Is the Crappler Ruining T:V?

If they had just made the grappler detach when you shot it, like everyone asked them to do in the begining, it would have been so much better. I have great fun grappling, mostly because you're practically invincible if you do it right.. plus its a lot of fun to pull of some of the cool swings.. I was doing this forward loop de loop in the tropics and would just kill anyone who came close from the other team. Anyone, the only defense against it right now, is go to grab their flag and grapple-turtle until your team can retreive..
 
Arcanox said:
Like I said TEAMWORK & SKILL are all you need to counter this "effective" tactic.
The "effective" tactic involves one player.

If it takes teamwork to stop one player, and all are equally skilled, then the one player has an advantage due to something other than skill, and the game is unbalanced.

I agree with you that it takes skill, but I think that more skill should only be necessary when you're against a larger force. If it takes more than one chaser to stop one grappling capper, assuming the chaser is not severely distracted or damaged and the capper has no escorts, the game is unbalanced.

I think it should be slightly unbalanced, sometimes favoring offense other times defense, so teams have to be able to adapt to different situations and won't necessarily win every map as long as they have either a superior offense or defense, but the grappler makes the game very unbalanced favoring offense on almost any map.
 
Arcanox said:
No, you guys simply are not listening. The blaster can be used but not for the person chasing. If you have 1 person stationary and a few chainwhores thats really all you need. Lead with the speedpack and the blaster, your sure to hit the capper at least 2-3 times, lower his health then get some CG chasers.

Like I said it's a team effort and the best way to take one down is a COMBINATION of tactics and teamwork. Look at it this way-

We have 2 chasers with the chaingun

and 1 guy with the sniper rifle.

The sniper stays completely stationary, and then uses the speedpack & the blaster as the capper comes midrange. The blaster is a decent weapon IF you can learn to lead at midrange. Then you have the sniper simply alternate between the rifle and the blaster the entire time.

You have 2 chasers with the chaingun and grenade launcher. These people will be pressuring the grappler to move, also they sometimes force the grappler to move in predictable ways for the sniper to take them down. Also I'd like to point out that considering an aimbot can eliminate a grappler within 2-3 seconds with the CG, it shouldn't be "omg so effing impossible" to take them out without the aid of an aimbot. You just have to be good at it.

JonnyFong, I'd kinda like to point out that I am sort of a grappler myself, I do crazy loops, grapple on the side of hills, and switch direction at the drop of a dime without losing much speed. Any DECENT CG'er can take me down, like I said all it takes is practice.

Last thing is, they don't have Godmode on or unlimited ammo. If your HO rapes the base, and you get enough pressure on them they'll have to get more ammo from somewhere. Like I said TEAMWORK & SKILL are all you need to counter this "effective" tactic.

Heh, so half your team chases one guy down and recovers the flag in the middle of no where.. only to be grabbed by the next guy.. One more skilled person should be able to kill one grappling capper.. I think that's the argument here..
 
arcanox is clueless
Arcanox said:
JonnyFong, I'd kinda like to point out that I am sort of a grappler myself, I do crazy loops, grapple on the side of hills, and switch direction at the drop of a dime without losing much speed.
you need to stop trying to give advice
 
Solarius said:
Heh, so half your team chases one guy down and recovers the flag in the middle of no where.. only to be grabbed by the next guy.. One more skilled person should be able to kill one grappling capper.. I think that's the argument here..

Thats like saying 1 skilled light should be able to take down 1 skilled heavy indoors. It just doesn't happen.

It's a different tactic, thats a granted. But if it's done by both teams, it balances itself out. Playing competitively flag standoffs happen alot, and your team should be able to be flexible enough to take down 1 grappler. Essentially the better grappler that can outlast the other teams grappler will cap the flag, and thats pretty much how it works.

Theres advantages and dissadvantages to staying near your flag, and there are certain adventages and dissadvantages to how you allocate your defensive guys and how you deter quick caps. It's all about tactics and thats why I like this game.

EDIT: And also, thats exactly why you time your returns, so you don't get any quick caps.
 
arcanox ur theory of Defense won't work as well as it would seem to on paper.

Most decent teams would of guys clearing the flag with HO & LO (and that includes adapting to seeing what ur doing and start taking out ur sniper etc. - like i said, decent teams).

I personally feel as though 3-5 grapple shots is enough to do what a capper needs. A grappler shouldn't be the main part of a cappers route, it should be something that helps them get out of sticky situations or set them up for a route - not to just swing around for 5 minutes untill they finally manage to make their way back to their base.
 
Grappler turtling is TURTLING, just make per server rules about it. I think its stupid to not let someone get in heavy in a base and hide, and then turn around and let a light do loops for twenty minutes.

My suggestion is keep the current elasticity (Its what defines the weapon), make the hook destroyable, and lower the ammo count to 5-7. But if this is done then the line should be made stronger. The bet way to fix it, is to kick grapple turtlers, like regular turtlers.
 
What about competitive play? I don't know of any etiquette rules regarding gameplay, and I don't think you're going to want to kick the enemy flag carrier when he's turtling.

Stop the problem at the source. Fix the gameplay balance and you won't have to worry about rules as much in pubs, or get frusturated when skilled chasers can't recover the flag from a grappling carrier.
 
But turtling and Osniping is fine in competition. This is a fix for pubs. Regular turtling isn't allowed in alot of pub servers, why should grapple turtling? And for admins to not allow a player to grapple turtle in a pub wouldn't apply to a match.

Anyway its the easiest fix to the current problem.
 
It's quite possible to snipe a grap-turter. I'm not a good sniper or anything, but only 2day in 2 matches i did it like 3 times.

So if i can do it, everyone can :p.
 
Instead of whining about this, are any of you actually coding a fix? Drop me a note if so and I'll forward it to the admin list so we can get it on some servers.
 
It would be nice to be able to shoot the grappling hook off on a map like Junk, or any other map that a capper can grapple onto a pole and swing around to easily evade any projectiles.

In any other scenario I don't see being able to shoot a grappling hook off it's mounting giving the defense, or any position, a ridiculously huge advantage.
 
Last edited:
Turtling is a big problem, but overall the Grappler is too powerful. On a regular planned capping route skilled cappers can be grappling back and forth across the map gaining speed every instant and still cap in under 20 seconds with barely a scratch on them.
 
JongyFong said:
Turtling is a big problem, but overall the Grappler is too powerful. On a regular planned capping route skilled cappers can be grappling back and forth across the map gaining speed every instant and still cap in under 20 seconds with barely a scratch on them.
really cause I have never seen this, from my experience cappers get hurt by the defense and NEED the grappler in order to have a CHANCE to survive on the way back and they most of the time do not do so...
 
I hope you're not talking about the turrets. As for LD, cappers usually move in or move out fast enough chasing isn't reliable.
 
I think it would be great to have the ammo reduced to 7 as a weapon, or to 4 if it's included in all load outs.
 
Back
Top