I've never said it's not gamey to respawn at FOB, but FOB as an idea is simply a lot better. It requires logistic, teamwork, some coordination and time to build it. It's harder to hide in ridiculous spots as well. It's harder to sneak out with FOB, choppers are visible, loud, trucks have harder times to get to the places and are easy to shot down. Teamwork here is massive factor for FOB, unlike RP, where it's "each squad on its own".chrisweb89 wrote:But a whole squad respawning on a FB you are attacking and killing you isn't arcadeish at alll? Before you argue that if you get close the FB gets overrun, rallies get overrun by a single guy within 100m for a split second, FBs take more numbers to overrun. Anytime the fight gets anywhere near my rally it goes down, much easier than any FB I have ever placed.
Also FOBs usually fit into some kind of frontline (obviously not always), when RP can be placed at back of enemy and be a spawn point placed basically everywhere.
I have never noticed PR for me is taking forever.chrisweb89 wrote:Using people respawning near the firefight and engageing the same people as last life as an arguement is like saying we should have to spawn at main every death because we won't give the enemy a long enough time to get ready for the next fight. Fights can be won multiple ways, tactics, skill, all that stuff, or just pure numbers. Its all about risk and reward, and how many bodies you are willing to throw at the enemy to kill them, it's not the rally's fault you can respawn and rush the wounded enemies again. I'm not saying overwhelming the enemy with numbers is a good or bad thing, it is a viable tactic, that on the plus side can gain ground, and push a better opponent out of their location, but it also hurts your tickets more than theirs. You can do that with a rally or FB, so don't hate on the rallues just because they don't require taking time getting logistics and speed up a game that already takes forever.
The point is rushing is often viable tactics as you said, we agree here. And that's the problem. In PR I prefer to see tactics and gameplay based on suppression, covering, flanking (maybe less in case of INS scenarios). Fear of death supports realistic tactics because its irl main factor of motivation for such behavior.








