[-z-] wrote:TVR wrote:Map design, and by extension gameplay, serves to quickly assert maps as flawed.
Or your strategies are flawed.
Defective by design, a map that has been defective in principle, shall remain defective in practice.
[-z-] wrote:TVR wrote:An important factor is that the pursuer-pursued relation is reversed, intercepting a flag carrier requires more skill than it is to escape with the flag, simply because pursuit requires more work & effort in Nexuiz. To pursue one that is using a weapon to boost their velocity, one must match the target's velocity by boosting, as well as maintaining a steady aim and satisfactory damage to negate any health related pick-ups while continuing to whittle down their health at a sufficient rate, and optimally, not boosting their velocity far further.
Okay, well ignoring the fact that you don't like chasing flag carriers and apparently think they should just die magically when they take your flag... there are plenty of people that CAN catch up with flag carriers and have affective methods to disable them.
Gaining equal velocity isn't the challenge you make it out to be. If you're on defense, you should have 100 health / 100 armor and a rocket launcher, the proper gear to get your going their speed. Once in pursuit, Utilize weapons that can slow them down, such as a rocket that you blow up in front of them or secondary fire on the mortar and electro. The nex is always a good option as it usually won't take more than 2 shots after they've boosted. If you have trouble aiming at high speed, maybe you should lower your sensitivity.
The rebuttal is partially irrelevant, partially ignorant, partially false.
Rocket-jumping is required to
only MATCH a rocket jumpers' velocity, however much more must be done by the pursuer when contrasted to the pursued.
The pursuer
must deal damage with a weapon at an high velocity, while at the same time, using another weapon to boost velocity to match the escapee.
The pursued receives first preference of pickups, an advantage with weapons [as the attacker
will have to run directly through a rocket's impact location, losing health & velocity, or directly through a field of electro balls in order to maintain distance with the pursued], and while pursuer loses velocity when fired upon, the pursued gains additional velocity from directed weapon fire.
[-z-] wrote:TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout, coupled with the ineffectiveness of weapons on fast, flying targets, promotes an environment where it is viable strategy.
The electro is conveniently located a few feet from the flag. Secondary the crap out of the flag, no one will be taking it. If they do managing to get into the air, it's a sniper's dream.
There exist a few faults in the previous statement that grant the flag runner impeccable advantages.
There is a window of opportunity when the electro balls automatically detonate, in conjunction with/or insufficient ammo is in possession.
The defender in such situation is unable to eradicate the pest, while the pest is certainly able to eradicate the defender [the Attacker surpasses the Defender on the success ratio].
[-z-] wrote:TVR wrote:Greatwall_reloaded is afflicted with easy entrance, easy escape [both due to the proximity of the jump pad to the base, and the effective immunity granted by curving the jump pad velocity to return to the base] for fast flag runs, while a mass or conventional attack is easy to repulse [due to the quick spawns negating the advantage of defeating a defending player, delayed wave spawns solve this problem, however it benefits high velocity flag runs equally];
I fail to see your point. You were arguing about rocket boosting and now you're complaining about jumppad placement? Do you want the whole game slowed down?
This an issue of comprehension, the subject of my previous post was to explain why most Nexuiz CTF are inherently flawed by design, including
but not limited to unfettered & unfair usage of rocket boosting, and other forms of velocity boosting.
[-z-] wrote:TVR wrote:Hydronex suffers from a less-apparent derivative of the flaw.
This might have something to do with the nex placement
This cause of such derivative flaw is due to the relative ease of escape by the teleporter, and conservation of linear momentum.
[-z-] wrote:TVR wrote:On Controlfactor and other expansive maps, the expanse in terms of nooks and escape routes simply increases the difficulty of pursuit.
Defense and team communication.
Defense is easily thwarted in an exposed flag area.
Relative to game, a two people force both teams to scour an extremely expansive map, with parts only reachable with a knowledge of the .map source, akin to a needle in a haystack.
Communication is only capable up to a point when dealing with a knowledgeable moving target mistakable for a regular enemy, or even teammate; a requisite for
complete knowledge of a map is a demonstration of a map flaw [intuition].
[-z-] wrote:TVR wrote:CB_CTF1, space_fun-nex2, evilspaceCTF, eyecancer_CTF, pushmeCTF, provide a mechanism capable of transporting only one at a time, discouraging basic team support in the form of following, and decreasing the effectiveness of multiple pursuers, as the pursued gains a head start while multiple pursuers wait to use whatever the mechanism.
If only we had weapons we could use as tools to shoot ourselves to different areas of the map so we wouldn't have to rely on the mechanisms.
Or were it to be easier to terminate the flag runner before or possibly after such mechanism is reached, rather than it to be easier to escape pursuers with such mechanism, conferring a head start.
[-z-] wrote:TVR wrote:mIKEctf2 and hal_palindrome simply penalize the pursuer with a technical that allows the pursued to pummel with the pursuer with greater impunity.
Big words don't make you correct. This argument is weak.
The pursued has a innate weapon advantage, as the path of the pursuer is predetermined as traversing the same path as the pursued [was].
[-z-] wrote:TVR wrote:It is a sufficient explanation as to why conventional CTF maps do not function as intended in Nexuiz, it has resulted in the creation of the only compatible Nexuiz CTF map, mojoCTF, which properly emphasizes prevention of capture by lack of flag at base as a valid defence.
In conclusion, you find one of the most open maps to be the best balanced. I can rocket boost this and score in 4 seconds but apparently you fail to see the connection between this map and a map like mental space.[/b]
Logically, rocket-flying to cross the divide between flags on Mental Space requires pickups, while the divide on mojoCTF is crossable with the laser, a spawn weapon.
Xeno The Blind wrote:TVR wrote:For example, rocket boosting is a symptom of Mentalspace, Capture City and Resevoir CTF, as a consequence of the open layout.
wtf?
Rocket boosting, by definition, is velocity boosting with rockets, rocket-flying is derivative involving mid-air detonation[s].
Xeno The Blind wrote: Although I admittedly hated the respawn wave when it was introduced, having defenders instantly respawn right next to you does ruin many possibly strategic elements. I'm not sure if spawnpoint selection is random or not, but perhaps it would be possible to have weighted frequencies that favor respawning at a point other than where you were killed. As much fun as it may be to come back from the dead right next to the guy who killed you and frag him with full health before he's had a chance to regen, it's highly annoying to be on the other end of it.
Respawn wave
delays respawns primarily for the respawns to be synchronized, thus overwhelming spawn campers, and conceding an incentive to prioritize attempts to remove defenders before a capture attempt ['Proper attack'].
Spawn point selection is 50% as distanced as possible from an enemy, and 50% random, the significance of the distanced percentage is reduced if there are multiple spawns clustered together, thus increasing the probability of a spawn in the area.