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11-05-2009, 06:29 PM #121
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11-05-2009, 06:53 PM #122
- Join Date
- Jun 2007
- Posts
- 40
Re: No rally point feedback thread

Military Science Adherent
U.S. Army Healthcare Specialist
Project Reality Squad Leader
Xfire MiamiHeat87
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11-05-2009, 07:08 PM #123
Re: No rally point feedback thread
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11-05-2009, 07:29 PM #124
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11-05-2009, 07:51 PM #125
Re: No rally point feedback thread
It's no bug.
I think some people are confused when the cache turns blue--->this means the Bluefor team has just acquired enough intel points and the blue cache will be revealed in 3 mins
The bluefore team does not actually see the red diamond on their maps until after this 3 minutes is up. At this point, the cache becomes unspawnable regardless of enemy troop proximity.
/offtopic
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11-05-2009, 07:58 PM #126
Re: No rally point feedback thread
Why not bring back the old rules of how close a rally could be placed to a flag? I don't know why they took this out but this would completely eliminate rallies being made just for people to spawn at when surrounded by enemies.
Thats not going to work on mestia where most of the map is one flag or another.
I think rp should be like a paradrop reinforcement and very limited availability but major forces should always have this option a few times during the game, it would be less absolute
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11-05-2009, 08:00 PM #127
Re: No rally point feedback thread
mestia will be gone in .9
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11-05-2009, 08:09 PM #128
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11-05-2009, 08:15 PM #129
- Join Date
- Mar 2009
- Posts
- 2
Re: No rally point feedback thread
from some games here are my currents thoughts/suggestions:
1). Forward Bases should become spawnable after 5 minutes of their construction.
2). As long as there are same amount or more people defending the FOB than attacking it (or such that attackers must have X amount more), it should be spawnable.
3). Map/mainbase design have to be reconsidered given the importance of supplies and safe means of getting them out. (Korengal in specific)
4) FOBs should not be allowed to be constructed in enemy controlled territory. flag radii may need to be reworked on some maps for this.
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11-05-2009, 09:11 PM #130
Re: No rally point feedback thread
You may also see a spawn point next to a cache on some taliban maps with the mapper placed RPs that's confusing you making it look like the cache has a spawn point.
|TG-69th|chrisweb89









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11-05-2009, 09:11 PM #131
Re: No rally point feedback thread
A rather amusing change I think I've seen is that there are less rifleman specialist, people seem to rather fancy grenade spam now that it actually forces an enemy squad to stay down.
This is originally how the Chinese were intended to play on Qwai, and the US were supposed to float around them and hit them from all angles. Asset changes happen :P
Took long enough!BF3 is a good game, and when they finish it, it may even be a great game.

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11-05-2009, 09:24 PM #132
Re: No rally point feedback thread
I think the change has an extreme bonus on player behavior when working properly together as a squad; much more smoke is being employed, more often players will stay in their hidey hole rather than pop out to shoot.
However, it seems that lonewolfing becomes no worse than being on a squad when it comes to getting to the action; something that appeals to less tactical players, leading to many off-track players ruining everything.
Wonky firebases are annoying... however, since 5 can now be built it's not always a problem... however, it would certainly be better to have more coordination between builder and users of FOBs.
One of my biggest annoyances, however, is the fact that the FOB can be overrun even if there are defenders close by or at the FOB location. Perhaps it should be made so that if there are x number of players within y distance of FOB, the FOB cannot be overrun. This would make FOB defense a viable and extremely useful move.
Lack of rally points makes player behavior in firefights astonishing. However, rally points do help keep squad cohesion and pace of gameplay on the up. It's a tradeoff, but I think with some tweaks to other gameplay mechanics will make it a welcome addition to PR.
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11-05-2009, 09:39 PM #133
Re: No rally point feedback thread
With the changes to rallies and an increase to five FOB I have an easy solution for Insurgency:
Get rid of all non-main spawn points entirely for Insurgents or make them go away after 5 minutes of the round start. The SL can deply and build a Hideout on his own at any time without needing supplies, they don't need the additional spawns any longer.
For BluFor (and regular armies in AAS) require four soldiers instead of a crate to deploy a FOB. The extra items like tank traps should still require one or two crates (maybe one for tank traps and foxholes, two for AA and HMGs). The four soldiers means that not only is there the appropriate amount of people to build but it gets rid of the two or one man builder squads and lets them place them in maps like Korengal where trucks don't make it out of base much. I'd even be happy with a five minute delay from being built until spawnable.Just because everyone does something does not mean that it is right to do.
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11-05-2009, 10:38 PM #134
Re: No rally point feedback thread
That's an interesting idea with the building with only men and not crates around. You could really get some interesting FB placements and a team could no longer be cut off by ambushing their trucks.
|TG-69th|chrisweb89









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11-05-2009, 11:12 PM #135
Re: No rally point feedback thread
Well, I'm certainly pleased. It really does slow down gameplay and makes a victory an actual victory. I was actually forced to pull my squad back from an attack after we had lost APC support and were down to three guys. Despite the fact that the enemy had beaten my squad in that instance, it was satisfying to retreat. The slower gameplay is definatley a plus.
I also noticed how it leaves room for a lot more coordination. As Tman said, squads really lose their independence. While this might be annoying for the average pubby game, it does force more platoon style gameplay and proper APC usage. Just my take.Googol








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