqi anyone can shoot down the heli on that map since the heli flys so low.LG-MindBullets wrote:
In my BF2 history I've destroyed jets with a tank 14 times, 9 times with the AT kit, and probably about 20+ times with TV guided missiles. These kills do not include runway kills. These were full flight kills.
This reminds me of a stat feature I wish was recorded. It'd be nice if BF2 recorded how many vehicles you killed, of what type, and with what weapon or vehicle. I have a KDR of 2.5, which isn't all that great, but if you could see that a very large percentage of my kills are vehicles I think it would be much more impressive.
I think I would have one of the highest percentages of vehicles kills out of all BF2 players. I'm consistently able to take down helis with about 70% percent accuracy with a tank and can often take on 2 or more armored vehicles solo as AT, spec ops, or an armor driver. It isn't unusual for me to take down 12+ helis on a map with either the AT kit, a humvee, or a tank.
Still, very impressive shot.
Edit: I don't play air maps very often because I don't have a joystick and my SPM goes way down since I spend most my time driving, but I'm considering creating a seperate "fun" account where I just try to see how many jets and helis I can take down in unusual ways. Taking helis down with the grenade launcher and TOW can also be a lot of fun. I hope to one day take down a jet with the noob tuber.
Quite F***ing Trueryan_14 wrote:
What's QFT mean?parth wrote:
QFTZolow wrote:
Hmm....DivineMomentOfTruth is pretty decent....thats all i can think of right now
I'd have to agree that out of all the players I've seen so far this is the only one that really seems to have ground skills and a decent accuracy. My SPM, KDR, and accuracy is higher than many of the players that were suggested and I don't consider myself an 1337 player, just above average. I've also stopped playing Karkand unless it's thrown in the map rotation. I have the most fun with Sharqi, Wake, and Jalalabad.|60|Cobalt wrote:
the best karkand player i've ever seen is this guy http://bf2s.com/player/37715591/
his infantry skills are amazing
I wasn't actually refering to spawn killing in the technical sense where you sit and wait for someone to spawn in right in front of your crosshairs. Kicking people who do that should be left to a vote or the admins.the17doctor wrote:
also, it dosnt take much skill to spawn kill, as most people cant get a shot on people like this.
In general though, there are some situations where it's necessary to invade an uncap.
For example: On Sharqi Peninsula I'll often play on a USMC team that just can't hold onto bases and the city entrance is the only remaining CP under USMC control. In order to allow the USMC to advance on other flags without worrying about losing the City Entrance from the rear it's a good strategy to have a couple guys stay behind and attack the uncap to prevent MEC from getting out of their base and taking the city entrance.
Another scenario for the same map is when the USMC only has the Construction Site or the Hotel and you need to get another CP. MEC is roving around in their LAV and Tank they stole from the TV Station making it difficult to capture a flag solo. Often it's necessary to go into MEC's main uncap and steal their tank so you can go take City Entrance, Survailence Post, or the Alley Way.
Karkand and Jalalabad have similar issues.
In my BF2 history I've destroyed jets with a tank 14 times, 9 times with the AT kit, and probably about 20+ times with TV guided missiles. These kills do not include runway kills. These were full flight kills.
This reminds me of a stat feature I wish was recorded. It'd be nice if BF2 recorded how many vehicles you killed, of what type, and with what weapon or vehicle. I have a KDR of 2.5, which isn't all that great, but if you could see that a very large percentage of my kills are vehicles I think it would be much more impressive.
I think I would have one of the highest percentages of vehicles kills out of all BF2 players. I'm consistently able to take down helis with about 70% percent accuracy with a tank and can often take on 2 or more armored vehicles solo as AT, spec ops, or an armor driver. It isn't unusual for me to take down 12+ helis on a map with either the AT kit, a humvee, or a tank.
Still, very impressive shot.
Edit: I don't play air maps very often because I don't have a joystick and my SPM goes way down since I spend most my time driving, but I'm considering creating a seperate "fun" account where I just try to see how many jets and helis I can take down in unusual ways. Taking helis down with the grenade launcher and TOW can also be a lot of fun. I hope to one day take down a jet with the noob tuber.
This reminds me of a stat feature I wish was recorded. It'd be nice if BF2 recorded how many vehicles you killed, of what type, and with what weapon or vehicle. I have a KDR of 2.5, which isn't all that great, but if you could see that a very large percentage of my kills are vehicles I think it would be much more impressive.
I think I would have one of the highest percentages of vehicles kills out of all BF2 players. I'm consistently able to take down helis with about 70% percent accuracy with a tank and can often take on 2 or more armored vehicles solo as AT, spec ops, or an armor driver. It isn't unusual for me to take down 12+ helis on a map with either the AT kit, a humvee, or a tank.
Still, very impressive shot.
Edit: I don't play air maps very often because I don't have a joystick and my SPM goes way down since I spend most my time driving, but I'm considering creating a seperate "fun" account where I just try to see how many jets and helis I can take down in unusual ways. Taking helis down with the grenade launcher and TOW can also be a lot of fun. I hope to one day take down a jet with the noob tuber.
Ah... So that's what that was. About a week ago I was playing Sharqi Peninsula and near the end of the round it started raining dozens of vehicles near the Survailence Post. At first I thought it might have been a glitch with my own system so I asked other people on the server if they were seeing it too. They confirmed that it wasn't just me.fatherted13 wrote:
a commander hack exists where the player has use to unlimited amounts of arty, vehicles, uavs etc. its the same one that used to cause 100's of cars to rain from the sky, and blowing up
Anyway, it started raining vehicles so quickly and densely that it caused me to get disconnected from the server. The same thing probably happened to other players as well. It really ticked me off because I had another gold star in the making that round.
This has always puzzled me. Why do so many servers make it a point not to enter or attack uncaps unless you're spec ops? On any given map where a team has an uncap that team automatically has a HUGE advantage over the defending team without an uncap. The defending team has the potential to lose all their flags so it only seems fair that they should be able to prolong or distract the invasion of their CP's by attacking the uncaps when necessary.
I can understand the validity of this rule as it applies to carriers because it becomes nearly impossible to get off the carrier if your team is unsuccessful at getting or keeping additional flags in the first few minutes of the round but in all other cases there's no reason you shouldn't be able to get out of the uncap. I'd much rather be on a bad team that has an uncap but can't get bases than a bad team that doesn't have an uncap and can't hold onto bases.
To a large extent the root of the problem is that Dice designed several maps that give one team uncaps and not the other. Usually, this can be offset by playing the map for 2 rounds and alternating teams, but it still doesn't adequately address the issue since not all servers play each map for 2 rounds with a team swap between each round. What is the logic behind not allowing attacking of uncaps? I'm not talking about spawn killing, just attacking, destroying, and stealing assets.
It seems that servers are split 50/50 concerning this rule so I tend to play on the servers that don't employ this rule, but as a matter of curiosity I'd like to understand why admins use this rule at all.
I can understand the validity of this rule as it applies to carriers because it becomes nearly impossible to get off the carrier if your team is unsuccessful at getting or keeping additional flags in the first few minutes of the round but in all other cases there's no reason you shouldn't be able to get out of the uncap. I'd much rather be on a bad team that has an uncap but can't get bases than a bad team that doesn't have an uncap and can't hold onto bases.
To a large extent the root of the problem is that Dice designed several maps that give one team uncaps and not the other. Usually, this can be offset by playing the map for 2 rounds and alternating teams, but it still doesn't adequately address the issue since not all servers play each map for 2 rounds with a team swap between each round. What is the logic behind not allowing attacking of uncaps? I'm not talking about spawn killing, just attacking, destroying, and stealing assets.
It seems that servers are split 50/50 concerning this rule so I tend to play on the servers that don't employ this rule, but as a matter of curiosity I'd like to understand why admins use this rule at all.
Personally, I think grenades are fair game and I'm usually pretty good about seeing them or prediciting situations in which players tend to use them. My only gripe is that there isn't enough sprint to escape them half the time. BF2 has some of the most out of shape soldiers ever. If grenades were flying at me I think I could find a way to sprint for more than 5 seconds.
I don't have a screenshot, but the most kills I got in a couple seconds was 6 with a grenade that I tossed on Karkand. The bodies flew like popcorn.
I don't know if I'm thinking of the same technology that you're referring to, but I have seen prototypes for adaptive camoflouge in a couple forms. I think the version you may be thinking of employs the use of fiber optics where a fiber optic wire is connected from one side of a vehicle or suit to the other so that light coming in on one side is transferred out the opposite, essentially displaying the light coming from behind the object. This works better on rigid rather than deformable objects though because the entry and exit angle of each light vector can be predetermined without the possibility of being offset by deformations. However, I would imagine that this would require a powerful computer to control and probably would require a significant amount of energy to adjust or modulate the influx of light. For example in a bright outdoor environment it may be necessary that the light coming in one side of the object is amplified before exiting the other side, whereas light may be able to pass directly through under different natural lighting conditions.theDude5B wrote:
nah i think it is developed using photo sensitive chemicals so does not require a battery. Or so the one i read/hear about was.Milk.org wrote:
Yeh but I'm guessing there's no easy way to power it unless that person wants to carry 10 car batteries around or something.Lestat<CoN> wrote:
well actually Cloaking snipers arent too far fetched they have already developed a Jacket that can show whats behind the wearer i have a pic somewhere of it in action it doesnt work that great but if they put some effort and money into it who knows but i would like something realistic along the way of the current next gen weaponary and vechiles
The other form of adaptive camoflouge is somewhat more practical, especially in the application of deformable objects such as the clothing a soldier might wear. It uses OLED (Organic Light Emitting Diodes), which are basically display screens that use chemical rather than electrical reactions to release light. Because the light emitting mechanism isn't restrained by the rigidity that prevents electrical displays from being flexible the light emitting surface can be deformed under certain conditions and can be extremely thin, in some cases as thin as several sheets of paper. This technology isn't science fiction either, and is already being used in some devices such as cell phone displays. Right now the largest issues the technology faces is lifespan and cost, although it is believed that when perfected that they should be fairly affordable. Using this technology you wouldn't necessarily be able to replicate the background environment exactly but you could have an object or a soldier uniform conform it's color and texture pattern to closely match its environment similar to a chameleon. Because it's a chemical and not electrical based technology it would also be free from large power requirements and is thin enough to not restrict mobility. This is a more practical approach for adaptive camoflouge and I wouldn't be surprised if there were some working prototypes that do this in the next 5-10 years.
Other than cell phone and computer monitor displays I think one of the first innovative uses of this technology will be foldable real-time newspapers. Imagine having a display screen connected to a device like an Ipod that you can roll up and put in your pocket. I think you may also see this technology used in advertising such as putting a screen on a sphere or cylindrical pillar in a mall. The video or image could be displayed on a pillar in 360 degrees.
The only reason that I find attacking uncappable bases acceptable is because on most maps the team with the uncappable base has a HUGE advantage over the team that can't fall back to a safe hold. There's no reason to defend an uncappable base that is under serious attack (except to protect commander assets) if it's going to cost your team in KD ticket bleed. Stop defending it! Try to take another base and divide the concentration of forces on the map. I think Wake Island may be the only exception to this. Sometimes if you have a crappy team there is simply nothing you can do to get off the carrier or get a boat off the artillery island. In this case it would be your team's fault for getting into that situation, but I don't always think that good players should be punished for the incompetence of their team mates.
I destroyed the same helicopter 3 times in one round on Sharqi using C4. I have no idea why, but he would always fly extremely low, and often he would try to take over the Survallence Point, the Construction Yard, or the TV Station so it was easy to sneak up underneath him and attach it to the belly of the helo. It was one of the most hilarious things I've seen in BF2.
I really only fly helicopters, but I seem to do alright with just the keyboard and mouse. If I was more serious about fling planes I would probably get a joystick though.
Well because Dice made it impossible to get rid of claymores with grenades now (which is stupid BTW) I think it's really the only way to clear them. I do it all the time when I play medic. Just let someone go first to detonate then rivive them afterward and they don't get a death counted against them. This strategy also works with C4, but with C4 you have to make sure you kill the Spec Ops guy before you revive your teammate.
I'll have to try that sometime. I've done it on other pads. I don't know why I've never really thought of doing it on the TV Station.ThomasMorgan wrote:
not bad...
i usually like just getting in the heli but not taking off, turning it 90 degrees to the right, then getting in the gunner seat and mowing everyone down
For anti-infantry I definitely prefer the APC over tanks. It only takes one direct shot with the APC/LAV to kill a player and it's a much quicker vehicle. It's also easier to deal with ji'had Vodniks in an APC because one missile will take them out, but they can usually survive one tank shot long enough to get in range. My highest kill streak was on Karkand in an APC. I got 62 kills in a row before the round ended. Overall I ended up with 85 kills and 1 death for the round.
I was playing on Sharqi last night and I was at the TV Station as support on MEC trying to take over the flag. Just nearby I heard our attack helicopter take out the Cobra so rather than continuing to take the flag I went to the top of the building to see if I could steal it. When I got to the top there was already a USMC sniper waiting to get in so I mowed him down. I then picked up his kit and layed down 2 claymores just behind the wall facing the helicopter so that players walking along the 2 paths to the helipad couldn't see them. I then waited behing the Cobra and sure enough the sniper I just killed and another guy came up to get the heli again.
Boom.
Both were gone. I picked up my support kit again that I had dropped to pickup the sniper kit and layed down some ammo packs. I then grabbed the sniper kit again and went near the staircase door this time and placed 2 more claymores just around the corner from the door. About 20-30 seconds later there was another explosion. I did the kit swap again and replaced the claymore. I did this about 3-4 times before I got a few good laughs then decided to steal the Cobra.
If I ever come upon another sniper at the top of the TV Station I'll have to try this again sometime.
Boom.
Both were gone. I picked up my support kit again that I had dropped to pickup the sniper kit and layed down some ammo packs. I then grabbed the sniper kit again and went near the staircase door this time and placed 2 more claymores just around the corner from the door. About 20-30 seconds later there was another explosion. I did the kit swap again and replaced the claymore. I did this about 3-4 times before I got a few good laughs then decided to steal the Cobra.
If I ever come upon another sniper at the top of the TV Station I'll have to try this again sometime.
I don't think having an instant replay would be that practical, but I think for any weapon that it should display the distance of the shot.
Examples:
PlayerDude1 [M95] (211 meters) Victim 1
LG-MindBullets [92FS] (46 meters) Victim2
LG-MindBullets [SRAW] (182 meters) Victim3
LuckyBastard [Shock Paddles] (2 meters) Victim4
This would be simple and could be displayed for everyone to see without being distracting. It'd be cool to see what types of long distance shots players are able to pull off.
Examples:
PlayerDude1 [M95] (211 meters) Victim 1
LG-MindBullets [92FS] (46 meters) Victim2
LG-MindBullets [SRAW] (182 meters) Victim3
LuckyBastard [Shock Paddles] (2 meters) Victim4
This would be simple and could be displayed for everyone to see without being distracting. It'd be cool to see what types of long distance shots players are able to pull off.
That's stat padding. Unfortunately, EA has made the engineer kit so weak and with little reward that they've forced players to resort to these tactics. IMHO, I think that engineers should get repair points for repairing 1/3 of a vehicle's health if it is occupied. Requiring that the vehicle be on the verge of exploding is ridiculous. Even if you follow vehicles around all round reparing them, unless they get damaged more than 75% you're not going to get repair points. The engineer kit is still one of the weakest kits in the game. The automatic shotgun is nice, but they have no long range weapon. At least with the AT kit you can snipe infantry with rockets.polarbearz wrote:
Or even better take it for a dip