I'm not sure if I should've posted this in General Discussion, but anyways:
A lot of the time I see people jumping in heavy assets and going out to the battlefield trying to get a good K/D, not concerned about how they should be helping the infantry. That's not how it works in real life and that's not how it should work in PR.
As far as I know, IRL there are two types of assets (btw these aren't real categories, I just thought this up logically and could be completely wrong for all I know):
1. Assets that support the infantry (APCs, IFVs, CAS choppers/jets, Trans choppers)
2. Assets that do not support the infantry directly, but destroy enemy assets to ensure that the other assets (the assets above) are protected. These assets include main battle tanks and fighter jets. Main battle tanks destroy other tanks and armor to protect friendly APCs and IFVs. Fighter jets destroy other jets to protect friendly aircraft.
There needs to be a rule or restriction on assets that support infantry to prevent them from disregarding the infantry's needs. For example, APCs and IFVs have to stick with the infantry.
I don't know it's even possible to implement this into the game, its just something I see happening that I don't like.
New Rule for Assets?
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Gerfand
- Posts: 329
- Joined: 2015-11-02 15:24
Re: New Rule for Assets?
If you want to suggest assets rules change, do that on the servers forum...
But if you want to discuss the lack of Team Work, well here is a good place
my 2 cents is that a lot of assets guys don't really support Inf, and this make for a bad fell for the INF, expecially if one of then is getting wrecked by another asset/Enemy Inf
And For Jet CAS, they just fell wrong in the game, as you will see the same players every time, and they don't get affected by the war on the ground as they do affect that... For me it suffers the same thing that a RTS:"Forged Alliance" suffered back in day(not sure now, as my PC can't handle 60fps there) where Air Supperiority would just won the game, as the Strat Bombers would fly over Flak, and would probably not even lost a unit, and any ASF would get wrecked by a Swarm of the enemy ASFs....
But if you want to discuss the lack of Team Work, well here is a good place
my 2 cents is that a lot of assets guys don't really support Inf, and this make for a bad fell for the INF, expecially if one of then is getting wrecked by another asset/Enemy Inf
And For Jet CAS, they just fell wrong in the game, as you will see the same players every time, and they don't get affected by the war on the ground as they do affect that... For me it suffers the same thing that a RTS:"Forged Alliance" suffered back in day(not sure now, as my PC can't handle 60fps there) where Air Supperiority would just won the game, as the Strat Bombers would fly over Flak, and would probably not even lost a unit, and any ASF would get wrecked by a Swarm of the enemy ASFs....
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: New Rule for Assets?
Yeah, this is just a case by case kinda thing.
You can always encourage more teamwork, but if you're looking for rules you should go to your servers forums.
Personally, no matter what asset, I'm almost always supporting inf.
You can always encourage more teamwork, but if you're looking for rules you should go to your servers forums.
Personally, no matter what asset, I'm almost always supporting inf.
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parch
- Posts: 108
- Joined: 2015-09-22 10:58
Re: New Rule for Assets?
I fail to see how racking up a shitload of kills is not helping your team. Things that work in real life does not necessary work in PR and no amount of rules will change that unless the gameplay mechanics evolve (and they actually might evolve a bit since we are getting some armor changes in 1.4).



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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: New Rule for Assets?
Have you tried actually REQUESTING support from your Armor or CAS squad instead of asking them to go with the infantry? Works in 8/10 cases.
Most of the times it makes no sense for heavy assets in PR to go side by side with the infantry for many reasons. First off they are stronger at range, in fact right now heavy assets are very weak in close range because of the large amount of AT weapons as well as TOWs that can one shot them and sneaky HATs. A CAS heli will get wrecked in a second if it covers the infantry from above the way it does in real life. If you need CAS, give a target with a good description and location, if you have a laze, even better. No CAS crew will turn down a good target if they think you're not telling them a load of **** like "Yo Apache come kill tank on our squad".
Most of the times it makes no sense for heavy assets in PR to go side by side with the infantry for many reasons. First off they are stronger at range, in fact right now heavy assets are very weak in close range because of the large amount of AT weapons as well as TOWs that can one shot them and sneaky HATs. A CAS heli will get wrecked in a second if it covers the infantry from above the way it does in real life. If you need CAS, give a target with a good description and location, if you have a laze, even better. No CAS crew will turn down a good target if they think you're not telling them a load of **** like "Yo Apache come kill tank on our squad".
In-game: Cobra-PR
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SkyEmperor
- Posts: 186
- Joined: 2015-06-22 17:34
Re: New Rule for Assets?
Maybe the assets players will cooperate with infantry if they can give useful infos like "Watch out when you come, they have a LAT/HAT nearby" instead "Omg APC we're getting rekt come now" when you play CAS "lazing nme tank G8kp2 no AA threat so far" instead of " Cas I have a laze around G8 come now"
It's all about communication. This is why I never listen to random infantry anymore, because everytime I did there was something to kill they should have been aware of, instead they just complain about asset waste blabla...
It's all about communication. This is why I never listen to random infantry anymore, because everytime I did there was something to kill they should have been aware of, instead they just complain about asset waste blabla...
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LiamNL
- Posts: 585
- Joined: 2013-06-15 08:13
Re: New Rule for Assets?
The big issue here isn't that most assets aren't babysitting the infantry, it's that they don't have the incentive to do so. Especially as it actually increases their chance of dying to enemy fire.
For example, I park my nice BTR next to some inf squads. Now I'm stationary, and marked on the map for enemy to see, enemy asset decides to go kill us to weaken our defence of the area. Infantry, as usual fails at taking out enemy asset and our nice BTR gets rekt. Now we have infantry pissing themselves over the enemy asset, which just destroyed our asset babysitter because they knew exactly where to strike because it was stationary to babysit.
Now if I would keep that BTR mobile, waiting for targets of oppurtunity to pop up (fobs marked, enemy stationary apc with commander spotting or whatever else have you) then we would be able to strike and retreat at will instead of waiting for the enemy to be stupid enough to crawl in front of the gun and be a blinking light on the map for enemy assets.
New scenario, I actively support inf by hovering high over objectives and take out spotted targets. Apc/aav etc. pop up all over the place to try and take us out, have to break off. Inf unprotected now, asking for strikes whilst being damaged/bugging off. Now if someone would be a forward spotter and mark targets of oppurtunity for me and gunner to take out, nice sticky lazes on enemy assets. Get in, strike laze, get out. And they don't even have the chance to shoot back. That just cost them depending on the spot, and we will still be up to support for another run.
From anecdotal stories it would be assumed that staying mobile and striking at opportunity would be preferable over a stationary position sticking close to inf. Especially as enemy inf will be gearing to take out our asset first from every corner we can't see and that the inf can't ever protect us from.
For example, I park my nice BTR next to some inf squads. Now I'm stationary, and marked on the map for enemy to see, enemy asset decides to go kill us to weaken our defence of the area. Infantry, as usual fails at taking out enemy asset and our nice BTR gets rekt. Now we have infantry pissing themselves over the enemy asset, which just destroyed our asset babysitter because they knew exactly where to strike because it was stationary to babysit.
Now if I would keep that BTR mobile, waiting for targets of oppurtunity to pop up (fobs marked, enemy stationary apc with commander spotting or whatever else have you) then we would be able to strike and retreat at will instead of waiting for the enemy to be stupid enough to crawl in front of the gun and be a blinking light on the map for enemy assets.
New scenario, I actively support inf by hovering high over objectives and take out spotted targets. Apc/aav etc. pop up all over the place to try and take us out, have to break off. Inf unprotected now, asking for strikes whilst being damaged/bugging off. Now if someone would be a forward spotter and mark targets of oppurtunity for me and gunner to take out, nice sticky lazes on enemy assets. Get in, strike laze, get out. And they don't even have the chance to shoot back. That just cost them depending on the spot, and we will still be up to support for another run.
From anecdotal stories it would be assumed that staying mobile and striking at opportunity would be preferable over a stationary position sticking close to inf. Especially as enemy inf will be gearing to take out our asset first from every corner we can't see and that the inf can't ever protect us from.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: New Rule for Assets?
Rules that force players into a box are bad, the idea isn't completely without merit though. As pointed out INF Squads can get around stealthily and avoid being noticed, but having a loud clanking tracked vehicle giving everyone's position away is more dangerous than having to wait a few moments for your heavy support. APCs and IFVs are exceptionally vulnerable to properly equipped INF squads, and CAS are basically piece of papers dropping massive ordinance.
Something that seems elude some players is that INF squads are the most versatile and capable units in the game, there is nothing that can hard-counter an experience squad with proper kits. Even an MBT will have issues handling a smart squad of cockroaches, and a lot of times wiping a squad out completely is more difficult than you would assume (damn that stealthy medic).
In the end I always feel that PR works best when INF are supporting the Assets, not the other way around. The previous post gives a few scenarios in which the INF are supporting their CAS and Armour and facilitating the demise of the opposition. If the strongest squads in the game cannot help themselves (TOW/AA Emplacements/HAT/LAT/AA Kit are available to INF) why try to force the asset crews into their demise via rules?
Something that seems elude some players is that INF squads are the most versatile and capable units in the game, there is nothing that can hard-counter an experience squad with proper kits. Even an MBT will have issues handling a smart squad of cockroaches, and a lot of times wiping a squad out completely is more difficult than you would assume (damn that stealthy medic).
In the end I always feel that PR works best when INF are supporting the Assets, not the other way around. The previous post gives a few scenarios in which the INF are supporting their CAS and Armour and facilitating the demise of the opposition. If the strongest squads in the game cannot help themselves (TOW/AA Emplacements/HAT/LAT/AA Kit are available to INF) why try to force the asset crews into their demise via rules?

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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
Re: New Rule for Assets?
Do you mean Mech-INF?
Heres BASED's Mech-INF rules. If other servers wanna pinch them, they are more then welcome to.
Heres BASED's Mech-INF rules. If other servers wanna pinch them, they are more then welcome to.
Code: Select all
Mech Infantry
Mech INF require a minimum of 6 players before claiming an APC.
Mech INF is subject to normal asset claim order. If APC is created first, APC claims which APC/IFV they want. They must allow sufficient APCs for any Mech INF squads created.
If Mech INF is created before APC squad, they can choose which APC/IFV they claim.
Mech INF can only claim ONE primary APC/IFV and its respawns.
Multiple Mech INF squads are allowed. Mech INF cannot claim any vehicles which cannot carry personnel.
Mech INF squads created after the round starts must wait for their APC to respawns before claiming it.-
Web_cole
- Posts: 1324
- Joined: 2010-03-07 09:51
Re: New Rule for Assets?
I agree with you to an extent, but Infantry is only as powerful as their ability to play the flags. On a map like Saaremaa or Burning Sands, Infantry by and large dictates the game state. On a map like Kashan or particularly Bijar the reverse is the case.Murphy wrote:Something that seems elude some players is that INF squads are the most versatile and capable units in the game, there is nothing that can hard-counter an experience squad with proper kits.





