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Discussion: Project Reality / PR:BF2 - No rally point feedback thread - PR .874b - Originally Posted by d1sp0sabl3H3r0 I would tend to agree with this suggestion, although perhaps the
  1. #121

    dbzao's Avatar

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    Re: No rally point feedback thread

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    I would tend to agree with this suggestion, although perhaps the spawn capabilities of the cache need to disappear as soon as the BluFor gets intel on the cache, allowing insurgents time to get to a cache and deploy a hideout prior to the arrival of the BluFor. This seems like a good balance considering the spawn mechanic changes and their impact on the BluFor.
    This already happens today... the "blue" revealed caches lose their spawn point the moment the blufor gets informed about them. Before that the proximity check is also enabled.

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  3. #122


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    Re: No rally point feedback thread

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    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





    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




    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




    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


    Holy crap, you guy are really spread out! I can imagine the Chinese sticking together in one big group and just taking those objectives one by one like a slow moving war machine of death! lol.

    Military Science Adherent
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  5. #123


    d1sp0sabl3H3r0's Avatar

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    Re: No rally point feedback thread

    Quote Originally Posted by dbzao View Post
    This already happens today... the "blue" revealed caches lose their spawn point the moment the blufor gets informed about them. Before that the proximity check is also enabled.
    I could have swore you were still able to spawn on that cache until it was overrun by proximity of BluFor. My bad.

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  7. #124

    Alpha_s9's Avatar

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    Re: No rally point feedback thread

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    I could have swore you were still able to spawn on that cache until it was overrun by proximity of BluFor. My bad.
    I've seen this before too... a LOT. Is it possible that it's some kind of spawn bug like the destroyed FOB spawn points?

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  9. #125

    Mix0lydian's Avatar

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    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. #126

    Sabre_Tooth_Tigger's Avatar

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    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


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

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  13. #127

    Mix0lydian's Avatar

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    Re: No rally point feedback thread

    mestia will be gone in .9

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  15. #128

    Sabre_Tooth_Tigger's Avatar

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    Re: No rally point feedback thread



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

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  17. #129


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    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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  19. #130


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    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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  21. #131

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    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.

    Quote Originally Posted by MiamiHeat87 View Post
    Holy crap, you guy are really spread out! I can imagine the Chinese sticking together in one big group and just taking those objectives one by one like a slow moving war machine of death! lol.
    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

    Quote Originally Posted by Mix0lydian View Post
    mestia will be gone in .9
    Took long enough!
    BF3 is a good game, and when they finish it, it may even be a great game.


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  23. #132

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    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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  25. #133

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    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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  27. #134


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    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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  29. #135

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    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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