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Thread: Flanking | Forums

  1. #1
    Member schulznfels's Avatar
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    Flanking

    The number of players flanking is increasing exponentially. Excellent, players are trying different tactics.
    The only problem is the 1/2 flank or flank to spawn camp technique. Tough topic since you can defend yourself with the 'I was flanking and had to cover' argument, which works. However, the flanking routes are getting spawn camping worthy.
    I also bring this up since a lot of attackers are using this technique, but fail to cap at the end of a round. Not to found of the TDM aspect. Maybe I am being sensitive due to the increasing number of shotguns being used. Thoughts?

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  2. #2
    I use my shotgun as a spec almost exclusively (the exception being my handgun ♥) and I flank like a *****. I don't spawn camp though. I usually come behind the fools watching the points and clear them out for my team, then keep pushing back a reasonable distance to stall them from getting back to the point.

  3. #3
    Member schulznfels's Avatar
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    Just my opinion, but that is extremely annoying for the other team and I a huge flaw in the map design.
    You spawn, get out of the spawn zone enough to see the objective, take cover and immediately get shot. 1/2 of the enemy team is running around past the objective taking people out and not going for the objective. In other words, 1/2 team is playing the objective, the other 1/2 is playing TDM.

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  4. #4
    Member schulznfels's Avatar
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    I would like to apologize for my comment, Publik. I had yet to play on a decent team (even after lvl 11) that communicated well.
    Working as a team everyone understands the routes that are being flanked. I do think that map design. given this information (flanking routes), should be minimized. Not an easy task.
    Cheers,

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  5. #5
    Division Agent Cortexian0's Avatar
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    Seems your points come down to map design. More routes are needed through-out maps.

    The map design right now funnels players into objectives from only two different angles really, there need to be more varied routes to get in the action. In such a tactical shooter like Ghost Recon there should be routes players can take and almost completely avoid enemy combatants from time to time.
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  6. #6
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    Quote Originally Posted by Freelancer852 View Post
    Seems your points come down to map design. More routes are needed through-out maps.

    The map design right now funnels players into objectives from only two different angles really, there need to be more varied routes to get in the action. In such a tactical shooter like Ghost Recon there should be routes players can take and almost completely avoid enemy combatants from time to time.
    I want claustrophobic prone-only access tunnels and storm drains. I miss the vents from Counter-Strike.
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  7. #7
    GRO Community Leader JoshHardenburg's Avatar
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    Quote Originally Posted by chemzero View Post
    I want claustrophobic prone-only access tunnels and storm drains. I miss the vents from Counter-Strike.
    OMG I want this! I've always wanted a developer to make a Vietnam game and include the evil holes that where used in nam. The air duct would have to be as wide as the slide window on moscow city at C.

    Oil rig could use this at the attacker spawn exit. Say a underground duct tunnel, the exit could be on B side, right below the ledge where everyone drops directly into B at. Put the duct up in the air so people can't climb into it. Also make sure its behind the pipes under the ledge, I'm sure recons would love to snipe out of it but that's just not cool.

    On rooftops, at the A attacking spawn exit, the spawn exit is too closed in. Their is only 1 exit to enter the map on A and it is far to easy to camp. If their where a vent under the ramp that leads to 2nd level in A spawn. Players could use the vent too drop in next to the yellow box below 2nd level sniper ledge.

    Metro is the map that I feel a crawling tunnel could be put just about anywhere, what about a vent in the T tunnel room in between C and D. the vent exit is at the D stair ledge part, a kink in the the air vent would be needed to prevent sniping but I feel like the vent would be a nice long crawl and make the player very vulnerable making it a perfect 3rd lane for the very annoying C - D push on metro. VENTS FTW!.
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  8. #8
    GRO Community Leader KegaroOne's Avatar
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    I'm tellin ya... give me an SDK and I can do some amazing things... lol

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  9. #9
    Ghost Recon Online Dev Roby-Wan's Avatar
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    Quote Originally Posted by KegaroOne View Post
    I'm tellin ya... give me an SDK and I can do some amazing things... lol
    Google SketchUp is basically the GRO SDK and it's free.

  10. #10
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    If spawn camping is such a huge problem then assign a recon to back track instead of camping the whole time to up his killstreak. I doubt you could dissuade him though to be a team player.

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