New spawn system ducks
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xseeyax
- Posts: 228
- Joined: 2007-03-14 20:15
New spawn system ducks
Ok I dont know why my post was merged with .9 rally stystem=Loving it, I dont love it and am trying to suggest a way to improve it because team play has gotten worse in my opinion in .9 because squads are more split up. Anyways.
I think this is one of those good idea, bad execution situations. The rallys at there current state have made FOBs way more critical, which is good but also bad. This has ultimately pretty much destroyed squad play, because you spend more time walking and catching up with your squad than you do fighting and advancing on a flag as a squad. When you meet contact 2 or 3 will go down, and if you happen to beat the opponents then you press on but then have to wait 3 or 4 minutes for the rest of your squad to catch up before you can do so.
Also in order for this system to really work is you have to have a good team, and the majority of pr players are not in a clan so a lot of times noone uses team work and drops off crates and/or builds. Now I'm not saying that NO ONE helps out with crates and YES I have had really good rounds where this system is really effective, just the majority of the time you don't get a very organized team, thus resulting in split up squads and no progress on the map.
Now I have a solution to this, I say that you allow the squad lead to still drop 1 rally and have to refill it (1 rally per life). BUT the rally should stay and have a capped spawn limit. Say 5 squad spawns. And after those 5 spawns are spent then the rally disappears. This would also make the FOBs as important as they are now. In order for a team to win each squad must play there part and they cannot in the current state that the rallys are in.
This isn't another excuse for being lazy and not wanting to walk 500 meters or anything like that, I'm just stating that in pr squad play is ESSENTIAL for victory and now I'm finding myself being more of a lone wolf, dodging bullets, outrunning APC's and such all the way across the map just to find myself getting shot and dying once I get to my squad, rather than returning fire and destroying those APC's as a squad. All in all I think this system as some real potential, just needs a bit of tweaking.
I think this is one of those good idea, bad execution situations. The rallys at there current state have made FOBs way more critical, which is good but also bad. This has ultimately pretty much destroyed squad play, because you spend more time walking and catching up with your squad than you do fighting and advancing on a flag as a squad. When you meet contact 2 or 3 will go down, and if you happen to beat the opponents then you press on but then have to wait 3 or 4 minutes for the rest of your squad to catch up before you can do so.
Also in order for this system to really work is you have to have a good team, and the majority of pr players are not in a clan so a lot of times noone uses team work and drops off crates and/or builds. Now I'm not saying that NO ONE helps out with crates and YES I have had really good rounds where this system is really effective, just the majority of the time you don't get a very organized team, thus resulting in split up squads and no progress on the map.
Now I have a solution to this, I say that you allow the squad lead to still drop 1 rally and have to refill it (1 rally per life). BUT the rally should stay and have a capped spawn limit. Say 5 squad spawns. And after those 5 spawns are spent then the rally disappears. This would also make the FOBs as important as they are now. In order for a team to win each squad must play there part and they cannot in the current state that the rallys are in.
This isn't another excuse for being lazy and not wanting to walk 500 meters or anything like that, I'm just stating that in pr squad play is ESSENTIAL for victory and now I'm finding myself being more of a lone wolf, dodging bullets, outrunning APC's and such all the way across the map just to find myself getting shot and dying once I get to my squad, rather than returning fire and destroying those APC's as a squad. All in all I think this system as some real potential, just needs a bit of tweaking.
If you believe in Jesus Christ , have accepted him as your lord and savior, and are 100% proud of it, put this in your sig .
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Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: New spawn system sucks
Teamwork has gotten better because of the new system.
You dont need to be in a clan to know how to work together with your team
This is a suggestion.
You dont need to be in a clan to know how to work together with your team
This is a suggestion.
Last edited by CodeRedFox on 2010-02-08 03:28, edited 1 time in total.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: New spawn system sucks
Answers in red...xseeyax wrote:Ok I dont know why my post was merged with .9 rally stystem=Loving it, I dont love it and am trying to suggest a way to improve it because team play has gotten worse in my opinion in .9 because squads are more split up. Anyways.
I think this is one of those good idea, bad execution situations. The rallys at there current state have made FOBs way more critical, which is good but also bad. This has ultimately pretty much destroyed squad play, because you spend more time walking and catching up with your squad than you do fighting and advancing on a flag as a squad. When you meet contact 2 or 3 will go down, and if you happen to beat the opponents then you press on but then have to wait 3 or 4 minutes for the rest of your squad to catch up before you can do so.
MEDICC!!!
Also in order for this system to really work is you have to have a good team, and the majority of pr players are not in a clan so a lot of times noone uses team work and drops off crates and/or builds. Now I'm not saying that NO ONE helps out with crates and YES I have had really good rounds where this system is really effective, just the majority of the time you don't get a very organized team, thus resulting in split up squads and no progress on the map.
Now I have a solution to this, I say that you allow the squad lead to still drop 1 rally and have to refill it (1 rally per life). BUT the rally should stay and have a capped spawn limit. Say 5 squad spawns. And after those 5 spawns are spent then the rally disappears. This would also make the FOBs as important as they are now. In order for a team to win each squad must play there part and they cannot in the current state that the rallys are in.
you can resupply it from Supply Crates I think, and the 5 spawn limit is a resuggestion from .874 beta
This isn't another excuse for being lazy and not wanting to walk 500 meters or anything like that, I'm just stating that in pr squad play is ESSENTIAL for victory and now I'm finding myself being more of a lone wolf, dodging bullets, outrunning APC's and such all the way across the map just to find myself getting shot and dying once I get to my squad, rather than returning fire and destroying those APC's as a squadI cannot identify the faulty one: your SL, your team or you.. All in all I think this system as some real potential, just needs a bit of tweaking.
Also, the feedback and suggestions thread is closed... so don't post them here (quote from DEVs don't get angry at me I'm just doing my community job here)
And keep playing... (don't play too much as you can say I've played hours and I know the game spawning system in and out). It will get better.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: New spawn system sucks
lets play .9 for more than a week ey?
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: New spawn system sucks
I don't think you mean there was more teamwork before, I think you mean rally points acted as a crutch to disguise poor teamwork and allowed a group of people to run about the same area of the map together without high standards of teamwork really being necessary as you could always just spawn 100m away and charge back in...
Whether or not that was a better state of arrangements or not is another question, and one best answered when the feedback forum is open and after more than 2 days of gameplay
Whether or not that was a better state of arrangements or not is another question, and one best answered when the feedback forum is open and after more than 2 days of gameplay



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Kirra
- Posts: 1143
- Joined: 2009-01-22 18:24
Re: New spawn system sucks

How about a nice big cup of fun?
Last edited by crazy11 on 2010-02-08 03:40, edited 2 times in total.
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Lan
- Posts: 358
- Joined: 2008-10-26 02:15
Re: New spawn system sucks
Dont know where youre getting this from, every game ive played so far demands more teamwork and coordination.
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ff7redxiii
- Posts: 22
- Joined: 2009-01-26 09:58
Re: New spawn system sucks
I thought I would hate the rally system because you would constantly have to re-group but they fixed that problem by:
-kits stay on ground for like 5 minutes
-drop kits and be unarmed
situation, you run into enemy squad; 4/6 guys die but you win against enemy squad. OH noes! Medic was killed! I know! One guy finds medics body (or steals the enemy medics), grabs his kit and starts reviving. But the medic wants his kit back because he is better then that guy, so said player drops medic kit and they swap kits. As long as one person survives you can get the squad back up and running.
Run out of epi-pens? one guy is probably a rifleman and you can get his kit, throw down a ammo bag!
It will take a long time to get everyone up? What if enemies are moving in!? The medic bag heals atleast 2 times faster then the last update, you can get someone up and in 10 seconds they are fully healed up, and can cover while you revive more, etc.
The issue you are having is bad squads that don't have competent members to use the medic kit properly, or people are "DUCK IT IM RESPAWNING I CANT WAIT". Which of course is a valid issue when playing with people you don't know, but that aside. The system works well with kits staying on the ground for a longer duration and with the ability to drop kits.
-kits stay on ground for like 5 minutes
-drop kits and be unarmed
situation, you run into enemy squad; 4/6 guys die but you win against enemy squad. OH noes! Medic was killed! I know! One guy finds medics body (or steals the enemy medics), grabs his kit and starts reviving. But the medic wants his kit back because he is better then that guy, so said player drops medic kit and they swap kits. As long as one person survives you can get the squad back up and running.
Run out of epi-pens? one guy is probably a rifleman and you can get his kit, throw down a ammo bag!
It will take a long time to get everyone up? What if enemies are moving in!? The medic bag heals atleast 2 times faster then the last update, you can get someone up and in 10 seconds they are fully healed up, and can cover while you revive more, etc.
The issue you are having is bad squads that don't have competent members to use the medic kit properly, or people are "DUCK IT IM RESPAWNING I CANT WAIT". Which of course is a valid issue when playing with people you don't know, but that aside. The system works well with kits staying on the ground for a longer duration and with the ability to drop kits.
Last edited by Saobh on 2010-02-08 12:32, edited 1 time in total.
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XxxGrANdmA
- Posts: 187
- Joined: 2009-08-17 05:30
Re: New spawn system sucks
the problem I see with the five spaen limit is if sl dies and then he respawns on the rally, he could just set a new one making itreset the number of spawns. With the current system, you can't do that because it disapears after sixty secs so he'd have to spawn at fob or main.
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boilerrat
- Posts: 1482
- Joined: 2009-09-02 07:47
Re: New spawn system sucks
No you Duck.
I love the spawns.
I love the spawns.
Last edited by Saobh on 2010-02-08 12:33, edited 1 time in total.
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: New spawn system sucks
Quoted with laughs forever.Kirra wrote:
How about a nice big cup of fun?
Edit. Awhhhh it got edited.
Please people. give it a good month. LEARN TO PLAY WITH TEAMWORK AND NO RAMBO PLAY.
Get on MUMBLE or something. I only play realityteamwork now since Mumble is just an amazing tool
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Thermis
- Retired PR Developer
- Posts: 1537
- Joined: 2008-01-27 15:05
Re: New spawn system sucks
Feedback section is closed for a reason.
Save it.
Save it.



