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Author Topic: Another change for Hospital  (Read 6694 times)

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Offline teddy_grizzly_bear

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Re: Another change for Hospital
« Reply #15 on: Tuesday, October 21, 2014, 15:28:57 PM »
Is there any disadvantages that needs to be taken into consideration if we gave VIP 1 smoke?
Well just a smoke wouldn't probably have too much of a dire consequence IMHO. But with these things it might be that you put it there and only then can you see what happens...
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Offline ArmyAntiCheat

Re: Another change for Hospital
« Reply #16 on: Tuesday, October 21, 2014, 15:38:49 PM »
No, it wouldn't be a disadvantage. Smoke is needed for VIP since he has only 30 ammo, fully red and on his own he has no chance otherwise. Do a diplomatic voting again, add feature for 3 days then vote for 3 days.

Offline ELiZ

Re: Another change for Hospital
« Reply #17 on: Tuesday, October 21, 2014, 15:40:03 PM »
Do a diplomatic voting again, add feature for 3 days then vote for 3 days.

Yeah, that worked out so good the last time :)

Offline ArmyAntiCheat

Re: Another change for Hospital
« Reply #18 on: Tuesday, October 21, 2014, 15:46:28 PM »
Yeah, that worked out so good the last time :)

Yeh, just ignore the haters :)

Offline widow

Re: Another change for Hospital
« Reply #19 on: Wednesday, October 22, 2014, 15:49:48 PM »
i think vip is to red ;)
make him green and all others red.... lol

Offline MrEpicGoat

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Re: Another change for Hospital
« Reply #20 on: Wednesday, October 22, 2014, 17:45:17 PM »
The core problem here that escort players rarely help the vip. Therefore I propose the following change:

Every escort player who doesn't come to protect vip (defined by being 10 meters close to him within first 20 seconds of the round) is being punished by the "anitopoke shake".

Offline ~=W!CK!D=~

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Re: Another change for Hospital
« Reply #21 on: Wednesday, October 22, 2014, 18:37:22 PM »
The core problem here that escort players rarely help the vip. Therefore I propose the following change:

Every escort player who doesn't come to protect vip (defined by being 10 meters close to him within first 20 seconds of the round) is being punished by the "anitopoke shake".


lol

Offline M@dness

Re: Another change for Hospital
« Reply #22 on: Saturday, October 25, 2014, 03:11:25 AM »
IMHO the only time a problem arises when VIP is alone. But Hospital is usually popular enough that one doesn't need to play 1v1 too long.
   this is correct i just played with father hun  in hosp and i was vip , its a challenge but doable , we ended equal after 10 rounds , of cors he wasnt camping so i was able to camp and i didnt reach heli once , but as the quote states it is such a popular map it is never one on one for long , the point of the game is to rescue a person who is messed up and has no resources .  it is the job of escort to attend to his injuries and provide him with some form of defence then escort him to safety.  this can normally only be done with team work ,
----Tempus fugit mors venit----

Offline Bart!

Re: Another change for Hospital
« Reply #23 on: Saturday, October 25, 2014, 03:14:36 AM »
The whole mission type is saving the vip, not letting the vip save himself.

Offline Dialects

Re: Another change for Hospital
« Reply #24 on: Saturday, October 25, 2014, 08:16:18 AM »
VIP having a smoke grenade, depending on the level of team-work of Escort, could either have a significant impact or not have any at all. An extra smoke grenade at the hands of a skilled player with a tactical mindset + a solid teamwork effort from Escort and added communication could really turn the tables around. If say, for instance, a VIP were to smoke near Garage Entrance/Corridor and rush towards the Surgery Room, he'd be able to:

1. Hide Escort Movement
    - To a certain extent; sound gives away some of this.

2. Report OPFOR Movement
    - If you stand right next to a wall and look at either side while a smoke's out you'll be able to bypass the smoke's sound and prioritise other significant sound such as footsteps, which gives plenty of OPFOR's positioning away)

3. Solidify A Perimeter
    - It may not sound like much but if you think it through...you'll come to realise the only reason Garage Entrance/Ambush Rushing still stands a chance is mostly due to;
                       
1) The time it takes Escort to get to the VIP and the effectively badly covered routes these are forced to take to reach VIP before Escort does.
                         
2) Visibility is already scarce for Ambush as they need the right placement and flash usage to enter Hospital without suffering too many if any loss at all; by adding the smoke into the equation, you'll essentially almost neutralize visibility to an extent where rushing Garages renders almost entirely ineffective.


The end result? Heli-camp all the way...a rather poor dynamic gameplay for such a rich map. This may sound like slightly too big of an exaggeration --and to a certain, it is. Its an hypothetical elation based on the account of skilled and communicative team-work all around. If the generic consensus is that people mostly concern only about themselves and ride along with the vignanimous rambo-style-ness then I suppose a smoke or two won't itch too much!
« Last Edit: Saturday, October 25, 2014, 08:19:24 AM by Dialects »
"The object of war is not to die for your country but to make the other bastard die for his." - George S. Patton

 

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