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Hourglass hill camping.

Postby epicelite » Sat Nov 07, 2009 7:36 pm

I think the map would be 100X better if neither side could camp on top of the hill, at least make the ob/AGT able to shoot up there. :angry:
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RE: Hourglass hill camping.

Postby [NE]Fobby[GEN] » Sat Nov 07, 2009 7:40 pm

Hill camping spreads the team around, making it easier for rushes to take place. I used to run a Renegade server with the no-hillcamping rule, and all people did was camp at their base and the sides. Nothing really happened. Hillcamping makes rushes from the side plausible.
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RE: Hourglass hill camping.

Postby zunnie » Sat Nov 07, 2009 7:56 pm

I love hillcamping :D
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RE: Hourglass hill camping.

Postby R315r4z0r » Sat Nov 07, 2009 8:09 pm

I love Hillcamping too.

Too bad that this rendition of Hourglass doesn't really support it very well.

Teams (and by teams, I mean Nod) can have better luck attacking from the sides of the map and out of any potential danger the base defense might cause (as if it could if it wanted to)

I really think that Hourglass needs to go through some balance redesigns. It looks beautiful... but doesn't play very well. I don't think I've ever seen GDI win on it except for when they were fighting a completely incompetent team.

Nod beats GDI on this map in:
-Range
-Production velocity
-Rush effectiveness
-Automatic base defenses
-Base positioning

I don't think GDI has a single redeeming quality on this map that Nod can't match or outclass.
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RE: Hourglass hill camping.

Postby punko24 » Sat Nov 07, 2009 8:52 pm

Well, GDI mrls can hit every person and tank inside nods base without getting shot :/that needs to be fixed, only things that should be hit from hill long range is Ref,PP,maby7 WF but prob not base defrence,
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RE: Hourglass hill camping.

Postby R315r4z0r » Sat Nov 07, 2009 9:26 pm

<div class='quotetop'>QUOTE (punko24 @ Nov 7 2009, 09:52 PM) [url=index.php?act=findpost&pid=29521]<{POST_SNAPBACK}>[/url]</div>
Well, GDI mrls can hit every person and tank inside nods base without getting shot :/that needs to be fixed, only things that should be hit from hill long range is Ref,PP,maby7 WF but prob not base defrence,[/b]

<div class='quotetop'>QUOTE (R315r4z0r @ Nov 7 2009, 09:09 PM) [url=index.php?act=findpost&pid=29518]<{POST_SNAPBACK}>[/url]</div>
I don't think GDI has a single redeeming quality on this map that Nod can't match or outclass.[/b]

The GDI MRLS is the ONLY GDI vehicle capable of attacking any Nod structure without being seen by the Obelisk. Nod can attack all of GDI's base with their Artillery from the same angles the GDI MRLS can attack Nod's. The plus is, Nod can also use other vehicles, for example the light tank, to attack GDI structures without the AGT seeing them.

Meaning, Nod can do exactly what GDI can do with their Artillery but they can also do more with other vehicles -- thus putting GDI at a disadvantage again.
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RE: Hourglass hill camping.

Postby epicelite » Sun Nov 08, 2009 2:48 am

Also with the arty, u can be aiming right at something and have the reticle red, but the shells will fly right over it by a good bit. :angry:
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RE: Hourglass hill camping.

Postby Havoc89 » Sun Nov 08, 2009 5:46 am

Welcome to hourglass.
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RE: Hourglass hill camping.

Postby Kelazun » Sun Nov 08, 2009 8:24 am

Well if you mean camping as NOD on the sides...
teehee
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RE: Hourglass hill camping.

Postby TigerXtrm » Sun Nov 08, 2009 4:27 pm

I hate Hourglass for that single reason. It's a debate that has gone back and forth since the creation of Renegade and everyone has their own view on it but I think it sucks. Whoever holds the hill can deliver a constant barrage of damage without a quick way for the opposing team to stop it since you actually have to get up on the hill the even be able to see the enemy. 9 out of 10 Hourglass matches are won on points, I've seen it happen like that in Renegade and I see it happening again in Renegade X.

However I don't think it should be fixed or anything. We're recreating Renegade so that also means we'll see it's flaws pop up.
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RE: Hourglass hill camping.

Postby IronWarrior » Sun Nov 08, 2009 5:55 pm

<div class='quotetop'>QUOTE (zunnie @ Nov 7 2009, 07:56 PM) [url=index.php?act=findpost&pid=29515]<{POST_SNAPBACK}>[/url]</div>
I love hillcamping :D [/b]


Me too.

People need to stop crying about it and just become better players, learn to deal with tactics and how to counter them.
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RE: Hourglass hill camping.

Postby TeamWolf » Sun Nov 08, 2009 6:45 pm

<div class='quotetop'>QUOTE (Havoc89 @ Nov 8 2009, 05:46 AM) [url=index.php?act=findpost&pid=29537]<{POST_SNAPBACK}>[/url]</div>
Welcome to hourglass.[/b]


Pretty much sums it up.
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RE: Hourglass hill camping.

Postby Kelazun » Sun Nov 08, 2009 8:27 pm

Hill campers are mostly unaware of enemie's snipers.
If someone is hillcamping, you can just sneak in a corner and kill him...
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RE: Hourglass hill camping.

Postby Demigan » Sun Nov 08, 2009 9:43 pm

<div class='quotetop'>QUOTE (IronWarrior @ Nov 8 2009, 06:55 PM) [url=index.php?act=findpost&pid=29569]<{POST_SNAPBACK}>[/url]</div>
Me too.

People need to stop crying about it and just become better players, learn to deal with tactics and how to counter them.[/b]


What's so tactical about standing on a hill all game long and shooting a few buildings with a tiny tiny hope to destroy one? All it does is make the game boring. There HAVE to be a few people repairing all game long if nod gets the hill. And the problem is, there are too few options of getting the hill back short of a full scale rush at the arty's. Which will probably fail as they would be able to concentrate their firepower much better then teh rushing team can.

I especially hate it when I manage to infiltrate a building, kill the repair crew and then have some lame ass camper claim he's oh so good cos he destroyed a building and has so many points to prove he's good. What's he done? He shot a MASSIVE, unmoving target all game, shot anything comming up hill which barely takes any skill and repaired if he gets a little damaged.

I would prefer it if the hill became THE tactical advantage for rushes, not for mindless acts that can last whole games.

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RE: Hourglass hill camping.

Postby Jointn00b » Sun Nov 08, 2009 9:56 pm

<div class='quotetop'>QUOTE (Demigan @ Nov 8 2009, 10:43 PM) [url=index.php?act=findpost&pid=29581]<{POST_SNAPBACK}>[/url]</div>
What's so tactical about standing on a hill all game long and shooting a few buildings with a tiny tiny hope to destroy one? All it does is make the game boring. There HAVE to be a few people repairing all game long if nod gets the hill. And the problem is, there are too few options of getting the hill back short of a full scale rush at the arty's. Which will probably fail as they would be able to concentrate their firepower much better then teh rushing team can.

I especially hate it when I manage to infiltrate a building, kill the repair crew and then have some lame ass camper claim he's oh so good cos he destroyed a building and has so many points to prove he's good. What's he done? He shot a MASSIVE, unmoving target all game, shot anything comming up hill which barely takes any skill and repaired if he gets a little damaged.

I would prefer it if the hill became THE tactical advantage for rushes, not for mindless acts that can last whole games.

Yours sincerely,
Demigan.[/b]


Amen to that. I've had way to many 'OMG I KILLED TEH BUILDING CUZ U N00B COULDN'T REPIAR IT!!!' quotes while the rest of the team was busy killing the crew repairing the building lol :lol:
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