Author Topic: Trenchwars, why?  (Read 15882 times)

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Offline whitelie

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Re: Trenchwars, why?
« Reply #40 on: October 12, 2007, 05:05:42 pm »
The thing with TW is that its a TEAMWORK kind of mode so most of the people that say its rubbish probbaly like going off on thier own on a mad one lol. but really TW is probbaly the best thing to come to soldat(personal though).
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Offline pinOi32

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Re: Trenchwars, why?
« Reply #41 on: October 12, 2007, 06:41:34 pm »
I dont like TW because of the extremely long maps, places where u lose hp which isnt really at all obvious, and small jetpack fuel amounts.
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Offline {LAW} Gamer_2k4

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Re: Trenchwars, why?
« Reply #42 on: October 13, 2007, 02:34:23 am »
places where u lose hp which isnt really at all obvious

It's barbed wire or water.  Seems obvious to me.

small jetpack fuel amounts.

Yeah, I remember back in the trench days of WW1, everyone had their own jetpack.  It was pretty sweet.
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Offline Lord Frunkamunch

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Re: Trenchwars, why?
« Reply #43 on: October 13, 2007, 06:41:54 am »
I dunno, no matter how much you rant about it being more  team based and strategic it still seem like restricting strategy to a single dimension. Instead of being able to sneak around enemies with different paths, strategy is reduced to A: Camping. B: Rushing. C Spraying.

It's not getting around the enemy in the fastest way possible, it's beating them down, then beating them down again when they respawn.
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Offline Pie

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Re: Trenchwars, why?
« Reply #44 on: October 13, 2007, 08:51:21 am »

I dunno, no matter how much you rant about it being more  team based and strategic it still seem like restricting strategy to a single dimension. Instead of being able to sneak around enemies with different paths, strategy is reduced to A: Camping. B: Rushing. C Spraying.

It's not getting around the enemy in the fastest way possible, it's beating them down, then beating them down again when they respawn.

It's not always like that...you do have teamwork and tactics that aren't just spray spray spray... at least i don't usually see people consatly using these tactics...

Okay TW is about the closest thing to tactics you will ever find in soldat. And now with the medic script, You acctually have to rely and count on your teammates to support you. In TW without a team you're nothing (Unless you are me, cause i'm like a one man army XD) Playing Tw is about tactics. Most CTF maps have OPEN gameplay the map layout is open and fast paced, you aren't expected to run in and stay in the enemies base you just grab the flag and run and jet away. IN TW, Map layout is the all important. In TW you think about things, you plan things(in most cases) You play for team glory, not personal gain. If you cap a flag, the team gets a moments repreive of "Wow, nice cap!" "Good job man" and "Thanks ___(insert name here) for coving me, Good work team". In any other CTF match people don't care if you cap most CTF games that aren't TW are played for personal gain. Infact the only other gametype that comes close to TW is CS servers, where people care about teams.

If you like playing as a team then play TW, If you like running around solo then play CTF puplic.
« Last Edit: October 13, 2007, 08:54:46 am by Pie »
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Offline {LAW} Gamer_2k4

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Re: Trenchwars, why?
« Reply #45 on: October 13, 2007, 02:01:56 pm »
I dunno, no matter how much you rant about it being more  team based and strategic it still seem like restricting strategy to a single dimension. Instead of being able to sneak around enemies with different paths, strategy is reduced to A: Camping. B: Rushing. C Spraying.

A, B, and C are generalizations that describe any game type.  It's like saying, "No matter how strategic soccer may be, it always seems like it's just a bunch of players kicking a ball around."

Besides, there's no "sneaking around" in CTF.  There's only "taking a less used path and hoping that there are no enemies."  That reduces the game to randomness, not strategy.  If there is strategy to that approach, it lies with the individual, not the team.  True strategy in CTF involves teamwork: rushing as a team, protecting the FFC, etc.

TW takes teamwork to the next level - involving the entire team instead of involving only two people.  The most organized team wins.  Because there's only one path, anyone attempting to capture the flag needs to get through the entire enemy team (which takes more skill and more teamwork than getting around the one guy in the path that you chose).  If you need to get past an entire team, you need to rush as an entire team.  If an entire team is rushing at you, you need to defend as an entire team.  That's where the strategy comes into play.

TW is fundamentally different from CTF, which means that it employs a different sort of strategy.  Yes, there's an absence of standard CTF strategy.  No, that does not mean that strategy is non-existent.
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Only anime shows I've felt any interest in over the years are Pokemon (original TV series) and various hentai.
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Offline Lord Frunkamunch

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Re: Trenchwars, why?
« Reply #46 on: October 13, 2007, 02:45:07 pm »
I guess I've been playing with the wrong people. Last TW match I played, my teammates' idea of "teamwork" was firing LAWs into the air at ranges where it was 4 times more likely to TK a team member than get a kill, or having 3 snipers in the same building, guarding the same unoccupied territory. Always having a retarded team probably definitely warped my view of it. I still like CTF better though, if simply for the fact that I don't really like realistic mode.


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Offline Boots

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Re: Trenchwars, why?
« Reply #47 on: October 13, 2007, 04:34:39 pm »
Most likely there shit at tw to.
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Offline Pie

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Re: Trenchwars, why?
« Reply #48 on: October 13, 2007, 05:57:35 pm »
Most likely there feck at tw to.


Yeah, Quick everyone camp in my pants while i grenade you all!
Teamwork is fail sometimes...
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Offline Magic Odd Effect

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Re: Trenchwars, why?
« Reply #49 on: October 15, 2007, 10:27:16 am »
Trenchwars. My beloved game mode. She beckons every time I see a slot open in eC's servers!

It's the perfect opportunity for my sniping skills. Long, open ranges, plenty of room for the boom...And a good view of the target upon impact of that big 'ol .50.

I'm weird, in the sniper sense. I'm a rushing sniper. I use the SOCOM like I would an assault weapon, decimating the enemy in a fell stroke. For me, the barbed wire is an advantage. Pouncing upon an almost certainly wounded enemy from behind while he heals or aims, that's what I live for!

Bam! He is struck down by a swift bullet. I aim to KILL.
Don't say that you're Magic. Because you aren't, and I am.
All-around good with weapons that aren't long range, except in TW.
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Offline O.R.I.O.N.

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Re: Trenchwars, why?
« Reply #50 on: October 15, 2007, 02:12:50 pm »
TW is all about balance and maps. Typically, I'll stick to a Ruger or Barrett, and always tote a LAW unless I'm really bored. Maps are the great equilizer. One weapon set will never get you through every map, so you have to compensate. Where in one map you may have elevated areas overlooking a long stretch of trenches and a kill-zone, sniping is the way to go. These are my favorite kinds of maps. However, in congested areas, you have no choice to use a shorter ranged weapon. Personally, I'll just bring a Ruger to close-in fights, being a decent 1-hit weapon at close range, but when the shit hits the fan, I'll just pull of an old-fashioned chainsaw rush and confuse the crap out of everyone on the other team. Stealthy...like a ninja.

It's all about balance. And having a twitchy trigger finger.
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Offline Pie

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Re: Trenchwars, why?
« Reply #51 on: October 15, 2007, 07:00:37 pm »
It's all about balance. And having a twitchy trigger finger.

Or they other team sucking...
There is nothing better then the feeling of ripping through some poor sap with a chainsaw, only to impale the next poor sucker that runs straight through the door.


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Offline {LAW} Gamer_2k4

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Re: Trenchwars, why?
« Reply #52 on: October 15, 2007, 07:03:02 pm »
I prefer the shotgun on Trenchwars.  With all of the trenches, combat can usually be avoided until you're right next to the guy, then you have the advantage. 
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Offline Dizzy So 1337

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Re: Trenchwars, why?
« Reply #53 on: October 16, 2007, 03:48:43 am »
I dunno, no matter how much you rant about it being more  team based and strategic it still seem like restricting strategy to a single dimension. Instead of being able to sneak around enemies with different paths, strategy is reduced to A: Camping. B: Rushing. C Spraying.

It's not getting around the enemy in the fastest way possible, it's beating them down, then beating them down again when they respawn.

As a matter of fact, you've hit it squarely on the head.  Camp. Rush. Spray*.  Beat them down.  Beat them down again when they respawn.  Yup, couldn't have said it better myself! 

Except you've missed the point.  The reductive tactics of TW are exactly and precisely its strength and appeal.  Timing, tactical decisions, situational awareness, intel-sharing, all become more magnified and all-important when playing TW as compared to traditional CTF.  WHEN and WHERE to camp.  WHEN and WHERE to rush.  WHEN and WHERE to Spray*.

Given two dedicated and learned TW clans going head to head at one another, the game becomes almost like a very high speed game of Chess.  Advance.  Threaten.  Fade back.  Cover your buddy.  Create a situation of tactical superiority, then capitalize upon it.  There are a lot fewer creative options in TW than in traditional CTF, its true.  Essentially, TW takes a 2d game and reduces it to a 1d game, strategically at least.  You got that right as well, but again, you miss the point.  The game becomes more about decisions and judgment and timing and discipline and teamwork.

I'm not at all surprised that some of you don't 'get' TW, I completely agree that it is an acquired taste.

But eh, once you're in it, I mean really in it... the thunder of incoming StatGun fire, the hiss of outgoing LAWS, hoping that your team's Snipers don't miss as you charge forward across the barbed wire and the bodies of your fallen teammates.  The brief comfort of a bunker you've taken, as you furiously reload your weapon and check your healthbar and the minimap, praying sometimes beyond all practicality that you MIGHT be able to hold it against the inevitable enemy counterattack, long enough for reinforcements to arrive....  ahhh... now THAT'S TRENCHWARS.




*BTW: Us Support Fire Specialists dun like it when you call it 'spray'; we prefer the term Tactical Suppressive Fire and some of us are real geniuses at it, we actually put a lot of thought into where and when we expend our precious reserve of 50 Minimi bullets before we need to hole up and go through that longass reload time.  We base our decisions on where to put down that hail of fire based on current situation, covering our Assaulters' approach, binking the snipers based on where we predict or know that they will be, and in general getting our team TO THE FLAG.

Simple rule of thumb:  IF IT KILLS YOU ITS NOT SPRAY.  There's an art to it.  I have a minimap, a kill console, and a brain.  I know where every single one of my bullets land, and every single one lands EXACTLY where I intended it to.  Believe me when I say that just because you don't understand how I killed you, doesn't mean I don't understand how I killed you :D

« Last Edit: October 16, 2007, 03:59:52 am by Dizzy So 1337 »
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Offline Boots

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Re: Trenchwars, why?
« Reply #54 on: October 16, 2007, 04:54:27 am »
Well said dizzy, Really good read, and that is really what tw is.
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Offline Magic Odd Effect

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Re: Trenchwars, why?
« Reply #55 on: October 16, 2007, 09:50:25 am »
Amen!
Don't say that you're Magic. Because you aren't, and I am.
All-around good with weapons that aren't long range, except in TW.
Now be careful out there, soldier.
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Offline sai`ke

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Re: Trenchwars, why?
« Reply #56 on: October 16, 2007, 11:24:22 am »
...It is quite slow, maps are huge and flags are unnecessary,...
You should come play Tactical Trenchwar on our server sometimes if you think regular TW is slow :D. I will post a message in the advert section with the rules when spkka and I have tested it enough to no longer call it beta. In tactical trenchwar every team member has a very distinct role in the group.
« Last Edit: October 16, 2007, 11:29:26 am by sai`ke »
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Offline ShadowGhost64

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Re: Trenchwars, why?
« Reply #57 on: October 16, 2007, 11:25:29 am »
Dizzy, that was great, really well put, Trench Wars is becoming my favorite mode, just because the teamwork involved, Capture The Flag has some teamwork, but not much. You know what, I think it is time to play so Soldat.

Offline spkka

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Re: Trenchwars, why?
« Reply #58 on: October 16, 2007, 11:42:58 am »
...It is quite slow, maps are huge and flags are unnecessary,...
You should come play Tactical Trenchwar on our server sometimes if you think regular TW is slow :D. I will post a message in the advert section with the rules when spkka and I have tested it enough to no longer call it beta. In tactical trenchwar every team member has a very distinct role in the group.

yea i love it :) Luv ec's servers aswell but this is something different then the usual trenchwar!
We should get the advert up tonight sai`ke!

Offline Xaero

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Re: Trenchwars, why?
« Reply #59 on: October 19, 2007, 02:07:03 pm »
I've tried it like once..
There were hurting polygons everywhere and I had no jet, so I switched to a normal server as fast as possible.
After reading this, I won't try again and not even thinking about it.