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  • "JSLICE20" started this thread

Posts: 3,292

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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1

Wednesday, March 26th 2014, 5:38pm

Carrier Assault is Remarkably Satisfying

Undoubtedly, my new favorite game-mode. It seamlessly combines the meticulous Assault and Defense of Capture Points on Conquest and the close-quarter infantry combat of Rush in one fluid round. Carrier Assault Large consists of 5 Flags, while I presume Carrier Assault Small to include 3, and each flag houses a missile battery. Once captured, the artillery launches a warhead destined for the hull of the opposing team's Aircraft Carrier for 1 Damage point per rocket. Each launch is governed by a timer of about 14 seconds, so explosives projectiles are not constantly spewing out of one silo. Once a carrier is damaged to 50% health it is succeptible to boarding.

There are four entrances into the Carrier. One is accessed through the Flight Deck, depicted as a breach caused by an explosion, which leads a downward ramp into the sector where the MCOM lies. Once the Carrier becomes accessible, a Parachute Spawnpoint is awarded for the team attacking the Carrier. This enables a constant, unrelenting assault on the ship. During the bombardment, the stationary, Automatic Anti-Air is destroyed permitting an aerial raid through helicopters. The second and third are implemented as rampways leading into the same MCOM sector. The second and third entrances are set diagonal from one another. The second faces the Flags centered on the map located towards the median of the hull and the third remains on the opposite end at the stern. The fourth and final route is the retractable waterway located at the stern. It measures about 40 meters long and directs you to another lengthy ramp heading to the central sector where the first MCOM is situated .The area where the initial MCOM is placed is comfortably spacious and sports a vertical walkway to acquire an elevated position for MCOM defense. The interior contains more than adequate obstacles for cover, and they are positioned in such a manner that either team can employ their use with equal effectiveness. The Defending Team is protected with two sets of metal doors which open outward to prevent, to a certain extent, Spawnkilling, and their operation is triggered with the proximity of a Defending player (such as automatic doorways at a shopping center).

Once the first MCOM has detonated, the Defenders are allotted 30 seconds to form defensive positions in the Boiler/ Engine Room. To access, the Attackers enter the previously locked doors and continue foward through a stairwell leading into the next sector. Each doorway and stairwell provides the same destination. At the foot of the stairs is a long, narrow passage, on either side, measuring about 20 meters long to allow the Defensive Team to neutralize the incoming assault. After the corridor, resides the Bolier/ Engine Room. Four massive mechanical Engines seperate each of four walkways which connect from both in front and behnd the Engines. Ther MCOM is positioned on the second, leftmost walkway centered on one of the Engines. The Defenders are supplied two points of access to the area, but once the Attackers establish a foothold, it will be incredibly difficult to enter unscathed. At that moment it is best to spawn on a transport vehicle and attempt a daring flank by entering through one of the ramps.

Currently that is my environmental description of the mode. I'll include more details through further testing and enjoyment. :D
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

This post has been edited 3 times, last edit by "JSLICE20" (Mar 26th 2014, 7:08pm) with the following reason: Included various pieces of missing information. Further test results.


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: Mar 25th 2014

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2

Wednesday, March 26th 2014, 5:53pm

Undoubtedly, my new favorite game-mode. It seamlessly combines the meticulous Assault and Defense of Capture Points on Conquest and the close-quarter infantry combat of Rush in one fluid round. Carrier Assault Large consists of 5 Flags while I presume Carrier Assault Small to include 3 and each flag houses a missile battery. Once captured, the artillery launches a warhead destined for the hull of the opposing team's Aircraft Carrier (I am led to believe that each missile inflicts 1-5 damage per, but I'll report back with the results in the edit). Each launch is governed by a timer, so explosives projectiles are not constantly spewing out of one silo. Once a carrier is damaged to 50% health it is succeptible to boarding.

There are three entrances into the Carrier. One is accessed through the Flight Deck, depicted as a breach caused by an explosion, which leads a downward ramp into the sector where the MCOM lies. Once the Carrier becomes accessible a Parachute Spawnpoint is awarded for the team attacking the Carrier. This enables a constant, unrelenting assault on the ship. The second and third are implemented as rampways leading into the same MCOM sector. The second and third entrances are set diagonall from one another. The second faces the Flags centered on the map located towards the median of the hull and the third remains on the opposite end at the stern/ bow (I'll confirm in the edit). The area where the initial MCOM is placed is comfortably spacious and sports a vertical walkway to acquire an elevated position for MCOM defense. The interior contains more than adequate obstacles for cover, and they are positioned in such a manner that either team can employ their use with equal effectiveness. The Defending Team is protected with two sets of metal doors which open outward to prevent, to a certain extent, Spawnkilling, and their operation is triggered with the proximity of a Defending player (such as automatic doorways at a shopping center).

Once the first MCOM has detonated the Defenders are allotted (results in edit) seconds to form defensive positions in the Boiler/ Engine Room. To access, the Attackers enter the previosly locked doors and continue foward through a stairwell leading into the next sector. Each doorway and stairwell provides the same destination. At the foot of the stairs is a long, narrow passage, on either side, measuring about 20 meters long to allow the Defensive Team to neutralize the incoming assault. After the corridor, resides the Bolier/ Engine Room. Four massive mechanical Engines (again will confirm later) seperate each of four walkways which connect from both in front and behnd the Engines. Ther MCOM is positioned on the second, leftmost walkway centered on one of the Engines. The Defenders are supplied two points of access to the area, but once the Attackers establish a foothold, it will be incredibly difficult to enter unscathed. At that moment it is best to spawn on a transport vehicle and attempt a daring flank by entering through one of the ramps.

Currently that is my environmental description of the mode. I'll include more details through further testing and enjoyment. :D
When did it feel too crowded? With how many playerS?
RIP Sraw

mmacola

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3

Wednesday, March 26th 2014, 6:13pm

@Iwo_Jima
Carrier assault is super duper and quoting whole posts is pooper scooper.

@Thread
It is really fun. Hand flares on the carrier though, can't see anything. Good for stopping attackers

  • "JSLICE20" started this thread

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: Apr 26th 2013

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4

Wednesday, March 26th 2014, 6:16pm

These were 64 Player Matches, but not all players occupied the Carriers. There are still plenty of those contesting flags, residing in vehicles, or generally fooling around. I would estimate that the MCOMs became a 12 vs. 12 through a 16 vs. 16 matchup and that was easily manageable. It gets mildly claustrophobic in the Engine room, but your fate is basically sealed at that point. I failed to mention that the Aircraft Carriers can be destroyed via two methods: bombard the hull into submission through the batteries or sabotage from within through MCOM destroys which disables the Engines.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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5

Wednesday, March 26th 2014, 9:44pm

Two things I noticed about Carrier Assault: 1. No Hardcore servers yet (on PS3). 2. There was a time when, in the carrier, one side (attackers/defenders) could remain in the same (large) room as the enemy spawn point. There might have been only 30 meters or so separating the spawn campers and the spawning soldiers. I found this pretty frustrating, and very hard to escape (not impossible, though, I admit). They need to fix this. Every HQ spawn should be 100% guaranteed to be a safe spawn. Any map, any mode, any round phase, any time.

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6

Wednesday, March 26th 2014, 9:49pm

Two things I noticed about Carrier Assault: 1. No Hardcore servers yet (on PS3). 2. There was a time when, in the carrier, one side (attackers/defenders) could remain in the same (large) room as the enemy spawn point. There might have been only 30 meters or so separating the spawn campers and the spawning soldiers. I found this pretty frustrating, and very hard to escape (not impossible, though, I admit). They need to fix this. Every HQ spawn should be 100% guaranteed to be a safe spawn. Any map, any mode, any round phase, any time.

inb4 bad company 1 rush spawncamping.

god how awful was rush in that game... there was literally not even half a second of time to get away from the spawncampers,at least in metro on bf3 there was the smoke nade,as long as you could use it,you always had a slight chance of making it,but on bc1,well... that was just impossible.
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
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obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

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ENEMY KILLED [REASON] JSLICE20 100


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NoctyrneSAGA

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7

Thursday, March 27th 2014, 2:52am

Apparently quite a few people are disappointed by this reimagining of Titan Mode. One criticism has been leveled at Parachute Spawn over the enemy Carrier which essentially lets Attackers spawn on to the MCOMs non-stop. Exaggeration? And for the BF2142 vets, how is it really?
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

  • "JSLICE20" started this thread

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Date of registration
: Apr 26th 2013

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8

Thursday, March 27th 2014, 3:35am

Apparently quite a few people are disappointed by this reimagining of Titan Mode. One criticism has been leveled at Parachute Spawn over the enemy Carrier which essentially lets Attackers spawn on to the MCOMs non-stop. Exaggeration? And for the BF2142 vets, how is it really?

Is this source Battlelog perchance? Because we all know the gross over-exaggerations that occur in those forums...
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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        x 1.0
        y 1.2
    AttractSoftZone 0.75
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    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


R

tits pls

(2,621)

Posts: 1,871

Date of registration
: Sep 16th 2012

Platform: PC

Location: VY Canis Majoris

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9

Thursday, March 27th 2014, 3:39am

Apparently quite a few people are disappointed by this reimagining of Titan Mode. One criticism has been leveled at Parachute Spawn over the enemy Carrier which essentially lets Attackers spawn on to the MCOMs non-stop. Exaggeration? And for the BF2142 vets, how is it really?

Is this source Battlelog perchance? Because we all know the gross over-exaggerations that occur in those forums...


You played CA right? How are the carrier spawns? I'm pretty sure thats what Noctyrne wants to know

  • "JSLICE20" started this thread

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Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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10

Thursday, March 27th 2014, 4:26am

The Carrier Spawns themselves function well. Depending on the condition of the Carrier, the Spawns will alternate. Provided the first MCOM is still intact, you will spawn in between the Engine Room and the initial MCOM sector in various locations. There are two pathways leading into that room protected by metal doors that swing outward based on a Defender's proximity. However, once the Attackers establish themselves, it is best to avoid those doors altogether and attempt a flank through the nearest ramp-way. The secondary Spawn is identical to the first: two doorways leading into the space housing the MCOM. And agin, utilize the ramps to flank because it is difficult to enter through and subsequently access the MCOM.

The Parachute Spawn mirrors that of Obliteration and it is simple to reach the flight deck. Currently, I see no imbalances with any existing Spawn-point.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

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 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho