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Discussion: Project Reality / PR:BF2 - No rally point feedback thread - PR .874b - Originally Posted by Startrekern Firebases spawn precisely ten meters from you. If you want them
  1. #316

    DiscoJedi's Avatar

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    Re: No rally point feedback thread

    Quote Originally Posted by Startrekern View Post
    Firebases spawn precisely ten meters from you. If you want them short, you have to put them on something flat where there's no other statics around.

    You can put a firebase inside the stairwell at the tunnel complex on Kozelsk if you do it right. You can bury one halfway in a wall. You can make one spawn so tall that it's nearly impossible to get at to knife and you have to incindiary it to destroy it.

    There's a billion things you can do with them if you do it right.
    Just remember that deploying FoB's inside other buildings or inside a wall is technically a game exploit and as such contrary to the "realism first" approach of TacticalGamer.

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  3. #317

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    Re: No rally point feedback thread

    Quote Originally Posted by Startrekern View Post
    I seriously disagree with the radio-on-a-table-in-a-building style FOB. They'll be just as impossible to find as rallies and will be used as 'team rallies' rather than actual bases..
    I think you'll find them just as easily when you follow enemy reinforcement to their source and clear the building.

    Quote Originally Posted by Rudd_medicman View Post
    "First off knifing needs to go"
    I disagree

    its a spawn point, barely any1 uses the FB base as cover, when your standing on som1s spawn point, you win that little battle, if you were able to sneak in as one guy and kill a FB, then the defenders were either non-existant or just plain bad.

    you can't knife foxholes and 50cals, which are actually used, so its fine.
    Well, personally I think there should be only two ways to take down a FOB; C4, or incendiaries, where the incendiaries are limited to certain kits (specialist, combat engineer, maybe officer).
    However, the firebase would be overrun if there was a 2:1 ratio of enemy within a large radius, or 1+ enemy within immediate area (25m?). Some amount of time (5 minutes or less) after being overrun, the firebase would automatically demolish itself (entirely).

    Knifing the radio to demolish the outpost breaks immersion more for me than does seeing a player spawn.

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  5. #318

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    Re: No rally point feedback thread

    Quote Originally Posted by chrisweb89 View Post
    But thats what a lot of FBs are used as now. People just deploy them in hidden spots with no assets for everyone to spawn off, being their soul purpose.
    whats bad about that?

    I personally like how it tends to go on the TG server, you get a FB up, move forward, then set another up. The 1st FB is a fall back, the 2nd is an offensive position using the 50cals etc as weapons to engage enemies at the front line.

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  7. #319


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    Re: No rally point feedback thread

    Well to me using it as nothing more than a spawn(which I do, I don't like to deploy all the assets) means that we may aswell just bring back rallies because that is what it is acting as now. With the new version of the FBs being the reinforcement area, they really should be large and easy to spot since you could easily spot incoming reinforcements.
    |TG-69th|chrisweb89


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  9. #320


    d1sp0sabl3H3r0's Avatar

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    Re: No rally point feedback thread

    Not every situation dictates deployment of assets from a fire base, but it certainly does act as more than just a spawn on a lot of maps in a lot of situations. The defensive positions come in handy quite often.

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  11. #321

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    Re: No rally point feedback thread

    I've given it a few plays now and I actually kind of like it. I'm one of those guys that likes a lot of action, and there seems to be more now. If the other team is more organized, the battles are shorter and more violent.

    It seems to me that rounds are either much shorter, or about the same, depending on the map.

    I think the use of assets is much more critical without rallies.

    I could actually go either way.

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  13. #322

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    Re: No rally point feedback thread

    I don't like how this encourages borderline-suicide "rush" tactics, where a guy will rush a truck up at the very beginning and attempt to get passed enemy lines to set up a hidden firebase behind them. It's too rewarding if he's able to get it up, and the entire team can spawn behind the enemy.

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  15. #323

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    Re: No rally point feedback thread

    Quote Originally Posted by MarineSeaknight View Post
    I don't like how this encourages borderline-suicide "rush" tactics, where a guy will rush a truck up at the very beginning and attempt to get passed enemy lines to set up a hidden firebase behind them. It's too rewarding if he's able to get it up, and the entire team can spawn behind the enemy.
    You could do that before the change?

    If other team is so unorganized to let that go through then they deserve to have disadvantage in combat.

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  17. #324

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    Re: No rally point feedback thread

    thats not true Orpal,

    Last night I saw 3 MEC Troop Trucks Rush to try to get to Docks. Unsupported, thru enemy postions, and with out any sort of distraction. I thihnk one time it worked and they got a FB up.


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  19. #325

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    Re: No rally point feedback thread

    cougar is right, and i saw the opposite happen yesterday on muttrah as well.
    both teams were flip flopping back and forth over the two central flags and while there was a particularly intense battle, coupled with an arty strike, the US snuck a truck almost all the way to mec fortress and started spawning from behind. The FOB only lasted for about 6 minutes, but by that time the MEC were pinched out and holed up at main. It has nothing to do with suicide tactics, but I do agree that i can be too rewarding...on some maps. On others, like jabal or kashan, it wouldnt make even the slightest bit of difference unless you got REALLY lucky.

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  21. #326

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    Re: No rally point feedback thread

    I do understand rushing behind lines is more apparent now since we all relay on FB's to be deployed, but my point was that it was possible before. Again, people are adapting new techniques, some bad some good. If we're going to keep this system we might as well get use to it because it's going to like this everyday. With new solution come new problems.

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  23. #327

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    Re: No rally point feedback thread

    Quote Originally Posted by orpal View Post
    I do understand rushing behind lines is more apparent now since we all relay on FB's to be deployed, but my point was that it was possible before. Again, people are adapting new techniques, some bad some good. If we're going to keep this system we might as well get use to it because it's going to like this everyday. With new solution come new problems.
    Agreed. The only difference now is that it's actually harder to do that because you can't pop down a rally to keep 6 guys active behind the enemy. If you fail to get that FOB placed and get wiped out you're just losing tickets. I'm not saying it's not worth the risk, but a lot of it depends on how the other team reacts to those situations.

    In the past this was counteracted by the other teams ability to do the same thing by placing a rally behind the flanking forces. Now it sticks out because we're already getting used to not having to worry about a small group of people coming out of nowhere over and over again.

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  25. #328

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    Re: No rally point feedback thread

    Last night I saw 3 MEC Troop Trucks Rush to try to get to Docks. Unsupported, thru enemy postions, and with out any sort of distraction. I thihnk one time it worked and they got a FB up.
    Yea I noticed that but I guess people will just have to survey the land when capping the flag. Its easier to find a fob then a rp so theres less excuse now.

    Cap flag - check the entire place really is clear of hostiles - move on and repeat


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  27. #329


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    Re: No rally point feedback thread

    now we have a 300m distance between 2 fobs, what about making a distance for a "new" fob, so you have to get forward on a smart way. you have to secure the "old" fb position, ...

    for example, you can build fb in a radius of the flag or a distance between another fb.

    300m of flag radius and 400 m to another fb. so no rushing behind enemy lines with fob. (also depends on size of map)

    if we keep on playing without rp i suggest to make the distance between fb only 200m to each other (with same overrun system on 1k and 2k maps).

    or delayed spawn, build fb, after 3 min its spawnable if defended.
    its not good when you build a fb and half of the team is then overruning from behind (like muttrah).
    also i have not seen that many "defend fb" things as i would. fob is still handled like a rp, now for the team and not for a squad but same way.

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  29. #330

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    Re: No rally point feedback thread

    Bullseye I like the idea

    "Don't feel sorry for me I already feel sorry for you!."

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