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BECK General of the Army279782 Points
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Someone has come to our peaceful XP->Save server and introduced the "chaining dynomite" concept. Seems like just in the last 2 weeks or so this has been commonplace, especially on maps like Goldrush. Wanted to get the communities thoughts on it.
First, you may be asking WTF I'm talking about. From what I've been able to gather, chaining dynomite involves planting dynos in an area close to an objective, but not in the blast range of the objective (so you won't actually blow the barrier), but the idea is to then plant the actual dynomite in the blast range which will be destroyed with the first dynomite explodes, there-by destroying the objective.
Sounds cool, right?
I'm a bit divided. Though I do see it as a brilliant tactic for quickly destroying objectives, it's kind of cheap to hear "dynomite planted" and then BOOM immediately. The other team has absolutely no time to react to even attempt to disarm that dynomite. So in that regard, I really don't think it's a fair tactic. Since dynomiting objectives is pretty much the bread and butter of almost every stock map in this game, it really places an unfair burdon on the defending Axis team.
Question - is this an exploit? What to others feel about this? I know Pete is a big supporter and user of chaining. Don't get me wrong, I'm not bitching about it, just wanted to see if anyone else noticed that it just poped up out of no where and if anyone thinks it's unfair.
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OmegaBlade IoW Regular1908 Points
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I donot think it ever happened to me. Any way it does sound cheap. Unless i am doing it i hate this chaining dyno. Ok i am going to try it out. Jk. Yeah it sounds unfair.
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_________________ http://Omega-Blade.hi5.com
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Nervous IoW Regular8082 Points
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It's a really cool tactic, IMO. I don't see it as THAT big of an advantage. I mean the timer on the remote dyno still has to go 30 seconds right? It's just that you don't see it, necessarily. Since you don't get a warning that it was planted you get the warning right before the actual plant blows.
It seems that the engy must plant two dynos instead of one to accomplish the same goal. I understand that the real advantage would probably come with two engies, one planting each, and timed well. I still say that the defense's responsibility is to kill any engy at any time. If they get the plant down, using whatever tactic (except maybe a trick plant that can't be diffused), then it's the defense's fault for letting it happen. Defense usually has the advantage anyway. The engy doing either plant can't shoot while he's arming so the defense has a shot at preventing this tactic.
I'm sure there's more to it. So far, I say nice tactic.
P.S. I'm surprised Pete hasn't tried to get an engy to plant a dyno and see if he can set it off earlier by putting a sniper round into it You know he just LOVES sniping.
J
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Nort El Presidente102938 Points
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myself i agree with the chaining dyno concept. for two reasons
One for the team trying to complete an objective, its fair to them, that they not giving out warnings saying "HEY WE PLANTED YOUR OBJECTIVE SO NOW YOU HAVE 30 SECONDS TO DISARM" and two they wouldnt get the plants to begin with if people stayed by the objectives to defend them anyway. Not the other peoples fault if everyone decides to run to someones spawn or what not, being a rambo killer and not watching the objectives. eventually perhaps people will learn that you can kill all you want, but not defending your objectives will lose ya the map.
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BECK General of the Army279782 Points
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In a perfect world, it should never happen, right?
I'm sorry, but I don't prescribe to what either Nort or Nervous said. Especially on a pub server. I might be the only engineer on my team, I can't be responsible for ensuring that a "secret" dynomite planted on the bridge on Goldrush doesn't also get planted, while also protecting the actual plant zones as well. Maybe I should rely on my team to do that, sure, but it's not realistic.
What I'm saying is - I hear "dynomite planted" then in 1 second "construct the tank barrier", then "the tank is past the second barrier". To me, that's bullshit, I have no time to even make an attempt to defend. Don't say I should just camp the barrier either. Even if I was camping, I might be dead and waiting to respawn when this happens cause I wasn't aware that the trigger dyno was planted on the bridge to begin with. Or, I might be constructing another objective or planting mines around the bank at the time.
Your assumptions assume a full team playing environment where everyone is protecting the objective, in full communication, staying in their zone and not advancing to the enemy spawn area just to get frags. You're not playing on our pub server obviously.
I still haven't read whether this is an exploit in the engine (such as TJ'ing) or if chaining dynomite was done by design. Anyone know? Isn't there a configuration do disable it?
GIven a map like Goldrush where the Axis have to defend the gold for 30 minutes, the ability to slow down the tank is severely comprimised with "covert planting" like this. How many times do you have 23 minutes to defend the gold? It's almost impossible in that case. Granted, there may be many reasons other than chaining which allowed the allies to expand this fast, but it certainly doesn't help.
@OMEGA - I understand. If it helps your team, brilliant. If you're bitten by it - HACKERY!
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Nervous IoW Regular8082 Points
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@Beck -
I'm not saying that it's not a little shady. However, if you ARE the only engy on defense on Goldrush, then A) your team is indeed quite stupid, and B) you, sir, have a deathwish.
Sometimes it's better to follow the "When in Rome" philosophy.
It's a game where anyone can join up on the server and most new players will always go Axis.
Ugh, I'll just buy another graphics card and come play on your team as a engy with ya. We can skip arm and arm to the barrier to die together as the rest of our noob team fights over the 3 panzers in spawn or global chats "needles/knives only". LOL
J
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StEVoNuB420 Retired52130 Points
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It's not a exploit,it comes standard with the new mod,along with kicking nades and airstrike cans,and also the needle power up. Not sure if it's possible to take it off by itself.
I am 2-sided with this,on one hand I have doen it myself along with other dynomite plants that boggle the shit outta some people on how to defuse them.Ex:Oasis.Or even plant dynos far enough that the tank rolls over them so they cannot be defused. But it is pretty cheap when used against u for the reasons that Beck has stated.It's not that hard to see when a first dyno is planted especially since they glow yellow and u can hear them like a time bomb from far away,especially if u have a headset.
Some good to minor teamwork is all u need to overcome this.
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Nort El Presidente102938 Points
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it can be turned on/off i think nub was the one that told me to toggle it on to begin with when we first upgraded the etpub. same with kick the can and poison needle. On a side tangent kick the can ROCKS. i always forget about it, but the other day i was playing and someone threw an airstrike in at the axis 1st spawn on goldrush, and i had been thinking about the kick thing and how i always forget it. so anyway i remember it this time and i kicked the can under the roof by the axis CP. which effectively stopped the airstrike! i was like SWEET, i need to remember this kick stuff. imagine if i remember to kick on maps like battery, as an axis! or even as an allied.
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StEVoNuB420 Retired52130 Points
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OmegaBlade IoW Regular1908 Points
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BECK General of the Army279782 Points
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Nervous wrote: › We can skip arm and arm to the barrier to die together as the rest of our noob team fights over the 3 panzers in spawn or global chats "needles/knives only". LOL
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LMAO - true, so true....I swear, I hate hearing "We need an engineer" when your team is full of medics and panzers. Well then, be a fricken engineer then, why do i always have to save the day?
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Matt5 IoW Supporter372 Points
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Its fine, as long as you have people defending and chain only works really on the gold rush and radar right? only place its useful is goldrush
you cant chain the guns
you cant chain the F dump
i see if fair and even once on the gold the barriers are destroyed still have the gold to get...!
and its hard too, you have to plant... hide for 20 secs then plant another run away fix the tank move it.... lot of work and that hide and plant again is hard... thats my 3cents =) my opinion matters more =) lol
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Tangik IoW Supporter310 Points
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Chain dyno, I love it, I hate it... Great concept unless you are on axis and the only engi as Bexie said. With the new restrictions on the server with the panzers it should make a more intresting game IMO. But who knows.
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Blade Noob35 Points
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I tried it but i planted too far the second dyno.
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_________________ Crime YES
Criminals NO
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StEVoNuB420 Retired52130 Points
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Like Matt said,it does require a lil skill. I have actually killed Matt in the same spot numerous times trying to arm that first dyno.Even b4 he finishes arming it,he usually has 2 bullets in his head and 10 in his back.
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