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[fP]Forum :: View topic - Rules - Demolition_Centre_Too (DC2)- Effective August 2008
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Rules - Demolition_Centre_Too (DC2)- Effective August 2008
http://www.fatalpunishers.com/fpclan/forums/viewtopic.php?f=79&t=4640
Page 3 of 4

Author:  [fP]nitewolf [ Sat Dec 12, 2009 7:23 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

PLS correct me if i am way off but the Ice river spawn for allies on 1st part of map is not classed as spawn killing cause it is a second choosen spawn just like the cp is,

if peeps chose to spawn there its up to them they can always go back to hut spawn.

there for it is not spawn killing by axis on that ice river spawn. allies have the choice not too spawn there same as they have the choice to spawn at cp or not.

Author:  [fP]nitewolf [ Sat Dec 12, 2009 7:26 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

you cant inforce that rule tbh cause its too hard.

people have the choice to spawn there or not, most dont have a problem with it cause they have invincability to start off with.

Author:  Ewan [ Sun Dec 13, 2009 4:08 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Just to add my tuppence hapenny...

Ok, I get the point about selectable spawn and that there's still the hut spawn, BUT as has happened many a time, repeated FFE's on the main tank track and mortar on the footbridge path and you're stuck for half an hour. Roll on next map!

While I accept the odd stray shots are tolerable, what I found really annoying was a panzer sitting above spawn constantly hitting us. That was pretty lame tbh.

The whole point about that spawn (or so I thought) was that allies weren't pinned down and could try to progress the map against an axis team with strong f/ops and heavy weaps or med wolf-packs (or gazillions of snipers or... or... ad infinitum). There needs to be some form of protection albeit limited and not absolute - no heavy weaps/nades behind the fallen tree seems reasonable tbh. You still have to go past that tree to get anywhere and are still completely exposed but as with all spawns, the staggered departures by team mates means that the spawn isn't rendered completely pointless. Likewise you can still fire your SMG back as axis in case you're caught out when trying to cross the footbridge.

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:20 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

imo if its a spawn (second or not) its spawn kill, i tell people on ice not to shoot past fallen tree unless fired upon.

Lets face it its an axis biased map :)

Author:  Ewan [ Sun Dec 13, 2009 5:21 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Yep, until the final hurdle - judging from by the howls crying out for the second depot spawn for axis.

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:23 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

die in silence like i do :P

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:23 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

leaving a credit card number might help you :P

Author:  Ewan [ Sun Dec 13, 2009 5:25 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Lol, you'll just fleece the wallet from my pockets before I've even gone cold... :P

Author:  [fP]-razzle-** [ Sun Dec 13, 2009 5:27 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

you know me to well :D

Author:  DAS BOOT [ Sun Dec 13, 2009 8:08 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

I think it is very easy :+

Remove feuldump v55 put in Transmitter 8(7 8(7


Greetz DasBooT 8)

Author:  [fP]nitewolf [ Sun Dec 13, 2009 9:11 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

rofl transmitter blows lol remove fuel dump and put in warbell ^^

i see where your coming from razz but u would be moaning at peeps for
ages to move them and stop them from shooting down that way

and yesterday i did see first hand the panza sat over the corner wait fr spawners
and yes it was annoying.

but i just changed spawns

but does get a lil annoy after a while wen u get camped in with no way out :(

Author:  DAS BOOT [ Sun Dec 13, 2009 10:59 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

Fueldump (N) (N) (N) (N)

Transmitter (Y) (Y) (Y) (Y) (Y)

Market Garden (Y) (Y) (Y) (Y)

No more problems at all \o \o \o

Greetz DasBooT 8) 8) 8)

Author:  Ewan [ Sun Dec 13, 2009 6:34 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008


Author:  BinaryStar [ Sun Dec 13, 2009 7:05 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

[fP]Customs Server (ETPRO)


back to the topic :b

Author:  enjoy. [ Wed Nov 30, 2011 8:54 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

So by reading those rules, I understood that in Oasis, if you are axis and mortar just before the broken wall from axis 2nd spawn, it isn't spawnkilling?

Author:  Pants [ Wed Nov 30, 2011 11:55 pm ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

as long as its on your side of the broken wall yes...no heavies past broken wall (|:)

Author:  enjoy. [ Thu Dec 01, 2011 1:15 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008


Author:  BinaryStar [ Thu Dec 01, 2011 10:24 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

No you weren't, in the first situation you were killing people way past the wall - regulars complained about it, i went spec and put YOU to spec. You then rejoined axis, and repeated the same action only moving your mortar shots a few feet back, but still doing a lot of splash damage over the wall.

Kicked 30 mins.

Don't tread the "gray areas" and you should do fine, back your mortar off so much that there is no chance of hitting over the wall - as simple as that. If you don't it's at your own peril... and you should walk the mile. Besides that, ever since you joined you frequently spawnkill, which does not help your case or any future cases when it comes to spawnkilling. I personally put you to spec several times, this was your first kick from me. Knowing you read the rules now and should know them by now, there won't be much talking next time.

P.S. next time if you want to complain about something, please open a new thread - the Rules thread is not the place do to this...

Author:  Country Mike [ Fri Dec 02, 2011 1:44 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008

After i got confused today, can someone make it clear: on which spawns SMG can be used? (Except catchable). Today Binary said SMG or any other non heavy weapon cant be used on 2nd axis spawn on radar bcoz its no kill zone. OK. But few months ago we had talk on goldrush when he said, SMG can be used when going through 2nd axis spawn on Goldrush, but only if im not doing this too often or to camp the spawn. But what i see in the rules this spawn is no kill zone too.
And few questions about spawn entrances:
Goldrush: is entrance (that corridor facing bank stairs) to boxes room no kill zone too?
Battery: 2nd axis spawn (in main building): is corridor from stairs to spawn no kill zone too?
So let me know this, so i wont make someone angry again ;)

Author:  [fP]ROOSTER!** [ Fri Dec 02, 2011 5:41 am ]
Post subject:  Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008


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