comet241 wrote:
EA has designed certain maps with uncappable flags. These are bases where only one side can spawn…. Period. Outside of the odd asset here and there, there is no particular need for an enemy to go there other than to catch people just as they are spawning, and at their weakest (this is where I link my earlier comments as it being a “weak strategy”, hitting people when they are at their weakest). To which you reply: isn’t that the whole point of warfare???
Comet m8, I like your attitude about sportsmanlike conduct we need alot more of that. We can choose which level of difficulty we play on by joining servers with rules we like. Having both levels of rules makes a good gaming comunity.
You assertion why strategic raiding is a weakness by kicking the enemy when he is down! We are here to win!!! Its Logical Fallacy m8, your points do not support your conclusion either because something was left out or because you believe everyone agrees with your assumptions, I am not sure which. And its no big deal we just keep refining our points until we can connect the dots
You dismiss the Main Raid by assuming there is little or no reason to do it. Actually there is every reason to do it at the right time during the battle and none of them are because of character flaws (unless, I agree with you here, they are breaking written rules of that particular server). Attacking an enemy base regardless of it's capturability, blinds the enemy if you lay waste to the UAV/SAT, reduce enemy firepower by spiking arty and changes force balance if you capture empty enemy armor and use it against them. Even more you create a second flank forcing the enemy to answer your initiative, to dance to your tune. A team allowing the enemy to effectivley control their logistics base has lost the game, its that simple
This kind of BF2 battle is levels above the iron sights of Counter Strike and it is battle that EA/Dice intended to be there demonstrated by design. Since we aren't allowed to mod the ranked maps we must use the scenarios provided with BF2 as is and not invent our own scenario.
comet241 wrote:
Going back to my point, EA designed the game with certain maps having uncappable flags. These flags were not meant for the enemy to really be there.
Had BF2 intended for uncaps to be off limits they would have put the No/Go border over it killing any enemy who stays more than 15 seconds. The non-cap only means it can't be captured it doens't mean "Don't go here".
If you look at all the maps with the posted BF2 scenarios in mind you see that the choice of when uncaps are used and when they are not makes sense, Assault scenarios have one uncap, Conquest no uncaps, etc.. Caps and tickets are all calculated in the game balance design accordingly. Depending on the skills of the team it may or may not be a weakness to hit them at their home base. It is there because the scenario design used it based on the mission. So you see the game was not meant to be 50/50 in every situation! Sometimes you start at a disadvantage!!!
Example: KARKAND, USMC, one UNCAP no flags no neutrals on map. Mission: Assault the Factory - go read the scenario description. The MEC, strategically, have a few options they may use. Lets go thru the process that every single MEC commander always uses to decide how he will defeat the imperialist infidel marines at Karkand.
MEC Commanders estimate of the situation:
"USMC is expected to attack in force to attempt to sieze our main base and strategic assets in Karkand. Force size is equal to our available forces but initial advantage is to the USMC because Southern Karkand is at risk due to proximity of USMC base and greater distance to our own armor base. Visibility is limited to increased reliance on UAV/SAT imagery is key to our forces agility."
Possible Courses of Action (COA)-
1. Linear Defense forward generally South of the Hotel at the narrow point of the map
Strengths- Weaknesses-
2. Delay in Sector mainland urban area with mutually supporting strong points
Strengths- Weaknesses-
3. Deliberate Defense on the riverline to protect assets and limit enemy avenues of attack
Strengths- Weaknesses-
4. Counter-Attack the USMC Assembly Area before they attack to strategically pre-empt US action
Strengths- Weaknesses-
OK i'll stop here. You get the idea.
COA 4 is dicey because if MEC assaults to pre-empt USMCs assault immediately they have no armor for a minute or two. USMC can have respawned 2-3 times by then. USMC strong points at the arty firebases reinforced by armor are formidable if only infantry is attacking.
Now on many servers the COA 1 is the defacto plan because a) it takes no extra planning at first, b) the potential for heavy infantry melee around the Hotel will draw all non-armor spawners. It is the least tactically sound of the COAs I listed, especially if the map is strategically open (no spawn fences). This plan is easily outflankd by USMC massing forces on one area and making end runs over the heights on both flanks and rolling to the Factory which is their objective.
Yes this is a Game but its a Wargame and lends itself nicely to the application of the Arts and Sciences of War.
Good Luck and Have Fun
Last edited by OpsChief (2006-07-09 18:39:40)