masscarriers Posted July 28, 2016 Posted July 28, 2016 Hillcamping : ruining Hourglass since 2001. No matter how a total pain it was to enforce, the no-hillcamp rule made for some really interesting games. I don't remember if it was here or at Jelly but hourglass with disabled base defense had also a very unique twist. A good change from the regular hill whoring lol 3
StJohn Gumby Posted July 28, 2016 Posted July 28, 2016 Back in the day, maybe 2005-2015, at n00bless Hex coded the bot to destroy any arty or MRLS that went up the hill. No enforcing needed by mods and they were great games because you had to teamwork to get off a Med, APC or Stank, Flamer rush. As for the base defences, Hex did a 'Blown Fuse' crate - base defenses down for 2 mins. Gumby
StJohn Gumby Posted July 28, 2016 Posted July 28, 2016 3 minutes ago, ehh said: so you couldnt do mrls rushes over the hill? lame as if there's anything more lame than rushing mrls or arty over the hill? Gumby 1
masscarriers Posted July 28, 2016 Posted July 28, 2016 There's already a Power Down crate here at RC, what I was proposing was more like a permanent no base defense setting for the whole map, so there'd be less interest in hill whoring (or it could be countered more easily by flanking by the sides) Really like the MRLS/Art blow-up code though. There should be one for gunners going in the small hole in Islands as well.
Learonys Posted July 29, 2016 Posted July 29, 2016 Hourglass usually is a pain, but if both teams are skilled, it makes for some fantastic matches. But in public games, the tallness of the obelisk, the perfectly annoying stank firing arc, chem troopers with !srep, MRLS' tendancy to shoot the ground or other objects if your reticle is close to it, and the flame tank's greatness in cleaning out the hill make for terribly nod biased games. And if GDI were to overcome all of this by putting a lot of manpower at the hill, the sides usually are clear enough to plan a stank rush out of nowhere. Something does need to change. If I join hourglass as Nod and can't swap teams, I usually leave because i'd feel so dirty playing as Nod on that map. I think removing advanced base defences, and adding guard towers for GDI would give Nod a reason to waste their manpower on SBHs instead of arties, and makes it easier for both teams to get countered when putting too much manpower at a single side, because a lot less remains to defend their flanks, whereas before, GDI would suffer more from this more because of reasons mentioned above. Off course, all of this is opinionated and speculation, but I feel like this would remove the nod favoured stalemate that is part of this map.
masscarriers Posted July 29, 2016 Posted July 29, 2016 I feel like removing/adding buildings like guard towers is something not a lot of people are interested or skilled enough to do, GDI can always mine up the entrance to block pesky SBHs and they can always 2-man hop for some interesting team-play opportunities. In a nutshell, Base Defense-less Hourglass becomes Walls.
creed3020 Posted July 30, 2016 Posted July 30, 2016 I really hate it but I vote to skip Hourglass everytime now because I'm just gotten so tired of the whoring. I loved previous servers I played on which had a no whoring rule up top for arties and MRLS. The forced teamwork was always more interesting with mega rushes. Bring that time of gameplay back and I would vote to keep Hourglass when it comes up in the rotation.
mdogg1108 Posted July 30, 2016 Posted July 30, 2016 1 hour ago, creed3020 said: I really hate it but I vote to skip Hourglass everytime now because I'm just gotten so tired of the whoring. I loved previous servers I played on which had a no whoring rule up top for arties and MRLS. The forced teamwork was always more interesting with mega rushes. Bring that time of gameplay back and I would vote to keep Hourglass when it comes up in the rotation. im sorry to be off topic but holy shiz, welcome to rencorner forums creed! and i vote to skip hourglass everytime because to me and my play style, its a boring map.
YesNoMayb Posted July 30, 2016 Posted July 30, 2016 If you can't get the other team off the hill, that's your problem. Get them off the hill or rush one of the sides. Hill camping is a valid tactic for each team if all mrls/Arties focus on one building.
apple5168 Posted July 30, 2016 Posted July 30, 2016 hill camping is the most interesting thing in Hourglass although it has been not allowed for few years ago, Also, OB is "higher" then AGT so Nod can easily have the hill than GDI but only can hit REF in old version (if u want to hit other building u need some "Skills") Now , u can hit all buildings no matter you are in GDI or Nod So , have fun with this map :)
Peshmerga Posted August 1, 2016 Author Posted August 1, 2016 But Hourglass can also be fun sometimes :D
Learonys Posted August 2, 2016 Posted August 2, 2016 On 30-7-2016 at 5:23 AM, YesNoMayb said: If you can't get the other team off the hill, that's your problem. Get them off the hill or rush one of the sides. Hill camping is a valid tactic for each team if all mrls/Arties focus on one building. Problem here is, if both teams are equally skilled and put the same amount of troops on the hill, Nod wins, no doubt about it. Stanks are too powerful, Flame tanks are too powerful, the obby is too powerful, the Arty's counterpart is inaccurate as all hell on hills like these and GDI has no troops which has a tiberium resistant suit. Removing the advanced base defences (i think) removes the credibility that comes from hill camping, as both side routes become more powerful tools to put pressure on the enemy team, and to counter the hill. You could send a single APC to backstab the repairers with a well-timed attack, or just rush an APC into the enemy base while a major portion of the enemy team is misplaced. Removing the advanced base defences (i think) allows for more strategic play, on an otherwise generally campy, and nod biased map.
Goztow Posted August 2, 2016 Posted August 2, 2016 I like the idea of removing the base defences on HG. Maybe we can poll it as well?
shaitan Posted August 2, 2016 Posted August 2, 2016 What's the problem with Hourglass hill camp? Both teams can hit buildings from up there if you know what you're doing. 1 Mammoth can hold that hill for the most part, two if it gets intense(with 1 or 2 hotwires as backup). Meds can hit the hand, Mammoths can hit the Obi.
masscarriers Posted August 3, 2016 Posted August 3, 2016 Shai and its mammies :P Stats won't lie if you're looking to see which team truly have the advantage on that map, but to me it's more about changing the gameplay dynamics a bit and whoring half an hour less than being stuck on the "bad" side. We're not changing the rotation very often and we don't introduce new maps w/ Prism Tanks like MPF do so that's more in our limits I guess. Also, did I mention it would be really nice to have Creekdale back? :D
shaitan Posted August 3, 2016 Posted August 3, 2016 You must never have played Hourglass when I'm GDI. If there's any sort of teamwork, it's a battle.
creed3020 Posted August 13, 2016 Posted August 13, 2016 On 7/29/2016 at 9:45 PM, mdogg1108 said: im sorry to be off topic but holy shiz, welcome to rencorner forums creed! and i vote to skip hourglass everytime because to me and my play style, its a boring map. Thanks mdogg! I've been registered and lurking for a bit. Trying to remember to come more often and read/post.
Peshmerga Posted August 13, 2016 Author Posted August 13, 2016 Well, tbh I just started this topic to share some ss, but it end up in a discussion lol
Theboy Posted August 15, 2016 Posted August 15, 2016 Removing base defenses would be a brilliant answer imo.
shaitan Posted August 28, 2016 Posted August 28, 2016 [20:48:26] <&RCAOW> GDI: 12 NOD: 12 [20:48:26] <&RCAOW> GDI: [Dragon]Vector jez636363 rambo1 &Manuel857 jerscho [20:48:26] <&RCAOW> GDI: OSTKborj mdogg1108 DaDuKe Riots1337 &OSTKshai [20:48:26] <&RCAOW> GDI: SIA PatPat101 [20:48:26] <&RCAOW> Nod: Tokinmonk TkleTits-Zildjian_OZ BeerBaron Raptor7575 odellus [20:48:26] <&RCAOW> Nod: [NE]CrazyCharger rambo9 DODGERISB X-23 rambo6 [20:48:26] <&RCAOW> Nod: whipchain JO_MOMMA_USA [20:48:27] <&RCAOW> Gameinfo: (WOL) Map: C&C_Hourglass.mix GDI: 12/60 players 20319 points Nod: 12/60 players 20296 points Players : 24/60 00.00.00 mins left SFPS: 100 [21:00:58] <&RCAOW> [Gameover] GDI has won the game by Building Destruction, lasted 00.43.54 [Map: C&C_Hourglass.mix, GDI: 42340 Nod: 30541] [22/60] Pro Hourglass team, we destroyed nod on the hill(they had control for awhile,til we got some teamwork). :P 1
mdogg1108 Posted August 28, 2016 Posted August 28, 2016 Fake beacon was awesome. I believe I ion'ed the strip and PP that game :D Best hourglass I've played in awhile.
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