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 Forum index » General Discussion » Groentjuh's Server Forum
SAS
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Rene
Newbie poster

Joined: 23 Feb 2009
Posts: 147
Ale wrote:
They made the rule because of reloading, statwhoring ballis, behespawning vs demo runners and behes covering flags. To cover these three cases altogether, they just forbid to camp at spawn areas with siege in general.

Yes pretty much this is the case Smile It's easier to understand it as a whole for players

PostPosted: Fri Jul 18, 2014 4:24 pm
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SAS
Newbie poster

Joined: 12 Nov 2009
Posts: 99
what is a dif between behe spawn vs demo and a bally spawn vs saccer? both kill in 1 shot, both the demo runner and the saccer don't have time to kill the siege unit, and the rule vs the behe is for the whole base and not only at spawn point as someone said a post before. please, some sense.

PostPosted: Sun Jul 20, 2014 3:12 pm
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Rene
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Joined: 23 Feb 2009
Posts: 147
It is not for the whole base and no one said it, even if someone says something like that, it won't change the rules it's not a part of it. Please use quote Smile

Ok so;

Quote:
"what is a dif between behe spawn vs demo and a bally spawn vs saccer?"


in theory there is no difference there so ballistas should be forbidden aswell

But at flag flag however. those two are different cases because of the ability difference of capturing a flag

PostPosted: Sun Jul 20, 2014 7:39 pm
Last edited by Rene on Sun Jul 20, 2014 9:24 pm; edited 2 times in total
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Tasty
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Joined: 27 Jan 2014
Posts: 113
Location: Germany -> Hamburg
i guess balli spawn is the same summ spawn and in my opinion not the problem, you can dodge the shots, that not to hard and you can block summs.
as well summs cant defuse demos.

But behe nearly 1 hit you and kill the demo aswell

PostPosted: Sun Jul 20, 2014 8:46 pm
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Rene
Newbie poster

Joined: 23 Feb 2009
Posts: 147
Ok i see now Tasty brought it up, you are both asking why behemoths are more priviledged to other sieges by rules, eventhough they are more powerful.

+Behemoths sometimes do act like siege shields for spawnpoints, ballistas/catapults/summoners can't.
+Some Behemoths spawn just to intimidate players away without actually killing them. Other sieges do that too, but not as effective as them.
+Some Behemoths just spawn and push forward, but if you see him spawning right as you place a demo. What will you think? A rapid slay?

As you can't mindread players' intentions, it's very natural to have a loose rule about Behespawns.

To avoid misconflict and malpractise of referee, you should be patient and observe, best place to do it is ofc from Specs. But i remember you want to play the game instead, so you'll have to stick to being patient

PostPosted: Sun Jul 20, 2014 10:26 pm
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Tasty
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Joined: 27 Jan 2014
Posts: 113
Location: Germany -> Hamburg
it seems like you talking about generally Behemoth spawning,
but i mean, if you can clearly say. the Behemoth spawn for subs or flag and kill the guys aroound and go back in sub. why im not allowed then to warn and slay them!?

And i dont care if he blocks the balli/cata shots. this defense is different between the spawning to kill humans.
Because Ballista/Catapults are on Range and can attack easyly other targets or kill behe and get then damage on sub.

Sry fpr bad english btw.

PostPosted: Mon Jul 21, 2014 6:06 am
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jazzking
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Joined: 16 Apr 2014
Posts: 58
Ale wrote:

@jazzking: Exactly, you need a human being to interpret rules and and player intentions and that is exactly what I'm trying to point out since I started this topic. Thanks for supporting me.


Very clever, this equivocation. I don't think we agree since:

You suggest interepreting the rules' intentions and players' intentions.
I believe in literally interpreting the rules' language and, when a rule specifically mentions the intention of a player, interpreting the intentions of the player.

PostPosted: Mon Jul 21, 2014 6:48 am
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SAS
Newbie poster

Joined: 12 Nov 2009
Posts: 99
rene , u agree that ballys r very powerful, therefore should be forbidden aswell, that i agree with u.
tasty, it's not so easy to dodge a bally, and u can say the same vs behes, all humans need to do is to take immobs instead of reloc and immob the behe and continue to the rest of the base (i refer to the rule that behe camp in BASE is not allowed). humans taking immob instead of reloc is fair, since also beasts don't have reloc. so if u disagree to behe camp, then also u should disagree to bally camp.

and thats all i want to get out of this discussion.

PostPosted: Mon Jul 21, 2014 2:54 pm
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Rene
Newbie poster

Joined: 23 Feb 2009
Posts: 147
Quote:
"i refer to the rule that behe camp in BASE is not allowed."

I repeat once again there is NO such rule. oh my god

PostPosted: Mon Jul 21, 2014 6:53 pm
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Ale
Newbie poster

Joined: 24 Mar 2012
Posts: 46
Seems like SAS made some bad experiences with ballies in the past Very Happy. Anyways, I started this topic because I had the feeling that SAS is seriously misunderstanding some rules and is absolutely reluctant to accept his failures. I guess this has been proven. Someone plz do something about it.

Cheers,
Ale

PostPosted: Tue Jul 22, 2014 4:25 pm
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SAS
Newbie poster

Joined: 12 Nov 2009
Posts: 99
Quote:

Rene -
Quote:
"what is a dif between behe spawn vs demo and a bally spawn vs saccer?"


in theory there is no difference there so ballistas should be forbidden aswell


Quote:

drk-
tbh I think that some parts of rules should to be changed, because now we have only 'not to camp with a siege near spawn points'.



what i think ale is, that ppl agree this rule needs a change ASAP .

PostPosted: Wed Jul 23, 2014 5:14 pm
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jazzking
Newbie poster


Joined: 16 Apr 2014
Posts: 58
I agree with SAS personally, imo the "next to spawn point" restriction should be changed. Balli and summ campers can simply walk a bit away from spawn and continue to camp, slowing down games.
When you die to siege it's easy to feel you hadn't done anything wrong (nothing you could have done different), it's much more frustrating than normal deaths. I don't think behes are as bad since you don't have to deal with them if you don't want.

Anyway that's just me.

PostPosted: Thu Jul 24, 2014 6:27 am
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Groentjuh
Site Admin

Joined: 20 Oct 2006
Posts: 618
Location: World > Europe > Benelux > The Netherlands > The hague
I think that rule will only change when:
  • There is a rule which can replace that rule.
  • This new rule can be enforced by referees and preferably a script (or at least assist!).
    This means it needs to be pretty clear what is and is not allowed.
  • Most players and referees agree to that rule.
  • It should be rememberable.
    This means to should be rather short, with possibly a few additions to clear up certain situations.


Feel free to work towards the things in the list above.
_________________


PostPosted: Thu Jul 24, 2014 5:00 pm
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Rene
Newbie poster

Joined: 23 Feb 2009
Posts: 147
^my personal opinion is rule doesn't need a change, siegecamp is only frustrating near spawnpoints.

And sas is the only person i've seen so far getting a wrong hang of the current camp rules. i don't mean by changing them, but he misunderstands and demands clarifying

PostPosted: Thu Jul 24, 2014 7:03 pm
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