AAS mode: Not enough incentive to actually assault?

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Looy
Posts: 73
Joined: 2010-05-31 12:26

AAS mode: Not enough incentive to actually assault?

Post by Looy »

Is it just me, or is there very little incentive to actually Assault and Secure in Assault and Secure mode? afaik, the capture points only do something if you have all of them and generally this only happens if one team is absolutly superior to the other. Because of this, I see most games basically turn into a race to lower the other teams tickets to zero.

For example, on muttrah as MEC we pushed the US back to the docks within 45min - 1hr and held them there until the end. But they won the round simply by killing more of us. It feels like attacking in AAS mode is much harder and less effective than just defending, and nothing forces you to take ground.

I don't know exactly how this could be fixed, but I'd suggest adding a number of bonus tickets for capping a flagt, with the flags further from your team giving more tickets. The same amount of tickets could be deducted for losing that flag so the advantage is only kept if you maintain a hold on it.

For example on Muttrah: Docks (US: 0tickets, MEC: 40) - North City (US: 10, MEC: 30) - Central/West City (US: 20, MEC: 20) - East City (US: 30, MEC: 10) - South City (US: 40, MEC: 0) On maps like Asad Kahal (or however its spelt) the attackers would start with less tickets than they do now and would need to secure objectives to keep going.

That would probably require changing several things that are hardcoded, so it may be easier to just add a ticket bleed to the team with the least flags that gets stronger the larger the gap in flags is.
Last edited by Looy on 2010-07-12 10:07, edited 1 time in total.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: AAS mode: Not enough incentive to actually assault?

Post by cyberzomby »

Well, I think that at that point the strategic points of the terrain itself come in to play. When you can hold in a city, looking out over an open dock area, you should probably dig in there, than to advance over open dock, and try to hold a relative open area.

Thats when you could have used a CO who decided where to hold. Find the toughest spot in there advance and hold there. I agree, on some maps there might be some more incentive needed, but theres also the realism aspect of the terrain and where to fight.
Sirex[SWE][MoW]
Posts: 158
Joined: 2009-07-22 09:46

Re: AAS mode: Not enough incentive to actually assault?

Post by Sirex[SWE][MoW] »

cyberzomby wrote:Well, I think that at that point the strategic points of the terrain itself come in to play. When you can hold in a city, looking out over an open dock area, you should probably dig in there, than to advance over open dock, and try to hold a relative open area.

Thats when you could have used a CO who decided where to hold. Find the toughest spot in there advance and hold there. I agree, on some maps there might be some more incentive needed, but theres also the realism aspect of the terrain and where to fight.
I don't mean to be respectfull but with premade flagobjective i would say realism my ***.
And irl commander might as well wanted to set up a base in the hills and go through there, this becomes more apperant on other bigger maps, but in AAS your hand is always forced. Not to advertise but i did start a thread about this.
https://www.realitymod.com/forum/f10-pr ... tives.html
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: AAS mode: Not enough incentive to actually assault?

Post by General_J0k3r »

imho the problem on most public servers is too much attack and not enough defense rather than the other way round.

on the other hand, the tournament has seen epic stalemates (which i find OK tbh). but the tournament is not comparable to a public situation.

the question is now: what should PR cater for primarily? 80 guys playing in a crazy organized environment like the tournament or the much bigger pubbing population?

correct me if i'm wrong pls :)
Looy
Posts: 73
Joined: 2010-05-31 12:26

Re: AAS mode: Not enough incentive to actually assault?

Post by Looy »

General_J0k3r wrote:imho the problem on most public servers is too much attack and not enough defense rather than the other way round.
I agree, that is the problem. The thing I dislike is that we attack in AAS mode for fun, not because there is any real advantage to attacking. Whereas in Tourney play everyone is playing primarily to win (and hopefully have fun along the way) so they will only attack if it will lead to total map dominance.

Theres just something wrong when the Hamas on Asad Kahal can keep all the flags for the entire game and still lose due to the IDF just staying back and using their superior ranged weapons to kill anyone that sticks their head up. It's basically the "campiest" team wins at the moment (although some idiots teams that throw themselves needlessly at the enemy constantly do deserve to lose).
'Sirex[SWE wrote:[MoW];1388319']I don't mean to be respectfull but with premade flagobjective i would say realism my ***.
And irl commander might as well wanted to set up a base in the hills and go through there, this becomes more apperant on other bigger maps, but in AAS your hand is always forced. Not to advertise but i did start a thread about this.
https://www.realitymod.com/forum/f10-pr ... tives.html
I like the sound of that, in fact I want a "Baserape" gamemode where there are no flags and the only objective is to close in on the enemy and destroy their base.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: AAS mode: Not enough incentive to actually assault?

Post by ralfidude »

Well as MECm once docs are on ur side, and you still manage to lose, then... well.. you deserve to lose.

At that point, all you need to do is advance ur BTRs to the shoreline to take out any incoming choppers, which will destroy alot of their points, set up 2 FOBs with full out load out, AA and TOWs for everything and anything, and BAM! Let them try and take it back now!
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obZen
Posts: 156
Joined: 2008-09-22 21:25

Re: AAS mode: Not enough incentive to actually assault?

Post by obZen »

I agree, I think there should just be a set amount of ticket drain per flag you don't own.
Sirex[SWE][MoW]
Posts: 158
Joined: 2009-07-22 09:46

Re: AAS mode: Not enough incentive to actually assault?

Post by Sirex[SWE][MoW] »

Problem is the lack of artillery, half the reload time of artillery and make it so that you got all typed of artillery up to the level you have, or atleast can have more then one. With that i mean if you have artillery you can fire mortar every 15 minutes and artillery every 30. That will actually induce modern mobile warfare, becouse sitting still not moving will like irl get you bombarded and killed. Modern artillery targeting and communication computers are amazing, a Forwards obsevers only need to push some buttons and coordinated will automaticly get transferd to teh artillery so the artillery man only needs to push a button, sort of, a lot has happen since ww2 radio call artillery.
Last edited by Sirex[SWE][MoW] on 2010-07-30 17:11, edited 1 time in total.
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