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11-13-2009, 09:57 PM #316
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11-14-2009, 12:27 AM #317
Re: No rally point feedback thread
I think you'll find them just as easily when you follow enemy reinforcement to their source and clear the building.
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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11-14-2009, 12:47 AM #318
Re: No rally point feedback thread
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11-14-2009, 10:56 AM #319
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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11-14-2009, 11:52 AM #320
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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11-14-2009, 03:23 PM #321
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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11-14-2009, 03:32 PM #322
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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11-14-2009, 03:53 PM #323
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11-14-2009, 04:39 PM #324
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.
Somethng for Everyone
BRRRRAAAAPPP! & Brum, burm, bum
10th Guard - We put the sensual in non-consensual
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11-14-2009, 05:30 PM #325
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.
|TG-6th|Ferris Bueller
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11-14-2009, 06:49 PM #326
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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11-14-2009, 07:47 PM #327
Re: No rally point feedback thread
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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11-15-2009, 02:12 AM #328
Re: No rally point feedback thread
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.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.
Cap flag - check the entire place really is clear of hostiles - move on and repeat
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11-15-2009, 03:21 AM #329
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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11-15-2009, 04:25 AM #330
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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