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Old 11-03-2009, 05:47 PM   #31 (permalink)
 
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Re: No rally point feedback thread

2 HMGs, 1 AA
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Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.

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Old 11-03-2009, 06:04 PM   #32 (permalink)
 
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Re: No rally point feedback thread

Oh.. god no.

Maps like Korrengal will be hell.
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Old 11-03-2009, 06:07 PM   #33 (permalink)
 
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Re: No rally point feedback thread

Hereīs my 2 cents.

Played EJOD, Asad Khal and Kwai.

I really liked the feel of not beeing able to rush too far too fast. I really got a good kick about having to secure the areas proper before moving on. For instance we capped Ejod and started moving up north (as US) and were repulsed quite handily. Lost Ejod and had to start from oil again. As someone mentioned in TS after Kwai, we had to fall back and cover our rear in Ejod as well. Didnīt make it to safety in the end, but it was a novelty to try. From my (somewhat lacking) experience in PR this seemed very nice. It really got the whole squad working together for a mutual objective, without anyone doing any single man flank ramboing etc.

Asad Khal wasnīt as good (even if it ended 1-0 for MEC), because a lot of players logged in at this time and didnīt know of this no-RP testing. Lotīs of confusion in some squads and the normal headless chicken runs you see in vanilla.

Kwai on the other hand was good. Even if it was a bit of turtling from time to time. From what I heard on Mumble and read from the chat, people were really looking after those firebases and putting effort in getting them up as well.

Iīm still waiting to play an armor heavy map (like Kashan) or a map where transportation is more critical (Jabal, Barracuda or Muttrah) to see how this fits, but my experience about these three was positive.

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Old 11-03-2009, 06:15 PM   #34 (permalink)
 
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Re: No rally point feedback thread

Quote:
Originally Posted by VCDreves View Post
Haven't tried it yet but I guess the FOB Squads will cease to be "boring" now that they're even more important assets to the game.
Really, though, I've always enjoyed finding creative ways to build firebases. Like the one in the stairwell on Kozelsk last night .. take that, Russians! - or on Asad Khal at North City. I'll probably continue doing so.

A firebase is now even more an integral part of defending a position than it was before. The only bad thing is how easily they can be overrun. If this change is to be enacted in a major patch, firebases must not be overrun so easy. Also, bring back Bunkers! FOBs are nice but bunkers gave you a bit more substantial cover and just looked cooler.
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Old 11-03-2009, 06:49 PM   #35 (permalink)
 
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Re: No rally point feedback thread

I played Kwai with no rps today and I thought it was great.It enforces teamwork and squad coordination, the commander now plays a vital role as well as defense planning and it was awesome watching the attack waves come rollin in.I'm all for it.
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Old 11-03-2009, 07:10 PM   #36 (permalink)
 
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Re: No rally point feedback thread

Quote:
Originally Posted by =KOF=CR8Z View Post
Question: Are we still regulated to 4 HMGs and 2 AAs on the battlefield?
A very good question. I'm going to go try and find out!

I think reducing the build distance for FOB "extras" and giving more total (per battlefield, not FOB) would be interesting, but I'm sure I'll have a lot more feedback after some more testing.

Game on!
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Old 11-03-2009, 07:50 PM   #37 (permalink)
 
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Re: No rally point feedback thread

It will change the insurgent maps for blufor...someone will now have to defend the FOBs. In the past trying to defend a FOB on an insurgent map was a huge ticket drain only for the blufor.

But I really like the idea. It will really enhance the need for teamwork.
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Old 11-03-2009, 08:22 PM   #38 (permalink)
 
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Re: No rally point feedback thread

Love it, Love it, Love it.... Couldnt wait for them to go. I have actually managed to survive 1 whole round with no deaths, and no tard rushing.

I have seen my team act far more aware, far more cautious, and fearing for their Virtual lives, Tard rushing has become a thing of the past as it simply does not work any more, if your rush you die, if you die, 5 min walk back to the fight if your lucky.

Most of my team didnt have a hard time staying together. As the medic i kept every one up and kicking, even at the worst times my whole squad got killed, i hid came back 3 min later and got 3/4 of the people up, that didnt get insta kill or timeout.

Experience is something that is worth having now, as knowing your surroundings and
predicting the enemy will truely help, flanking is now possible as you wont find that guy you just killed spawn in and flank you because he knows where you are and where your going.

I really hope they stay as they add a whole new meaning to reality and tactics. So far i have only good stories, and good times from these few hours that i have been playing with no rally points.
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Old 11-03-2009, 09:15 PM   #39 (permalink)
 
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Re: No rally point feedback thread

I see where you are going an the idea of no rally points ..Trying too get everyone too play as a team ...I played 4 maps .. I understand new tactics are needed to play ... But at what price ,,,game play is slow....If you are killed ,,it s a long walk too get back too your squad no matter what ,,,or it s a long wait for a medic who must now become a superman at stealth just too get one man back on his feet ...I like the idea,,, but all this too control squad leaders... Usually its one squad with a sq leader who his fresh from playing BF2 or two at the most that are out for there own pleasure an not the teams...I love those recon sqs lol useless... Seems a little much ..... I vote naaaaaa...I know this a free mod ,,I love it,, good job boys ,so don t take my criticism personally mod builders...
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Old 11-03-2009, 10:57 PM   #40 (permalink)
 
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Re: No rally point feedback thread

I think this is a good idea. It will make APC's actually be used for transport instead of 2 man killing machines.

But more importantly: is ANYONE (Dice, PR team) working on the bloody PB shaders kick problem? I know it affects alot of people. How come it only affects certain servers? Im can play UK warfare and a few others.....but...well....you know..........its not TG.
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Old 11-03-2009, 11:02 PM   #41 (permalink)
 
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Re: No rally point feedback thread

Ok I'm sorry to say but GAY GAY GAY.. I understand why they would test this out but its just not gonna work or improve PR. If you have no RP's you are left with your main & FOBs. If FOBs are taken out then you have to leave from your main. So what if all your vehicles are gone or better yet its an insurgent map & your main is attacked, you have a long walk to the battle in which the enemy can just sit back & pick you off when you leave your main. Not to mention people will just give up when wounded cuz they don't wanna wait so long for a medic which decreases your teams tickets even worse. I say BAD idea, just leave the RPs as they are!!!!
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Old 11-03-2009, 11:23 PM   #42 (permalink)
 
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Re: No rally point feedback thread

Machineofdeath, don't use slurs on the TG forum.
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Old 11-04-2009, 01:05 AM   #43 (permalink)
 
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Re: No rally point feedback thread

Al Basrah (started Insurgent then got switched to Brit) and Asad Khal (MEC) for me tonight.

Basrah seemed to have relatively normal results with BluFor taking down 5 caches before losing...although a cache was right near the Mosque on the east side which presented some problem.

As Insurgent in Cougar's squad we were largely on the offensive but still got owned by superior firepower from armor occaisonally. I did not notice significant change in gameplay. As BluFor things went more slowly, more deliberately...it seemed a little more immersive to me. I liked it.

On Asad Khal the Brits were north of the river in no time. I saw some kamikaze style support truck driving going on...that was dissapointing. The potential is there for a steamroll on rollout if one side gets a FOB built fast in behind lines. I ran a small unit squad and Klinger kept saying "intense" a lot. Again, it seemed more... "serious" to me.

...and, no shortage of crates. Trucks are dropping them now like they're on sale 2-for-1 at S-Mart.

After a brief preview I like that I fealt more immersed and focussed. I did not like the funny support-truck-zerging stuff. This has real potential...needs more testing ofcourse.
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Old 11-04-2009, 01:22 AM   #44 (permalink)
 
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Re: No rally point feedback thread

The Asad Khal game that ended with MEC 1-0 was epic. Mortars were well used, and the eastern part of the north city had so many fortifications that is was impossible to come up through the middle. Never had I seen such a good game on Asad.


Qinling was a different story. At the start of the game, there were no inf squads on the Chinese side and everything was going slow. However through the later middle half of the game, when the chinese pushed all the way to farm and encamped on the western overlooking hills, it was pretty nice. Most of our team was spawning on that fb and there was a nice assault by 3 or so squads including armor.
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Old 11-04-2009, 01:32 AM   #45 (permalink)


 
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Re: No rally point feedback thread

i like it without the rp.

Keeps me busy.

Also i like if there is coordination going on and now the commander has an important job too.
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