It seems to me that the Rover has the potential to change the game in many ways. So far in pubs it doesn't get much use which makes sense seeing that it can be hard to coordinate in that atmosphere. But oviously an organized match with the use of some voice program will easily change that.
The way I see it, and this could be quite wrong, is that the Rover, if capable of being kept alive for any period of time will allow for a more fluid tactical game. The game won't be played as statically as in previous games where before the match a captain calls for "6 O and 4 D."
While the rover is in play, teams will be able to run a kind of "powerplay" offense, stacking their defense, possibly even a 10 man defense and then on a whim whisking via rover teleport, 6, 7, or possibly even 8 players off to the enemy flagstand or base for a massive rapefest, either to take down equipment or to clear a stand. The play can last for a set ammount of time, with players respawning back home after so long, even if they are still alive for another D stack. The only downside to this is that they would need to suit. But supply stations will help with that.
So far, and I blame this on pubs, the most common Rover technique seems to be to take it somewhere a good distance behind the enemy base and try to hide it with those who are spawning trying to defend it if someone should catch on and go out to attack it.
Here is a controversial prediction: You will see many teams use it on the go rather than parking, probably even dedicating a medium driver with repair kit and weapons for dueling to drive the thing around all map. His job will be to coordinate the clowncar powerplay, defend the vehicle by driving it away from attackers and possibly getting out and dueling while at the same time repping the thing, and finally, and yes this is quite doable imo (especially during the confusion that would take place after a clowncar), spam the shazbot out of the flagstand and other enemy targets from a distance with the onboard aa turret. I wouldn't even be suprised if the driver is given one repair turret to deploy somewhere midfield where he can retreat the vehicle too for some uber repairs between himself and the turret.
In the 05 build I think the Rover is fast enough and has enough hp to handle all of these tasks. If the thing goes down, a team will revert to standard HO/LO route offense coordinating with cappers until another one spawns. But any map that features a Rover will be played quite differently from one that doesn't. Anyone think im smoking too much peace pipe with this prediction?
The way I see it, and this could be quite wrong, is that the Rover, if capable of being kept alive for any period of time will allow for a more fluid tactical game. The game won't be played as statically as in previous games where before the match a captain calls for "6 O and 4 D."
While the rover is in play, teams will be able to run a kind of "powerplay" offense, stacking their defense, possibly even a 10 man defense and then on a whim whisking via rover teleport, 6, 7, or possibly even 8 players off to the enemy flagstand or base for a massive rapefest, either to take down equipment or to clear a stand. The play can last for a set ammount of time, with players respawning back home after so long, even if they are still alive for another D stack. The only downside to this is that they would need to suit. But supply stations will help with that.
So far, and I blame this on pubs, the most common Rover technique seems to be to take it somewhere a good distance behind the enemy base and try to hide it with those who are spawning trying to defend it if someone should catch on and go out to attack it.
Here is a controversial prediction: You will see many teams use it on the go rather than parking, probably even dedicating a medium driver with repair kit and weapons for dueling to drive the thing around all map. His job will be to coordinate the clowncar powerplay, defend the vehicle by driving it away from attackers and possibly getting out and dueling while at the same time repping the thing, and finally, and yes this is quite doable imo (especially during the confusion that would take place after a clowncar), spam the shazbot out of the flagstand and other enemy targets from a distance with the onboard aa turret. I wouldn't even be suprised if the driver is given one repair turret to deploy somewhere midfield where he can retreat the vehicle too for some uber repairs between himself and the turret.
In the 05 build I think the Rover is fast enough and has enough hp to handle all of these tasks. If the thing goes down, a team will revert to standard HO/LO route offense coordinating with cappers until another one spawns. But any map that features a Rover will be played quite differently from one that doesn't. Anyone think im smoking too much peace pipe with this prediction?
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