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Old 11-04-2009, 02:18 AM   #46 (permalink)
 
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Re: No rally point feedback thread

Im not sure if this will be obvious in server logs maybe (shorter games?) but I think the worse team was getting capped out more often today

I like a more absolute battle then stalemate nothingness so for that reason I will say I like it for now, a change is good anyhow



Maybe the restrictions on the firebases could be lifted, like how close they are to each other and also try out having a non destructible base to it so it can be reset later but not sure about that one.
Just so if people do complain, it could still be varied some I think while sticking with the idea of more centralised spawning



Quote:
With the US main bases both on the low ground and with narrow roads that are going to be complete death traps for any vehicles,
Already is to some extent. I agree except if us forces could maintain a strong front line they could advance forward in a sweep but generally this isnt possible, it is death valley



Quote:
The Taliban not needing crates to build their Hideouts makes them even more flexible. A removal of the crates requirement altogether for FOBs maybe necessary (but keep the crate requirement for add ons).
That'd reduce the logistics element and make them centralised rp like we have had in a previous version but for the above case that would seem necessary


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3) Qwai will be even more of stalemate, unless they return the ability to repair bridges, with less ability to sustain assaults on the enemy's side of the river.
Qwai was a cap out when it just played. Our team was distributed across the map, on foot and caught off guard by the more mobile chinese I presume, quite a quick game and US had 5 fb


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Old 11-04-2009, 02:26 AM   #47 (permalink)
 
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Re: No rally point feedback thread

I still haven tried the changes thoroughly but although so far seems like things tend to be more slow, maybe because of the maps I played (non of them on my "favorite" list), I do like the changes.

I still think a less permissive RP system would work better though, like time limit, longer wait after getting overrun, maybe a limit of rallies to be set per round or during some reasonably long periods, etc.
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Old 11-04-2009, 03:51 AM   #48 (permalink)
 
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Re: No rally point feedback thread

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...or it s a long wait for a medic who must now become a superman at stealth...


back on topic..
Did anyone get the chance to play some Insurgency ?
I would like to read about the gameplay changes on it,
because I think it will be effected the most if this change really takes place.
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Old 11-04-2009, 09:29 AM   #49 (permalink)

 
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Re: No rally point feedback thread

I played some Basrah last night as insurgent. I have to concur with GoatBoy on the fact that it would seem to me as though the removal of the RP really doesn't impact the BluFor tremendously because the normal style on TG has been to organize the team and move together to act on the intel. At least on maps like Basrah, Ramiel, Karbala and Fallujah.

The big change is on the insurgent side: you are now free to roam the city at will. No more need to fear roaming BluFor squads who are there to try to scout out caches. If they're in the city, they'll soon be dead without any armor support. So the change has increased the mobility of the insurgency side and given them even more time to organize their defenses, and even lets them focus more on offense at times than defending the caches.

I've yet to play Korengal as either side, so I'm curious how it plays out. I'm dreading playing that map as BluFor because I just think it is going to be a turkey shoot for the Taliban.
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Old 11-04-2009, 09:41 AM   #50 (permalink)
 
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Re: No rally point feedback thread

if it's possible we should play korengal tonight when the server is seeded.
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Old 11-04-2009, 10:36 AM   #51 (permalink)
 
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Re: No rally point feedback thread

That round on qwai perfectly emphasizes how much more of a mobility advantage the Chinese posses now. I'd never given it any thought to the advantages of the rally system as pertains to mobility but they are MASSIVE. On a map with crucial water crossings or lots of water in general, any amphibious units grant an absurd advantage to the side that possesses them.

Edit: Also, I did not notice ANY change in strategy on Qinling. Infantry rushed under cover of assets. Like always :P
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Old 11-04-2009, 11:04 AM   #52 (permalink)
 
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Re: No rally point feedback thread

Anything new to make the game more hardcore, is welcome in my book. Maybe its time for transport pilots/drivers to shine again, which I welcome even more. Transporting in PR is what takes PR the step up from BF2, if you ask me.

Cant wait to play some more rounds with feature.
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Old 11-04-2009, 11:44 AM   #53 (permalink)
 
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Re: No rally point feedback thread

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That round on qwai perfectly emphasizes how much more of a mobility advantage the Chinese posses now. I'd never given it any thought to the advantages of the rally system as pertains to mobility but they are MASSIVE. On a map with crucial water crossings or lots of water in general, any amphibious units grant an absurd advantage to the side that possesses them.
This could mean that it's time to re-instate the little birds on Qwai, if not the tanks, simply to balance the advantage of the Chinese amphibious capabilities. No need for the attack helicopters though. Just 2 transport little birds for the US. The Chinese have sufficient AA to counter it without needing an armed helo in response.
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Old 11-04-2009, 12:19 PM   #54 (permalink)
 
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Re: No rally point feedback thread

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This could mean that it's time to re-instate the little birds on Qwai, if not the tanks, simply to balance the advantage of the Chinese amphibious capabilities. No need for the attack helicopters though. Just 2 transport little birds for the US. The Chinese have sufficient AA to counter it without needing an armed helo in response.
I actually would rather see the return of both scoutbirds instead of the transports. The transports were the major ticket-losers, not the scoutbirds.

Definitely the tank back though, and TWO TOWs. I'll deal with the occasional soundbugs ..
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Old 11-04-2009, 12:41 PM   #55 (permalink)

 
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Re: No rally point feedback thread

Changed the rotation this morning to the following:



Changes made to:

* Help seed
* Provide as many different experiences as possible with the new spawn system
* Removed Korengal 32 and replaced it with 64 layer. No way in hell 32 layer will work with the new spawn system.
* It's not a mistake that Kashan is in 3 times, once for each layer. Each provides a substantially different game play.
* Muttrah is in twice, once as 16 layer so US already has a foothold on Docks, the other where they must earn it. I fear this map is one that has become imbalanced with the new spawn change to drastically favor the MEC.


So, going forward, I think we would like to see more feedback on overall game play but also include feedback on how each of the maps is impacted. Both of these are going to be important to gauge the success of the change and also to help see where maps are going to need adjustments. The observation about PLA mobility on Qwai was excellent, as they have means to transport troops across the river anywhere currently and the US is restricted in it's movements, which is 180 degrees from what Qwai once was. Keep those type of observations coming, and make sure you get on the server to try it out before speculating too much about how it will or will not alter the game.
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Old 11-04-2009, 01:28 PM   #56 (permalink)
 
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Re: No rally point feedback thread

I don't think Muttrah will honestly be affected an incredible amount. You've got a huge transport bias in favor of the US, actually. Loads of helicopters and two APCs, not to mention boats -- all the MEC gets are a few trucks and three BTRs.
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Old 11-04-2009, 01:34 PM   #57 (permalink)
 
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Re: No rally point feedback thread

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Originally Posted by d1sp0sabl3H3r0 View Post
So, going forward, I think we would like to see more feedback on overall game play but also include feedback on how each of the maps is impacted. Both of these are going to be important to gauge the success of the change and also to help see where maps are going to need adjustments.
I think that's a very good point... this particular change seems to have heavier implications on certain maps. I for one loved the last two rounds of asad we played, and that's the first time I've enjoyed that map in a looong time.

Is it possible that this change would be map specific, or possibly an alternate game mode that could be used... or is this limited to a server-wide "off/on" switch?
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Old 11-04-2009, 01:36 PM   #58 (permalink)

 
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Re: No rally point feedback thread

I am so pissed right now Not because I am against the changes but the timing... I have wanted something like this for the better part of a year and when it comes around I have fried my GFX, ARRRGH...
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Old 11-04-2009, 01:46 PM   #59 (permalink)

 
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Re: No rally point feedback thread

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I don't think Muttrah will honestly be affected an incredible amount. You've got a huge transport bias in favor of the US, actually. Loads of helicopters and two APCs, not to mention boats -- all the MEC gets are a few trucks and three BTRs.

From what I've read of other players' experiences, I think that this change impacts Muttrah rather significantly. However, I haven't played it yet, so I will reserve comment until I've seen it in action from both sides. However, my educated guess is that the MEC will quickly adopt the strategy of rushing Docks to establish a FOB before the US can gain a foothold and will push the US off Docks while a few straggler squads cap flags behind the main MEC force. With only water behind them and 2 LAVs that must travel over 5 minutes in the water to get into the fight, the US has no flanking options nor mobility. The helicopters can be decimated quickly from AA positions and BTR fire. But again, this is purely speculation on my part.


Quote:
Originally Posted by WDT_Alpha_s9 View Post
Is it possible that this change would be map specific, or possibly an alternate game mode that could be used... or is this limited to a server-wide "off/on" switch?
No, this change won't be map-specific and it will be an "all or nothing" change, meaning that they will build it into the game and that is that; servers will not be allowed to determine if RPs are allowed or not per the license agreement.

The testing runs until November 30th, which should give the DEV team enough feedback of substance (re: not the knee-jerk reactions that seem to prevail right now) to make a decision as well as give the player base adequate time to get over the initial shock and get a real feeling if the change works or not.
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Old 11-04-2009, 01:53 PM   #60 (permalink)
 
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Re: No rally point feedback thread

Played Kashan 64.


While the server was still seeding it wasn't fully populated at the start, but at the end it got full and here's my verdict:
It makes players attack as a team in waves of 5-10 minutes intervals. Which is good. Squads were forced to wait for reinforcements and hold on their attack until they got fellow squad helping them along with BMP's, tanks etc.

Again, no mistakes allowed. Once you're wiped out you're wiped out for good. Forces you to rethink your plan and attack together.


My initial opinion has changed- I like the new system.
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