too many assets

General discussion of the Project Reality: BF2 modification.
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

too many assets

Post by Jamaican »

Anybody else getting sick of all asset squads? when a map starts there is mostly just asset squads and maybe 1 inf squads if your lucky.

Anybody think the amount of assets should be reduced to promote more inf based squads, i can understand the reason players like using them for big kill numbers, but having an apc sqd a tank sqd a cas and trans sqd then 1 inf sqd ?. plus with so many of them on 1 map they seem to do their own thing mostly not really supporting any inf sqds out there. ive found the most helpful asset is the trans sqd as they can only really help inf sqds and they usually listen to you. unlike most of the armour.
GlaDi
Posts: 224
Joined: 2013-06-16 00:03

Re: too many assets

Post by GlaDi »

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Even on Murtrah there are at least 3 INF squads every round on STD layer. Keep in mind that there are INF layers, without assets so if people want to play without tanks\APC's, it's possible to turn it on.
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: too many assets

Post by SANGUE-RUIM »

nah, assets are fine...
IWI-GALIL.556FA
Posts: 511
Joined: 2013-03-25 20:51

Re: too many assets

Post by IWI-GALIL.556FA »

Yeah, even when it was 64p servers, asset squads are always the first to go. I would like to see INF layers played more often, but they rarely make a mapvote. As a mainly INF player, I see your gripe, but also think the asset situation is correct on the majority of the maps.

And now, we wait.....
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: too many assets

Post by Brainlaag »

It's all about the different layers bro. If the server administrators were to run Alt or Inf layouts more often, you could witness the beauty of 4km maps with only light to medium assets.
risegold8929
Posts: 340
Joined: 2012-02-05 22:13

Re: too many assets

Post by risegold8929 »

Brainlaag wrote:It's all about the different layers bro. If the server administrators were to run Alt or Inf layouts more often, you could witness the beauty of 4km maps with only light to medium assets.
<3 light assets. Gives everybody on the field a way to counter everything they come across, even the lowly numbered INF squads. Makes a quick dynamic battlefield.
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CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: too many assets

Post by Darman1138 »

I do understand what OP's talking about. I've been in a few matches where there was only one INF squad and our team couldn't get anything done because there weren't enough boots on the ground. But I do also think that the team needs to be able to realize when they aren't being effective and adjust their focus, even if that means that TRANS turns into INF for 20 minutes or something.
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: too many assets

Post by camo »

There is plenty of room for more inf squads if people would stop making "recon" and "sniper" squads.
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MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: too many assets

Post by MADsqirrel »

camo_jnr_jnr wrote:There is plenty of room for more inf squads if people would stop making "recon" and "sniper" squads.
True

Many people don't want to step up and start a "proper" inf squad so you get squads without a SL doing his job.
And I prefer combined arms maps over pure INF maps.
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KillJoy[Fr]
Posts: 837
Joined: 2010-12-28 20:51

Re: too many assets

Post by KillJoy[Fr] »

camo_jnr_jnr wrote:There is plenty of room for more inf squads if people would stop making "recon" and "sniper" squads.
^^ This !
Au dela du possible ...
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: too many assets

Post by matty1053 »

There could be more assets.... if the devs wanted to have more... :P

It's like in the first 5 seconds of rounds: CAS, TANKS, APC.

Unless you are playing on the right server(s). You will have inf squads pop up within 10 seconds of the create a squad time rule. Usually 1:30 before round starts.

And I don't know what server(s) you play on, I mainly see a lot of Mumble INF squads. Or at least some infantry squads with different names.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: too many assets

Post by CR8Z »

Start squad leading, and there will always be at least one inf squad.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: too many assets

Post by Jolly »

Inf is rather funnier than assets to be honest. although I have had turned into a assets whore.:/
Man, This is not WW1... I guess more assets is just fine?
Jolly, you such a retard.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: too many assets

Post by matty1053 »

Jolly wrote:Inf is rather funnier than assets to be honest. although I have had turned into a assets whore.:/
Man, This is not WW1... I guess more assets is just fine?
Heck yeah.

You can go places where assets can't or feel like it's too dangerous. (Like clearing out a little village on Lashkar)

Plus, it's impossible to win if you don't have Infantry Squads.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: too many assets

Post by ComradeHX »

Jamaican wrote:Anybody else getting sick of all asset squads? when a map starts there is mostly just asset squads and maybe 1 inf squads if your lucky.

Anybody think the amount of assets should be reduced to promote more inf based squads, i can understand the reason players like using them for big kill numbers, but having an apc sqd a tank sqd a cas and trans sqd then 1 inf sqd ?. plus with so many of them on 1 map they seem to do their own thing mostly not really supporting any inf sqds out there. ive found the most helpful asset is the trans sqd as they can only really help inf sqds and they usually listen to you. unlike most of the armour.
It's not too many assets.

It's not enough.

If vehicles can do better job, why send in slower infantry?
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Re: too many assets

Post by Jamaican »

ComradeHX wrote:It's not too many assets.

It's not enough.

If vehicles can do better job, why send in slower infantry?
You mean like turn Pr into vehicle warfare only?

nvm, i just think less assets would probably improve teamwork. as it is it seems they usually do there own thing. The only asset i see really doing most teamwork is the trans pilots, tried asking tanks and apc to help before and they either ignore or say their busy hunting enemy assets. but that's just my experience from playing lately.

And note i say LESS assets not NO assets. like 1 apc instead of 3
41Chips
Posts: 44
Joined: 2014-02-16 15:48

Re: too many assets

Post by 41Chips »

Brainlaag wrote:It's all about the different layers bro. If the server administrators were to run Alt or Inf layouts more often, you could witness the beauty of 4km maps with only light to medium assets.
* right
=MeRk= Morbo5131
Posts: 87
Joined: 2012-11-04 23:55

Re: too many assets

Post by =MeRk= Morbo5131 »

My main complaint with assets isn't the number of them, it's the rate at which the respawn. Especially with things like BTRs on Muttrah which do so quite quickly, it does nothing to deter the crews from being reckless since it's "Just 15 minutes" til the next one spawns, in addition to the few they have in reserve. That, and taking out a single APC feels like nothing since another one will roll along within 5 minutes
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: too many assets

Post by Rhino »

=MeRk= Morbo5131 wrote:My main complaint with assets isn't the number of them, it's the rate at which the respawn. Especially with things like BTRs on Muttrah which do so quite quickly, it does nothing to deter the crews from being reckless since it's "Just 15 minutes" til the next one spawns, in addition to the few they have in reserve. That, and taking out a single APC feels like nothing since another one will roll along within 5 minutes
Most APC on Muttrah are 10mins, which is the standard spawn time we have for pretty much all PR maps and has been since like v0.8 or v0.9 at the very latest.

Some like the MEC normal MT-LB has no respawn, and others like the MEC 30mm MT-LB and the USMC LAV-25 both have a 15min delayed spawn/respawn, and the MEC's FV101 Scorpion has a 20min delayed spawn/respawn.

Note if you also want less assets on the map, play the AAS Standard layer over the AAS Large layer as the Large layer has been setup for 100 players, although 100 players can still play the Std layer, they just might struggle with transport at some points.
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=MeRk= Morbo5131
Posts: 87
Joined: 2012-11-04 23:55

Re: too many assets

Post by =MeRk= Morbo5131 »

[R-DEV]Rhino wrote:Most APC on Muttrah are 10mins, which is the standard spawn time we have for pretty much all PR maps and has been since like v0.8 or v0.9 at the very latest.

Some like the MEC normal MT-LB has no respawn, and others like the MEC 30mm MT-LB and the USMC LAV-25 both have a 15min delayed spawn/respawn, and the MEC's FV101 Scorpion has a 20min delayed spawn/respawn.

Note if you also want less assets on the map, play the AAS Standard layer over the AAS Large layer as the Large layer has been setup for 100 players, although 100 players can still play the Std layer, they just might struggle with transport at some points.
I was actually talking about standard layers, we don't often run the large layers, and for the record our server is 80 players.

Those spawn times are exactly what I'm talking about, and in my opinion are ridiculous. Continuing with Muttrah as an example; I can't remember how many BTRs spawn in, but let's say it's 3, and they're being used by a 4 man squad. This means that as long as one of them survives longer than 10 minutes, and the other crew die every five, they can keep rolling up in them every time they die until the end of the round. Do you not think that this only encourages reckless use of these assets, leading to a drain on tickets? Likewise, taking one out as US is a very temporary victory since it's 30 seconds for the crew to respawn and maybe another minute to get back into the action. Throw in said MTLBs (Minus the 30mm, which is usually taken by another squad), and you've got a practically endless supply of APCs

BTRs aren't even the worst example of this. With CAS assets on larger maps, the respawn timer is what, 15 minutes? Example Khamisiyah large, 4 jets means one could get taken out every 4 minutes or so until they start respawning, affording a team pretty much perpetual air support. Especially with assets such as these and tanks, IMO there really needs to be an increased spawn timer on them. Sure, the asset-addicts wouldn't be happy about it, but it would encourage more competitive, tactical play. Think about it in extremes: How are you going to play if the specific asset you're using is literally the only one you will have access to until you lose it, compared to if they respawned instantly, and which of these leans closer to how PR should play? Right now it's too far the wrong way.

Rounds last around an hour on average but this shouldn't be an excuse to cram as many assets into that time as possible. I actually don't like the fact that the rounds are so short now, and less asset spam would counteract this. Increasing the ticket cost of any given asset wouldn't do anything to deter people from using them recklessly since few people give tickets any consideration.

Let's bullet point the Pros and Cons of increasing respawn times

Pros:
Encourages cautious use of assets
Destruction of enemy assets becomes more significant, likewise loss of friendly ones
Gameplay is less stacked against infantry, which is what most players in any given game will be playing as.
Encourages cooperation between assets and infantry

Neutral:
Marginally longer rounds

Cons:
Little Timmy has to wait to use his jet after he's wasted it

If you can give me any other consequences of such a change, for or against, do so and I'll add them to that list.
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