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Welcome to the [fP]Forums \o/
It is currently Wed May 15, 2024 3:48 am
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[fP]nitewolf
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sat Dec 12, 2009 7:23 pm |
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Joined: Sat Nov 22, 2008 1:21 pm Posts: 446
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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.
_________________ **** Give Me A Woman Who Truly Loves Beer And I Shall Conquer The World !! ****
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[fP]nitewolf
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sat Dec 12, 2009 7:26 pm |
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Joined: Sat Nov 22, 2008 1:21 pm Posts: 446
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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.
_________________ **** Give Me A Woman Who Truly Loves Beer And I Shall Conquer The World !! ****
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Ewan
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 4:08 am |
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Joined: Thu Oct 29, 2009 11:19 pm Posts: 88 Location: 127.0.0.1
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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.
_________________ -- Ew
"Follow my confusion and it will get you nowhere"
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[fP]-razzle-**
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:20 am |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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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
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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Ewan
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:21 am |
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Joined: Thu Oct 29, 2009 11:19 pm Posts: 88 Location: 127.0.0.1
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Yep, until the final hurdle - judging from by the howls crying out for the second depot spawn for axis.
_________________ -- Ew
"Follow my confusion and it will get you nowhere"
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[fP]-razzle-**
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:23 am |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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die in silence like i do
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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[fP]-razzle-**
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:23 am |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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leaving a credit card number might help you
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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Ewan
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:25 am |
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Joined: Thu Oct 29, 2009 11:19 pm Posts: 88 Location: 127.0.0.1
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Lol, you'll just fleece the wallet from my pockets before I've even gone cold...
_________________ -- Ew
"Follow my confusion and it will get you nowhere"
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[fP]-razzle-**
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 5:27 am |
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Par 3 Chump |
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Joined: Tue Jan 25, 2005 10:59 pm Posts: 2852 Location: slipping cash in your g-string
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you know me to well
_________________ In complete darkness we are all the same, it is only our knowledge and wisdom that separates us, don't let your eyes deceive you.
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DAS BOOT
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 8:08 am |
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Joined: Tue Feb 05, 2008 10:14 pm Posts: 563 Location: The Netherlands-Meppel
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I think it is very easy Remove feuldump put in Transmitter Greetz DasBooT
_________________ No DasBooT No Ammo,No Ammo No Kills
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[fP]nitewolf
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 9:11 am |
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Joined: Sat Nov 22, 2008 1:21 pm Posts: 446
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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
_________________ **** Give Me A Woman Who Truly Loves Beer And I Shall Conquer The World !! ****
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DAS BOOT
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 10:59 am |
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Joined: Tue Feb 05, 2008 10:14 pm Posts: 563 Location: The Netherlands-Meppel
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_________________ No DasBooT No Ammo,No Ammo No Kills
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Ewan
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 6:34 pm |
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Joined: Thu Oct 29, 2009 11:19 pm Posts: 88 Location: 127.0.0.1
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_________________ -- Ew
"Follow my confusion and it will get you nowhere"
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BinaryStar
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Sun Dec 13, 2009 7:05 pm |
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Joined: Tue Sep 26, 2006 6:42 pm Posts: 1785 Location: Ljubljana
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[fP]Customs Server (ETPRO) back to the topic
_________________ He is able who thinks he is able. by: Buddha
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enjoy.
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Wed Nov 30, 2011 8:54 pm |
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Joined: Wed Nov 30, 2011 8:40 pm Posts: 2
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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?
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Pants
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Wed Nov 30, 2011 11:55 pm |
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Reigning Live! Golf Champion & Par 3 Champ |
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Joined: Wed Dec 10, 2003 3:02 pm Posts: 5315 Location: you're amazing
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as long as its on your side of the broken wall yes...no heavies past broken wall
_________________
subtle as a brick
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enjoy.
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Thu Dec 01, 2011 1:15 am |
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Joined: Wed Nov 30, 2011 8:40 pm Posts: 2
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BinaryStar
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Thu Dec 01, 2011 10:24 am |
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Joined: Tue Sep 26, 2006 6:42 pm Posts: 1785 Location: Ljubljana
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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...
_________________ He is able who thinks he is able. by: Buddha
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Country Mike
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Fri Dec 02, 2011 1:44 am |
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Joined: Tue Nov 30, 2010 7:59 pm Posts: 13 Location: Poland
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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
_________________ Who's Country Mike?
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[fP]ROOSTER!**
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Post subject: Re: Rules - Demolition_Centre_Too (DC2)- Effective August 2008 Posted: Fri Dec 02, 2011 5:41 am |
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Joined: Fri Jul 21, 2006 1:55 am Posts: 2332 Location: right here right now:)
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_________________
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