Death! wrote:Servers just need to implement the no rushing rule as Merk and PRTA do.
Their initiative is good but this would be merely a walkaround rather than solution to the problem
Death! wrote:TBH, I don't really understand rushing: AAS is like a push and that is why we got a capping order. I won't say I've never done a rush before, but I never felt it was really "right". Players should respect the capping order all the time, not really at the beginning only.
Agree here, rushing, although proven to be effective, is lame and lacks any tactics really but its probably worth acknowledging that players will always play the game as the game design allows them to
O_turista_portugues wrote:
4k maps like (Kashan, Khamisiyah,Bijar Canyons) are spoiled by assets, many times these maps tanks are able to kill the choppers that are still carrying troops, small logistic delays means that the tow will not be ready on time.
Fallujah West, is an example of a small map were the armor spawning right in the beginning is a BIG problem, mines and IEDs are still being placed and the armor is already in their top spots; Fobs are yet to be made and Bradleys, LAVs, AAVs are already raping the team... Although its insurgency and the all game is being ruined after each patch
I go assets most times than not as I enjoy it but I sometimes wish there were less assets that need better care off rather than getting blown one after another.
Fallujah West - Agree on all points. LAV / AAVP / Humvee are long in the deep of the city before hideouts can be built let alone have the time to plan & place IED / Ground mines
T.A.Sharps wrote:I would think having a CP capture requirement across all the maps would be useful and slow down game play a little bit. Giving only trucks would encourage people to take up INF squads more, at least at first.
You'll always have the asshat sitting at the main waiting, but I think more players would rather get into the fight and have fun, and then worry about getting their preferred asset later
Slowing the gameplay is also IMO what is currently needed. I think the idea to capture some points to get assets might be well worth trying, along with time delayed assets - maybe capture flag get bradley and when time delay kicks in the team gets tanks kind of thing
[R-CON]Psyrus wrote:Make it so you can't enter vehicles worth more than 5 tickets if you have <1 teamwork point (so people who sat at main for 20 mins), or those who die in a heavy asset (generally about -20) without doing anything particularly useful before dying.
Just kidding of course, but something that wouldn't be that hard to implement
That actually sound quite good as it would eliminate the uber newbies getting their hands on team important assets and would definitely encourage more teamwork right from the beginning. I can already see all the ammo resupplies
