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NoctyrneSAGA

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11

Thursday, March 27th 2014, 4:28am

Someone thinks I actually venture into The Battlelog Forums™® (aka Hell's Asshole)? LOL!

No, there were a couple threads on Reddit.

After playing Carrier Assault for a few hours, can safety say, Dice, for the love of God... REMOVE the parachute spawn.

"This thing ruins to entire mode because who ever gets breached first ALWAYS loses as they've no way to postpone attackers."-/u/wexfordlad1

"My other friends have similar experiences, whoever breaches first wins. From what I've seen this is almost 100% due to the parachute spawn."-/u/FriendOfAxl

Dice, Carrier Assalt's game mechanics are broken

It's also why I asked for the input from BF2142 vets.

"For those of you who missed 2142 it went something like this: in 2142, only squad leaders got spawn beacons. You could plant it anywhere (well, almost anywhere, I don't know of anywhere you couldn't) and your squad would drop in like ODST's when they spawned on it."-N7_Guerilla
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12

Thursday, March 27th 2014, 4:56am

I expected you likely employed Reddit's Battlefield Discussion Forum, but I couldn't be absolutely sure. After all "assuming just makes an ass out of you and me."

The Parachute Spawn is extremely beneficial, yes, but I would not deem it the sole cause of preserving or losing a victory. Ultimately that boils down to player composition, within the Carrier, the skill they posess with a firearm, and the effectiveness of their strategy.

The Carrier can be disabled through sheer damage as well, so if a team can fend off an assault long enough they can emerge victorious through maintaining the Capture Points. One silo launches a missile every 14 seconds inflicting 1 Damage per detonation. Hold all five flags in your posession, and (provided every battery simultaneously fires a rocket) your team can drain the enemies' Carrier, from 50% as that is the threshold from which the Carrier is susceptible to siege, to 0% in just 140 seconds. So it is completely reasonable to withstand an attack for that period of time.
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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 1 times, last edit by "JSLICE20" (Mar 27th 2014, 5:09am)


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13

Thursday, March 27th 2014, 5:06am

As an attacker, the parachute spawn is infinitely better than being part of the turkey shoot that would be either swimming / flying in via helicopters, but parachuting is still also one big turkey shoot.

As a defender, it would be like defending the rush objective with 32 rabid people going straight for the objective. And guess what? A few attackers could stay back and enjoy capturing the missile silos.


2142 has this alleviated by giving the defenders some breather time by successfully destroying the wave of attackers' pod launching vehicles, giving both sides a chance to regroup.


I haven't really played CA, but a permanent parachute spawn really is extremely punishing for the defenders from what I see. Make it an objective, that would spice things up.
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Thursday, March 27th 2014, 5:16am

I think it might also be a case of it just being too easy to blow up the objectives. In 2142 the objectives, especially the core, took a massive beating. Here it is just hold use button and wait for 30 seconds. It gives you hardly any time to get back to the carrier if it becomes apparent that no one is defending.

NoctyrneSAGA

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15

Thursday, March 27th 2014, 5:19am

@JSLICE20

I would appreciate it if you stopped treating me like an idiot. I am very familiar with how Carrier Assault works at this point, having watched practically all the footage there is on it, including the livestream where they explained everything. I even know what the interior of the Carriers look like with a high degree of accuracy. However, I only know mechanics and their implementation and not how they actually play out. I don't need any more "Here's how it's supposed to work" comments. I need "Here's how shit actually goes down" information, and again, comparison from actual BF2142 vets.
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16

Thursday, March 27th 2014, 5:22am

it would be like defending the rush objective with 32 rabid people going straight for the objective.

and tell me,why would you ever play rush in a 64p server? dice said t multiple times that rush is optimized for 20-32 people and NS for 32-40-somethin people..
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  • "JSLICE20" started this thread

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17

Thursday, March 27th 2014, 5:31am

Fine, if you breach the Carrier first, you will likely win. With that presented, how the hell am I supposed to know that you documented the entire process of the mode? It's ridiculous. I do not encompass telekinetic powers to determine your thoughts, sorry to disappoint. If you do not like my analysis, I suggest you research some videos then.
To Aim Assist or not to Aim Assist, that is the question.

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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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18

Thursday, March 27th 2014, 6:05am

The World Champion assumes the reason for a parachute spawn is because once the carrier has been knock into breach mode, a couple of guys with stingers could just lock down the air over it and that would be it.

Well if breaching first means you are more likely to win, The World Champion says make sure your team is the first to breach.

Now ITWCRC, in 2142, when you knocked down the titan's shields you had (a timer? not sure) to board the vessel with Launch Pods and Air Transports to try and knock out a series of consoles to get access to the power core. from there you had blow the core up, then finally escape. Other than vehicles and certain sqaud spawn abilities there was no other way back up there. Meanwhile the the titan is being bombard by missiles so controlling the missile silos was still pretty important. Getting in was easy enough since there were plenty of entry points, staying in was a different matter, and also you must remember that respawning took 14 to 20 seconds.
You have just read a Post by The World Champion and now feel smarter for doing so.
-------
Cham·pi·on
noun \ˈcham-pē-ən\

1 : Warrior, Fighter
2 : a militant advocate or defender <a champion of civil rights>
3 : one that does battle for another's rights or honor <God will raise me up a champion — Sir Walter Scott>
4 : a winner of first prize or first place in competition; also : one who shows marked superiority <The champion of the World>

This post has been edited 5 times, last edit by "The World Champion" (Mar 27th 2014, 8:24am)


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19

Thursday, March 27th 2014, 10:45am

I played a couple rounds with my friends the other day, and I gotta say that I love it. It does have it's problems but it does a pretty decent job of retaining the feel of the gameplay from 2142.

But I did say it has problems
-The parachute spawn is just really really bad just like it is an obliteration because it causes the assault to be completely unrelenting until the attackers blow up your ship. Once you drop the ships health to 50% it pretty much turns into an instant gg, it's just a matter of time before the round will be over. In 2142 you could actually defend against and oust the attackers which would give a slight reprieve to try and reorganize and capture some missile silos and/or start assaulting the enemy Titan. It was a dynamic push-and-pull battle that would make victory possibly go either way. But now it's just push push push push, really the only reason to try and defend the carrier is just to rack up some points from easy kills.

-The lack of an "escape" sequence after taking the second objective is a little disappointing. It adds onto the already constant push gameplay whereas in 2142 that escape portion added in a last few seconds of gameplay to either add insult to injury by the attackers killing the defenders, or to achieve some retribution for the defenders by tainting the attackers victory with the respawn screen. (and yes I do know that the devs say the left this out due to "techincal reasons")

-WTF IS WITH THE MCOM's!!!!!! I was disappointed when BF4 came out and rush was still using radio boxes as objectives even with all the "enhanced" destruction and levelution events. I was even more disappointing when the obliteration objectives just turned out to be MCOM's that can kill you from a mile away. I become angry when I found out that in order to blow up an aircraft carrier you have to destroy 2 radios. It makes no f*cking sense whatsoever, what was wrong with 2142's way of just sending a shit ton of explosives and the control panels and core. Hell they could have just remodeled the MCOM's to look like a door and engine to actually make it seem like your are breaching the interior of the ship and then destroying its critical parts.


All in all the majority of the game is fun, it's just the ending portion, while still mostly fun and nostalgic, is just kinda wonky and poorly thought out

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20

Thursday, March 27th 2014, 12:57pm

I think it might also be a case of it just being too easy to blow up the objectives. In 2142 the objectives, especially the core, took a massive beating. Here it is just hold use button and wait for 30 seconds. It gives you hardly any time to get back to the carrier if it becomes apparent that no one is defending.

This

Also, I don't agree with being able to parachute spawn right on in to the enemy carrier... it largely removes the incentive to defend the silos. In BF2412 if you focused too hard on trying to board and destroy the enemy titan and didn't have anyone on the ground, the enemy team could take back all the silos and blow up your titan if your team was careless enough.