a3dboy1 wrote:A one simply doesn't take a phrase out of post to build his own theories.
I never said PR should take a route of linear combat or where dying has no penalties.
New PR system simply made the routes shorter for the players. In 0.98 you also have lemmings moving same direction from FOB. Only in .98 people get bored of it quickly and leave. In Beta people seem to enjoy shorter travel time.
So tell me why should it take 5 min instead of 2 min for the player to get to the front line?
Don't forget that firefights are more brutal in Beta hence people die more often and way faster in firefights. Rally points fix the time gap of players getting to the fight.
I personally don't understand how players wondering around the map change the game to more tactical and strategical?
See this is the fundamental problem, you are approaching the gameplay from a standpoint of someone who doesn't play the game correctly and take advantage of the entire team.
I don't wander around the map, it doesn't take
ME 5 minutes instead of 2 to get to the front-lines. and
I don't get bored and leave. In fact I don't think anyone does, I think you're pulling those statistics out of your ***.
I can get around just as fast if not faster than people who rely on rallies, and here are the reasons why.
A: I take advantage of and maintain tight communications with my team's transport squad
B: I make sure to construct support structures such as FOB's to rely on for my squad
C: I choose squad objectives that maximize my squads effectiveness without sacrificing survivability
The only reason YOU hated the old system was because you didn't know how to play the game, you love the new system because it penalizes irresponsible players LESS. If you were having to walk from base to the frontline in .98 YOU WERE DOING SOMETHING WRONG.
With the new system my original tactical procedure is obsolete... instead the best strategy is this.
A: Place rallies in hard to find places around the enemy flank
B: Disregard casualties, continuously respawn, and rush the enemy objective until the objective falls (the ticket penalty the enemy team suffers justifies your squads numerous deaths)
C: Move to the next objective as fast as you can while constantly putting down new rallies, reckless speed trumps calculated movement because if you come under fire you and the rest of your squad can easily respawn, fall back, and re-engage from a secured position.
So ultimately there is no strategy anymore, the best tactic is rushing. There is little to no penalty for making a wrong move, in fact is almost better to give away your position, because once the enemy fires on you, you can respawn at a safe secured location where you can return fire on their now exposed position...
AKA Red Orchestra 2.