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Old 03-27-2009   #4 (permalink)
AZN FTW
Senior Member
 
Join Date: Dec 2007
Posts: 981
Quote:
Originally Posted by ZANDER1994 View Post
Please read the post carefully, I refer to the Book of Conquest in my post... this gametype was originally created by myself and I felt that the community would benefit from a full on description on how to build a proper, smooth gameplay Conquest map. This description is FAR more detailed than the Book of Conquest.

Quote:
Originally Posted by Master Debayter
Even if it may be in the wrong place, it's a very well written guide to Conquest. After reading through this entire post, I find it better than the information in the Book of Conquest. AZN has presented in an easily understood and organized fashion that even members new to the gametype can understand.

By the way, is this a description for Conquest v4? It's because I read that you can no longer kill with just one headshot with the Sniper Rifle/Beam Rifle and I don't remember that factor in v3.
Yes this is for Conquest v4... I will add in a "History of Conquest" when I get home from work today. Until then here is the complete amount of differences from v3 to v4:

  • I kept the no friendly fire that is present in v2 and v3 because with choke points controlling friendly fire is difficult, so I kept it removed
  • I returned to the 75% weapon damage. Yes this may increase the amount of beatdowns, but the types of kills are not important. Due to overwhelming amounts of forces at a choke point one needs more meat to survive 2-4 people shooting at them. Also this removes the one headshot capabilities of sniper rifles. This makes snipers a support weapon rather than a power weapon.
  • The Custom Power Up was changed from 30 sec invulnerability to 50% leech. The reason for this is that invulnerability makes it a one sided battle rather than just offering an advantage. 50% leech allows you to last a bit longer while attacking, but isn't as big of an advantage due to the fact that you will have multiple people shooting at you. However it is still an advantage. 75% damage and this both support the "more meat" factor that you need to survive long enough in a territory to enjoy the game and have an effect.
  • Because Conquest is a team focused gametype, your respawns are synchronized with your team. If you die and a teammate is about to spawn in 3 seconds, you spawn with them. This increases both teamwork and bruteforce.
  • Another respawn change is that you spawn whenever anyone captures a territory. What this does is reset the battlefield so that both teams have equal opportunity to attack the new frontline. However, the team that won the territory that caused the respawn has troops already at the next territory, that is your advantage for winning the last territory.
  • Respawn time was increased to 10 secs as supposed to 5 due to the new respawn traits to give a team the reward for eliminating another team and having a bit more time to capture territories.

Also I am aware that this isn't the exact perfect place to place the information. However, Conquest maps are all competitive and this would serve well as a sticky later. I informed Creeping Death of my actions and if the staff feel the need to move this then go for it... however, I strongly believe that if there is a gametype prefix there needs to be a stickied description of the gametype for those that don't know what it is. Or atleast have a gametype section for all gametype related threads... like we do over at our site.

And this is a full copy and paste from our site. For those that don't know I also copy and pasted the newest version of The Cellars.
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