I understand that a few of our members have already answered your comments but I believe perhaps you are looking for a bit more than they have offered so I'm going to attempt. Please forgive my length ahead of time.
Quote:
Originally Posted by SpanishSurfer83
I have been seeing a trend in the TG server that I know is discouraging new comers; it's the amount of server rules placed on the server. Rules like being in certain squads to fly helos, yelling at those who one man armor when the armor was sitting at our main with no one using them (Now when there are plenty of people wanting one that's different), yelling at squads for placing rally points outside of the combat zone (Does it really ruin your game that much?), kicking for firing HAT/LIGHT AT on infantry; that's ridiculous. Two of my buddies who live below me have been in Desert Storm and Operation Iraqi Freedom, just a few of their tours, and they got a kick out of the fact that a Reality MOD game server prohibited using an anti-tank weapon on infantry.
The PR DEV team has worked hard implementing their own rules into the game to have a punish for these things. Example: The HAT/LAT kits have been severely crippled, why the rules on it? One man armor is extremely crippled, if someone wants to one man it it's to their disadvantage, never a big deal when people refuse to man armor, why the rules on it? Those of us who want to fly, nothing like getting booted out of a CAS squad because the two guys in it want to fly, even though you waited just as long as they did...oh wait they have TG tags they can do whatever they want.
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Let me answer each point in kind. Certain Squads fly Helos. This has been answered already but the most important reason for this is potential waste of assets due to respawn time of 20 minutes. You read correctly, jets and gunships are on a 20 minute timer once they are destroyed. As a member of the armed forces you should know better than most of the importance of air superiority. So if your air support is down due to poor skills of a random player the players on the ground are at a disadvantage especially if the enemy's air assets are up and running. Being on the receiving end of superior players in air assets a few time will make you wish someone with some skill would get into your air assets. While locked or fly squads do not guarantee skilled players, it at least gives some sort of organization to flying squads. This is doubly important when it is imperative that the commander be able to speak to the air asset squad to send orders and point out targets as well as relay messages from troops on the ground. So this is why an organized air asset squad is a must in PR. There are absolutely no "rights" to vehicles given to anyone wearing the |
TG| tag. It would just as easy for you to create a squad and taking an asset yourself if you get there first. However the one trump card in PR is if the CO specifically assigned assets to certain players. That is one of the server rules. Obey CO commands to the best of your ability. Obviously not all commands can be obeyed but assets assignment can if they choose to.
To a similar effect armor is extremely important as it's the most powerful ground asset and it is also on a 20 minute timer to respawn. A full tank crew of two crewman (Driver and Gunner) as well as an Engineer in the top MG spot is ideal. Two crewman at very minimum. The reason why this is very important is because there is a wait time of 30 seconds before a player can operate the tank turret as a gunner. So if a player is one manning a tank they have to drive to a location and then once they see enemy they switch to the gunner position. Then wait 30 seconds before be able to engage. In the meantime if the infantry are prepared for armor they can easily fire a HAT into the Tank and then move within 30 seconds. If they have a good shot they could even track the Tank leaving it immobilized and hence a sitting duck to be destroyed. If infantry have an engineer in the 30 seconds it takes it is possible for an engineer to break cover run to the tank and place a mine beneath it as well as plant C4 and get under cover again. Never mind if you are engaging another tank. You would be dead before even putting a shot down range. A tank without a two man crew is at such a severe disadvantage that most of the time the tank is a non-asset. On maps where tanks can make or break the entire game for a team, it is even more important for the tanks to be operated and maintained properly.
On placing rally outside the combat zone I personally don't care about it. I personally don't think it's a particularly bad thing to do because of the potential negatives of being out there. You can not return to the rally to get another kit if it's too far out there. You have limited amount of time to gain a kit from it and run out before taking health damage. If you are pinned down at your rally by MG fire you will die from health damage regardless if you get hit or not. So the negatives are numerous so if anyone wants to do that I say go for it. Don't expect it to be a good thing most of the time.
Lastly on the HAT/LAT being used on infantry. I have seen video on Javelin and LAWs and similar type weapons being used on infantry but always when they are behind cover, defenses or within buildings. I have yet to hear or see anything about these types of weapons being used on infantry running around a field or in the woods. And since the Javelin is not used in PR we can't use that as an example. How about the M-47 Dragon Anti-Tank Missile? Specifically designed and used against tanks. Would you conceive this missile being used against infantry? It's very close to the HAT used in PR. The LAW type LAT weapon however I could see being used against infantry in certain situations. Once again never against infantry running around a field or woods. In a building or behind defenses? Sure. The reason why rules had to be put in is because of the bad bad habits learned by Vanilla players. It was common place to see the AT kits used against infantry all the time. Not groups of infantry behind a defensive structure, not infantry in a building but "individual" infantry units. Basically using the HAT in the way a single rifle bullet should be used. Just doesn't make sense in a "reality" sense. Hence the rules to help unlearn those nasty habits and help player learned better habits such as using assets the way *gasp* they should be used.
I don't know if anyone will even read all that but I thought I would stick it out there.