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Good Ambush Spawns
*sam*
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This thread is for players to post the IDs of events where there were good ambush spawns.

By 'good', I mean challenging but not impossible. Where the AI have a good initial setup.

The idea is that we can start to re-use these ambushes, and this will lead to better over-all setups rather than relying on them randomly being good.

Any event IDs you post here will be checked by Marshals (via playbacks) before being added.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Apr 16, 2010, 2:37 pm Last edited Apr 16, 2010, 2:38 pm by *sam*
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Alright, I might have a few... if you explain these traders ambushing us...?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa11,5,0

Posted Apr 16, 2010, 2:40 pm
*sam*
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FireFly said:
if you explain these traders ambushing us...?


Their scouts see you coming, they set up an ambush.. they drive their actual trader vehicles in the other direction, and.. ambush you with their combat vehicles.  B)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Apr 16, 2010, 2:42 pm Last edited Apr 16, 2010, 2:42 pm by *sam*
*Rezeak*
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And what about us ambushing traders?

happened to me once.

Also heard that lordbam and FF had it happen to them.
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vet wv deathrceL1 marshal pvp2 zom pvp3

Posted Apr 16, 2010, 3:01 pm Last edited Apr 16, 2010, 3:26 pm by *Rezeak*
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*sam* said:
FireFly said:
if you explain these traders ambushing us...?


Their scouts see you coming, they set up an ambush.. they drive their actual trader vehicles in the other direction, and.. ambush you with their combat vehicles.  B)


I had one of these today...  The combat vehs were on the fringes, and my setup was on top of a Pho Trader....  Didn't work so well for them.
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vet wv

Posted Apr 16, 2010, 3:14 pm
FireFly
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*sam* said:
FireFly said:
if you explain these traders ambushing us...?


Their scouts see you coming, they set up an ambush.. they drive their actual trader vehicles in the other direction, and.. ambush you with their combat vehicles.  B)
Well, that makes sense... in a way... when you go after traders, I kinda imagined that I am hunting them, and thereby, I know were they are in advance, why do I bother to put my 100+ scouts in ospreys otherwise...?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa11,5,0

Posted Apr 16, 2010, 3:18 pm
*Rezeak*
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S199595

challenging enough to almost breach my TT on 3 sides.

couldn't push forwards or I woulda get overrun, so had to turn around... TT being a TT doesn't turn around so quickly, so almost got overrun anyway.

managed to survive at the end though :)
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Posted Apr 16, 2010, 3:33 pm
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FireFly said:
why do I bother to put my 100+ scouts in ospreys otherwise...?

Easy. They just wait until you're out of sight, and then set up the ambush as you're coming over the hill or around the corner.


Also, I had the funnest ambush ever yesterday. I was expecting the enemy to spawn in front of me, so I spawned farthest to the circle possible with my cars, and the lorry I bagged from the scout. Turned out it was an ambush and there were 5 cars in front of me, one directly to the side and one behind. I had no choice but to charge into and past the group, using the buzzers as shields. It was great fun. :)

S199450
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Posted Apr 16, 2010, 3:41 pm
*Rezeak*
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*burden* said:
S199450


Checked and verified, was certainly a good ambush :)
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vet wv deathrceL1 marshal pvp2 zom pvp3

Posted Apr 16, 2010, 3:45 pm
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sent a frew goodies to you before... here is an interesting one


S199631


on the pits... pale and i are faced by a group behind and a group in front... both about equal size... 2 bpus and a blackstone behind along with a bunch of rocket cars and an apache. in front a bpu, black rock, texan strongarm and assorted rocket cars.

its the first scout i have ever done where the only option i could se was to stop dead and start shooting.

we won.. just... but im not sure how thjis would have gone if i hadn't had 2 firetrucks that could fight equally well front and back.
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Posted Apr 17, 2010, 9:34 pm Last edited Apr 17, 2010, 9:36 pm by goat starer
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goat starer said:
sent a frew goodies to you before... here is an interesting one


S199631


on the pits... pale and i are faced by a group behind and a group in front... both about equal size... 2 bpus and a blackstone behind along with a bunch of rocket cars and an apache. in front a bpu, black rock, texan strongarm and assorted rocket cars.

its the first scout i have ever done where the only option i could se was to stop dead and start shooting.

we won.. just... but im not sure how thjis would have gone if i hadn't had 2 firetrucks that could fight equally well front and back.


Heck of an ambush here.
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Posted Apr 17, 2010, 9:58 pm
*Rezeak*
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goat starer said:
S199631


Verified.
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Posted Apr 17, 2010, 10:13 pm
*sam*
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Rez, thanks for verifying them ;)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Apr 19, 2010, 5:01 pm
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S201262

Not a very pleasant spot as it gives nero zero options.

Sam, I would suggest moving the placement up a bit into the open area for the players cars as this spot gives no room to turn around. Considering we are technically not supposed to use the circle in a strategic way, this placement forces the player to do so. If I had been using lorries, tankers or any other large chassis it would have turned out farse worse.

It's bad enough enemies that I can easily hit at 200m away are popping out of thin air 85m behind me with a 360+ scout before I even move a car. If those 3 behind me had been coming around the hill they were in front of to show they were coming out of hiding, they would have still been within rocket range on turn 2 and it would have looked realistic.

PS: As usual I had a few minor earthquakes to give my scout that bouncy feel.
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Posted Apr 21, 2010, 8:06 am Last edited Apr 21, 2010, 8:09 am by Lord Foul
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I think I've only survived 20% of ambushes. The Pits really get me.
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Posted Apr 21, 2010, 8:11 am
*sam*
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Lord Foul said:
S201262
Not a very pleasant spot as it gives nero zero options.


OK.. a good example of one *not* to record for future use then. The idea is, when we have a decent set of 'good' ones recorded, then they can start to be used rather than randomising. This will remove the chance of 'bad' ones like yours..
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Posted Apr 21, 2010, 3:34 pm
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I disagree with zero options there -- with the pirates weaker toward the rear, turning and rushing past them is easily doable.

Personally I think the canyon maps need a bit of a reworking to add more paths though (think the maze).
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Posted Apr 21, 2010, 3:39 pm





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Posted Today, 11:03 pm
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*SirLatte* said:


201321 on dead mans road
199693 on scattered grounds


yeah both of theses look realistic and fun
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Posted Apr 21, 2010, 3:52 pm





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Posted Today, 11:03 pm
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