Officer Rallypoint

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Roguehellhound
Posts: 134
Joined: 2009-05-18 21:13

Officer Rallypoint

Post by Roguehellhound »

I think the rally system needs to be reanalyzed


On AAS-new system is AWESOME however:

My suggestion is to increase the time a rally point stays in play, heck even the spwn times last a lot longer and you have to time the down members respwn.

2min is a good time, since you can really make a good assault and keep the game rolling
without making it into a "siege weapon" rallypoints are almost useless after 1 engagement b/c usually your too close to the enemy and it does not last long enough for you to set one up before hand. even then, trying to fall back and set one up is very tough since you and another guy have to both retreat to a safespot/distance and set one up after your sqd got cut down.

OR have it infinite just with a time buffer between deployments.

on Insurgency... bad :(
Now i understand the concept and not knocking down anyones work and ideas, but as for advice?

As Blufor I think we should be able to have a longer lasting rallypoint due to the fact that anytime a FOB is found, usually get zerg rushed until it goes down-which is not hard at all.
also on some maps the blufor is fighting in vain since they know they are going to lose.


I mean now the blufor has the fear of ingame death while the INS guys don't.



What really can help is have the blufor always with rally point ability while the INS teams with infinite lives do not have the ability. (ins as in taliban and humus, etc)

well ill edit and add/remove more updates since i have not slept yet and wanted to post before i forget :)

I <3 you all Devs and others that helped PR be what it is as of now :)
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ReapersWarrior
Posts: 157
Joined: 2007-05-05 21:21

Re: Officer Rallypoint

Post by ReapersWarrior »

I think that the rally point should either have a 5 min cool down or be able to get rearmed.

The rally point should still expire after a minutes but this would allow new squad members to join in without the squad lead sacrificing his rally a ruin his assault and any chance of retreat.
5 minutes is plenty of time and i would even be happy with 7 or 10 minutes.
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Officer Rallypoint

Post by Brummy »

Uhh the RP is rearmed if you go to the repair station at main or an FOB.

It all depends on your team, use the FOBs. Build them yourself if no one else is doing it.
Roguehellhound
Posts: 134
Joined: 2009-05-18 21:13

Re: Officer Rallypoint

Post by Roguehellhound »

Brummy wrote:Uhh the RP is rearmed if you go to the repair station at main or an FOB.

It all depends on your team, use the FOBs. Build them yourself if no one else is doing it.
FOB's are nice and pretty but when playing INS mode as blufor, you get found out quick and destroyed.

you can end up losing more tickets trying to defend, even if its 1 or 2 here, your still losing tickets.
Doom on You
]CIA[ Clan Founder (RET)

Finally back for some Project Reality-been a couple of years.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Officer Rallypoint

Post by Ragni<RangersPL> »

Brummy wrote:Uhh the RP is rearmed if you go to the repair station at main or an FOB.
It doesn't help really... usually it's like this:

SL: Ok, we've got 3 guys down, we will pull back 400m to FOB so I can rearm my RP
Dead SM: Oh forget it, we will just spawn back at that FOB and come to you.

Why it's like this? Because:
- it's easier this way
- takes less time
- holding position is better tactic in game then retreating to FOB
- holding position is more attractive for a player then retreating to FOB (more action)
- and finally, RP is rearmed at FOB which is already a place where you can spawn (*).

*It doesn't make much sense to me... SMs need to spawn at rally but you need to rearm it at FOB first... but FOB IS a place to spawn already - SMs can spawn there and come to you.
Why should I (as a SL) waste my time (and defensive position) to pull back to FOB only to rearm a RP that I really don't need to get my SMs back to action (because they can spawn at FOB)?


Rearming RP at locations designated to spawn in the first place makes Rally Point single use only and thus almost useless. The initial idea behind RP was to have a spawn back location closer to the battlefield then main base and a simple tool to keep a squad together. Because of the new "single use" RP FOBs are the place to spawn back (which is fine) but squad cohesion was damaged badly.
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Officer Rallypoint

Post by badmojo420 »

If your losing tickets trying to defend a FOB, let it die. And go build another one. Don't keep spawning into a killbox. Inform the commander, and have him remove the FOB so nobody else spawns.

If your squad is defending a FOB and come under attack, you should risk no more than the number of tickets you have alive at the time. If you have 6 people defending it, keep those 6 men alive, if you can't even do that, don't respawn there. Regroup at main and build another FOB.

Losing a spawn point > Losing tickets

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As for the new RP system, I personally love the changes, but we still need more time for everyone to adapt.
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: Officer Rallypoint

Post by 00SoldierofFortune00 »

[quote=""'[R-COM"]Ragni<RangersPL>;1280523']It doesn't help really... usually it's like this:

SL: Ok, we've got 3 guys down, we will pull back 400m to FOB so I can rearm my RP
Dead SM: Oh forget it, we will just spawn back at that FOB and come to you.

Why it's like this? Because:
- it's easier this way
- takes less time
- holding position is better tactic in game then retreating to FOB
- holding position is more attractive for a player then retreating to FOB (more action)
- and finally, RP is rearmed at FOB which is already a place where you can spawn (*).

*It doesn't make much sense to me... SMs need to spawn at rally but you need to rearm it at FOB first... but FOB IS a place to spawn already - SMs can spawn there and come to you.
Why should I (as a SL) waste my time (and defensive position) to pull back to FOB only to rearm a RP that I really don't need to get my SMs back to action (because they can spawn at FOB)?


Rearming RP at locations designated to spawn in the first place makes Rally Point single use only and thus almost useless. The initial idea behind RP was to have a spawn back location closer to the battlefield then main base and a simple tool to keep a squad together. Because of the new "single use" RP FOBs are the place to spawn back (which is fine) but squad cohesion was damaged badly.[/quote]


Couldn't agree more. Its obvious that some maps are specifically built with RPs in mind while others aren't bad with the new system, but those that are, are all AAS maps pretty much.Having to reload the RP at a FOB, a place of spawning is like a huge contradiction too and its pretty pointless. I really can't ask the guys in my squad to wait for everyone to die either because that's not fair to them to wait 1, 2, or 10 minutes or for a guy who may never die for that. Essentially you end up with 1 or 2 guys who spawn in on the RP and the rest walk from the FOB and you have to somehow regroup, but in insurgency, its really just easier to attack instead of waiting because of the number of enemies which spawn into an area.



[quote="badmojo420""]If your losing tickets trying to defend a FOB, let it die. And go build another one. Don't keep spawning into a killbox. Inform the commander, and have him remove the FOB so nobody else spawns.

If your squad is defending a FOB and come under attack, you should risk no more than the number of tickets you have alive at the time. If you have 6 people defending it, keep those 6 men alive, if you can't even do that, don't respawn there. Regroup at main and build another FOB.

Losing a spawn point > Losing tickets

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As for the new RP system, I personally love the changes, but we still need more time for everyone to adapt.[/quote]


That's just another "easier said than done" kind of things and most of the time you don't have a commander to destroy it. If that's your only FOB close to the battle, why would you simply give it up to spend a large amount of time falling back or moving to another location which allows the enemy to move up? Its not like they won't know where you are either since you can hear the truck a mile away.
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rough77
Posts: 154
Joined: 2007-06-02 17:26

Re: Officer Rallypoint

Post by rough77 »

the new rally point system completely destroys the squad gameplay: people are widespreaded on the field.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Officer Rallypoint

Post by CodeRedFox »

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