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scoring rules for shrub league...

Historical capture recovered from the Wayback Machine · captured 2005-01-24 · 16 posts
just a quick question/comment to get some of your brains churning. Some of the maps that are traditionally very defensive maps (assault, beach, even ice for example) will be even tougher to set times for in shrub play...mainly because of the presence of mines. ie. in sub you could try to mine the sub with tons of mines, but the offensive team can get there while you're setting them. assault, on the other hand, you could hypothetically go 6 engy's, everyone mine the radar, and then revert to a regular defense without the offense even coming close to getting to the objective.

these defensive heavy maps have shown to have drawn out some long games before in some great, evenly-matched OSP matchups. for this league, maybe we should consider either turning mines off to prevent this stuff from happening, or switching to a CAL type scoring format of when there is 2 full holds, it results in a point for both teams, as opposed to the current format which allows for matches to go on and on because ties in SW mode count as nothing.
Post edited by greatone at 11/24/2004 1:14:50 AM
I'm willing to look at those possibilities, but I'd like to see how things play out first to determine if changes will need to be made.
so now we take we want to take out mines?

If people plant mines on the tower on assault throw an airstrike.

If not just make this OSP and call it a day.
The shrub whiners come out swinging every chance they get, this is to funny.
Originally posted by: kill2morrow
so now we take we want to take out mines?

If people plant mines on the tower on assault throw an airstrike.

If not just make this OSP and call it a day.

He was just making a suggestion, he pointed out a very real situation that could come up in a match between two evenly matched teams.

I think the answer is to NOT to take out mines, but to instead reward both teams a point on ties (full hold - full hold), mines are one of the things that give this league such a distintive feel in my opinion.

Where's your suggestions kill2morrow, oh ya, that's right, your's was to make it OSP...
Originally posted by: PissClams

I think the answer is to NOT to take out mines, but to instead reward both teams a point on ties (full hold - full hold), mines are one of the things that give this league such a distintive feel in my opinion.



agreed. But in any event, we'll see if its even an issue first, then address it, rather than address it before we know one way or the other.
Post edited by Hotniks at 11/24/2004 12:51:41 PM
Hs simply stated that you can throw an a/s and take out the mines wich is exactly what I would do besides people are also forgetting that if you kill the engineer his mine will disapear.
how hard can it be to throw a nade on the mine? it blows up after that
just a suggestion. chill out, and badman you dont need to go bitching this at the STA fourms, its just a suggestion...
not bitching just stating my opinion on how lame it would be :/.

stop trying to take out the elements that make shrub shrub nuff said.
baaa sta is a joke congrats to tv for winning it this year
i hate mines with a passion, always blow me up but yeah, that's why shrub is shrub...

i didn't know they disappear if the engy is killed. what if he gets teamkilled or slashes or dives on his own grenade?
I think htere is a cvar that can be enabled in the server config to stop the mine from disapearing as well as a max number of mines that can be in place at the same time. But yes if he /kills or tks himself they should loose the mine.
It looks like the mines stay up for us (with the twl snip for mines in our pub config) unless the engy is:
1. Gibbed.
2. /kills.

else, it take 2-4 gernaged to blow them. or one arty.

If you get killed and tap before the baddys gib ya, then the mine stays.

ON the upside: it's actually fun playing def engy now with mines. (And watching noobs run into them with pliers out in pub play. )

=4H=FshaloR
geesh i never said i thought mines should be taken out. i just threw out the two possible fixes to this problem (if it happens).

i would prefer the switching of scoring systems if this scenario happens.
The only way the mine would disappear is if the engy changes his class then the mine would be gone.

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