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View Full Version : TWOTB goes TAG


MoocherChiken
09-03-2004, 05:36 AM
TAG stands for Team AgGression. Developed by AC Archchaos, it was designed to get people out of their fawking spawn.

I'm beta testing the gametype, as I think it will breathe some life into this game of ours.

Post any feedback or problems here.

DysedChiken
09-03-2004, 05:37 AM
So how does it stop spawn camping?

Anonymous
09-03-2004, 07:51 AM
The further away you are from your own spawn, the more points you get.

LoogieChiken
09-03-2004, 08:00 AM
Great - thanks Mooch

LoogieChiken
09-03-2004, 08:02 AM
I meant to say to other chikens... this is a great game type - makes you think a good deal more about your positional play because it adds another factor when deciding what is a good spot or not.

e.g. Our 4v4 match against CRW was spent almost entirely in or around their spawn... we would have been well rewarded for that. Conversely on Hogsback the fighting took place in and around our spawn so they would have been rewarded.

MoocherChiken
09-03-2004, 08:07 AM
I just threw some TB maps into the mix so that we'd attract some attention out on the zone. It seems that LOTS of people filter on the gametype.

:(

LoogieChiken
09-03-2004, 08:22 AM
silly peoples

DruidChiken
09-03-2004, 10:02 AM
Not really sure about TAG on open servers, all it will do is encourage more lag bots, since it favours a small mech who can get to the opfors spawn first.

LoogieChiken
09-03-2004, 10:07 AM
Hey, I am a bonefide lag mech... well BlueLight seems to think so. This is goign to roxor... but yes it does punish slow mechs somewhat.

btw - Do you get points based on where your mech is at the time of firing or where your target is at the time of firing? If it is where your mech is then long range sniping will be penalised a little.

Anonymous
09-03-2004, 10:12 AM
It's by where your mech is, not your target.

LoogieChiken
09-03-2004, 11:01 AM
ah right - long range sniping becomes less efficient then i guess.... thats if the direction of the battle is right. Its probably still worth it, but I wonder if we might see more mixed matches... say 2 brawlers, 2 snipers in a 4v4 rather than 4 snipers or 4 brawlers.

anyway, as i said i like the idea - it adds somethign new to the format without adding glitzy spanggly stuff like weapons and mechs which is all just cosmetic really. There is goign to be plenty to think about with TAG.

DruidChiken
09-03-2004, 11:15 AM
Seems like once the penny drops you are just going to see hoards fof striders.

TAG takes the worst element of TB scoring and doubles it.

LoogieChiken
09-03-2004, 11:30 AM
I ake your point about the effect on open servers Druid - will be interesting to see what happens.

Clepto Chiken
09-04-2004, 12:47 AM
So far I have seen very few lag mechs Druid.
Although Spawn raping is almost a constant now.
I can see this type of play being great on a hilly map, but was just playing oilspill and I was getting missleboated before I could even move.

DruidChiken
09-04-2004, 01:05 AM
Thats normal for that map Clepto :P

In order for that tactic to be really effective now, they would have to missile boat you from behind your spawn, perhaps Oilspill is one of the few maps TAG is useful for :)

InspectorChiken
09-04-2004, 05:13 AM
Bawk!!!

For me TWOTB is about the only server that I play on. I will certainly give this a try.

Out of 10 games how many are going to be TAG and how many will be TB?

Winter
09-04-2004, 06:11 AM
Not really sure about TAG on open servers, all it will do is encourage more lag bots, since it favours a small mech who can get to the opfors spawn first.

Not so. The multiplication factor is based on the TEAMS distance from spawn, not just one mech. Even if you had one mech running right for spawn, unless his whole team were to do the same, it would have little to no effect on the multiplier. He'd just get the regular TB scoring. It would favor an entire team of light mechs, but personally, I don't think a team of lights has the ability to hold a team down in spawn, if they really want to get out.

Of course, in a league setting, I'd suggest a minimum tonnage limit, just to keep things even, but you're talking public servers here.

Anonymous
09-04-2004, 07:06 AM
We took a team of lights/meds against meds/hevs/assaults into their spawn (5v5), had 20-25 less kills at the end and still won 101k to 54k.

Anonymous
09-04-2004, 07:08 AM
It does depend on the teamwork, so it will basically be which clan has the most smurfs on the server to work together, but that's just the same as Team Battle, so go for it. :)

MoocherChiken
09-04-2004, 07:45 AM
Not really sure about TAG on open servers, all it will do is encourage more lag bots, since it favours a small mech who can get to the opfors spawn first.

Not so. The multiplication factor is based on the TEAMS distance from spawn, not just one mech. Even if you had one mech running right for spawn, unless his whole team were to do the same, it would have little to no effect on the multiplier. He'd just get the regular TB scoring. It would favor an entire team of light mechs, but personally, I don't think a team of lights has the ability to hold a team down in spawn, if they really want to get out.

Of course, in a league setting, I'd suggest a minimum tonnage limit, just to keep things even, but you're talking public servers here.

That's why we're trying it out, see what goes on with public servers to garner interest in the game. That kind of publicity is what made Brawler big (until MP1). I'm hoping that we see that kind of draw with TAG, but only time will tell.

Dark Helmet
09-04-2004, 09:21 AM
I played a drop of TAG tonight. It was nice to be noob rushing against an enemy that was largely skilled and being successful at it because it gave my team intermittent 2x scoring, which meant the win.

My take on it is that it is not a replacement for Team Battle or Team Destruction. It's just another thing you can do to change the pace and hopefully keep the game somewhat new.

{UD}Magnus
09-04-2004, 11:41 AM
BAWK!
Sounds spiffy and cool, going to have to check it out there....This si most likely what will become of me :clubbed: but alas it is still worth it :pimping:

DruidChiken
09-04-2004, 11:44 AM
I played a drop of TAG tonight. It was nice to be noob rushing against an enemy that was largely skilled and being successful at it because it gave my team intermittent 2x scoring, which meant the win..

That is my biggest critisism of it. I have always hated TB scoring and the 'l337' band of light mech pilots who think they are so good with a 0- 20 kill/death ratio but top score in the game.

Perhaps we could rename this n00bWarrior now.

Fanatic
09-04-2004, 01:11 PM
Daishi forever :)....landpigs simply rule :)!!!

Winter
09-04-2004, 05:04 PM
Ok, so, I was wrong, a team of meds and lights can take out a regular mix of mechs... justification for minimum tonnages on a ladder.... but with even tonnage, is n00b rushing really gonna work? I still find it unlikely... and a solitary light won't get the bonus without his team, so there's no encouragement for a lone light to rack up the points. It still takes a team pushing to create the multiplier.


I didn't get into TWOTB till last last night, and both maps were TB :(

Anonymous
09-04-2004, 05:46 PM
The map after you left was TAG. If I'm on there next time I'll set it to a TAG map.

Druid, the mech he was noob rushing in was a Victor, so he was drawing the fire of most of the enemy team and thus creating chances for his team to push forward. He had a positive kill ratio and impacted the entire drop GREATLY for his team, exploiting the scoring system, which is what tactics are all about.

Fanatic
09-04-2004, 08:04 PM
At times like these I realise how much I miss mechwarrior.......but I be bawk....someday!