Reduce tank/cas delay to 10 minutes?

General discussion of the Project Reality: BF2 modification.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Reduce tank/cas delay to 10 minutes?

Post by Graysun »

What are the thoughts on this? I totally understand delays but 20 minutes is extremely common now when I believe 10 minutes is plenty of time for infantry to hit the field. 20 minute respawn times are what make assets valuable but I think many people would agree delays are a bit too long where they are right now.

Thanks for your responses
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

There are some rounds like kashan/khami being won recently before CAS even gets a chance to take off.
Geronimo
Posts: 274
Joined: 2013-03-28 20:49

Re: Reduce tank/cas delay to 10 minutes?

Post by Geronimo »

IIRC we had a patch doing exactly that. It was a mess and it got reverted.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

Geronimo wrote:IIRC we had a patch doing exactly that. It was a mess and it got reverted.
I do not remember this at all, how is it a mess? if AA is not up by 10 minutes its probably not gonna be up in 20.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Reduce tank/cas delay to 10 minutes?

Post by InfantryGamer42 »

It not good idea. Many teams get overrun in first 10 mins whitout tanks and CAS on field. What you think will happened whit heavy assets on field? I would not help losing team, it will actually make comeback even harder. Only way to fix issue whit overruns is proper team balance done by admins on servers and teaching squad leaders where and when to place and use FOBs and assets they have at start.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

InfantryGamer42 wrote:It not good idea. Many teams get overrun in first 10 mins whitout tanks and CAS on field. What you think will happened whit heavy assets on field? I would not help losing team, it will actually make comeback even harder. Only way to fix issue whit overruns is proper team balance done by admins on servers and teaching squad leaders where and when to place and use FOBs and assets they have at start.
So what happens if the good players on the enemy team are the ones doing assets? Could easily turn the whole tide.
AlonTavor
PR:BF2 Developer
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Re: Reduce tank/cas delay to 10 minutes?

Post by AlonTavor »

It used to be 15, it was increased to 20 and it should stay there.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

AlonTavor wrote:It used to be 15, it was increased to 20 and it should stay there.
So whats the reasoning to adding those 5 more minutes because those 5 minutes arent saving anyone.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Reduce tank/cas delay to 10 minutes?

Post by InfantryGamer42 »

Graysun wrote:So what happens if the good players on the enemy team are the ones doing assets? Could easily turn the whole tide.
For you to be good player in asset, you need to have good team support. And thats impossible to get when your team is overrun.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

InfantryGamer42 wrote:For you to be good player in asset, you need to have good team support. And thats impossible to get when your team is overrun.
Well not having a tank sure is hell isnt going to help them not be overrun
InfantryGamer42
Posts: 495
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Re: Reduce tank/cas delay to 10 minutes?

Post by InfantryGamer42 »

Graysun wrote:Well not having a tank sure is hell isnt going to help them not be overrun
Tank,CAS and other assets will not help, they never help. Teams today get overrun when fighting APC. Whit more heavy assets that would start happening more offten, even to good teams. Only way to fix overruns is better team balance done by server admins and teaching new squad leader how to read map,understand layer and other litte things that are a lot harder to realise alone.
SShadowFox
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Joined: 2012-01-25 21:35

Re: Reduce tank/cas delay to 10 minutes?

Post by SShadowFox »

Graysun wrote:Well not having a tank sure is hell isnt going to help them not be overrun
It's not going to be of any help if the other team is getting a tank as well.

If a team is getting so absolutely raped, to the point where the match won't even take long enough for heavy assets to spawn, then those heavy assets weren't going to be of any help to turn the tide in the first place.
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DogACTUAL
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Re: Reduce tank/cas delay to 10 minutes?

Post by DogACTUAL »

First off, he doesn't mean mean the respawn time, from what i can tell he means the initial spawn delay.
Which can be independent from the respawn time now, thanks to R-DEV making it so in a recent patch.
For example tank destroyers (AMX-10) on Marlin alt, 10min delayed but 20 minutes respawn.

I think this suggestion is perfectly reasonable, 10 minutes is more than enough for infantry to build FOBs, dig in and set up defenses against assets. On some maps even 5min would be enough but that would be stretching it on most of the maps.

And big fucking no to the people claiming assets can't turn around a steamroll (one of the guys claiming this is even called infantrygamer, can't make this shit up XD), i've seen it done and done it myself many times.

When the enemy is steamrolling, many times their bloodlust gets the better of them and they become extremely offensive and drop their guard, then, when your assets spawn, it can be quite easy for a good tank, or even CAS and spotter to take out their assets, FOBs and so on in quick succession. Especially if their CAS or armour turns out be be inferior to yours.

But like it was said, sometimes the CAS/armour spawns and there is already a heavy ticketbleed present, which will end the game for your team regardless of your assets kicking ***. Many times if the CAS/armour had just spawned 10 minutes, maybe even 5 minutes earlier, one could have pushed back the enemy from the last objective and prevented the ticket bleed from happening.
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
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FFG
Forum Moderator
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Re: Reduce tank/cas delay to 10 minutes?

Post by FFG »

For most of this year we spent a lot of time rebalancing maps around the meta players are using post the armour changes to tanks and how Infantry's interactions have changed with them.

While the changes overall have been less controversial as other changes I'm already of the mindset that we need to do a review on the changes. but atm, focus shifted to other things for the mean time.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Reduce tank/cas delay to 10 minutes?

Post by InfantryGamer42 »

DogACTUAL wrote:First off, he doesn't mean mean the respawn time, from what i can tell he means the initial spawn delay.
Which can be independent from the respawn time now, thanks to R-DEV making it so in a recent patch.
For example tank destroyers (AMX-10) on Marlin alt, 10min delayed but 20 minutes respawn.

I think this suggestion is perfectly reasonable, 10 minutes is more than enough for infantry to build FOBs, dig in and set up defenses against assets. On some maps even 5min would be enough but that would be stretching it on most of the maps.

And big fucking no to the people claiming assets can't turn around a steamroll (one of the guys claiming this is even called infantrygamer, can't make this shit up XD), i've seen it done and done it myself many times.

When the enemy is steamrolling, many times their bloodlust gets the better of them and they become extremely offensive and drop their guard, then, when your assets spawn, it can be quite easy for a good tank, or even CAS and spotter to take out their assets, FOBs and so on in quick succession. Especially if their CAS or armour turns out be be inferior to yours.

But like it was said, sometimes the CAS/armour spawns and there is already a heavy ticketbleed present, which will end the game for your team regardless of your assets kicking ***. Many times if the CAS/armour had just spawned 10 minutes, maybe even 5 minutes earlier, one could have pushed back the enemy from the last objective and prevented the ticket bleed from happening.
To say short. It would work 1/10 times, but in 9/10 it would make even bigger steamroll.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

InfantryGamer42 wrote:To say short. It would work 1/10 times, but in 9/10 it would make even bigger steamroll.
Not true at all, veteran players are much more likely to be in an asset than playing infantry in this game. That means a lot of veterans are not in the fight for 20 minutes right now.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: Reduce tank/cas delay to 10 minutes?

Post by InfantryGamer42 »

Graysun wrote:Not true at all, veteran players are much more likely to be in an asset than playing infantry in this game. That means a lot of veterans are not in the fight for 20 minutes right now.
Thats wrong way to play game. If you are in tank squad, you should not play only tanks. In first 20 minutes you can play INF, build FOBs, place mines, destroy APC/IFVs, drop repair stations all around map, preatty much prepear battlefield for your asset. In those first 20 min you can help more to your team then when you play whit tank/cas. Sitting in main for tank 20 min is wrong way and really damaging to your team.
In main experinece there are three scenarious for team to get overrun:
1. Team collective falles. Usually it happenes when we have two good teams, one team outsmarths other.
2. Guys in tank/cas squad are not "payed" enough to play INF/support roll in first 20 min.It happenes rearly, but it happenes from time to time and live teams out of 6+ people in first 20min.
3. Its tank/cas squad that are doing all hard work,while rest of team is doing there shit in K1 2km from closest flag(thinking they are little "Napoleons" and rushing Bunker flags whit chopers on Khamy alt and other stuped thing you can see today). When 20 min pass they need to chose betwean staying and defending flag or getting assets up...

To sum up, you can do anything in first 20 min, but just dont be AFK.
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: Reduce tank/cas delay to 10 minutes?

Post by Graysun »

InfantryGamer42 wrote:Thats wrong way to play game. If you are in tank squad, you should not play only tanks. In first 20 minutes you can play INF, build FOBs, place mines, destroy APC/IFVs, drop repair stations all around map, preatty much prepear battlefield for your asset. In those first 20 min you can help more to your team then when you play whit tank/cas. Sitting in main for tank 20 min is wrong way and really damaging to your team.
In main experinece there are three scenarious for team to get overrun:
1. Team collective falles. Usually it happenes when we have two good teams, one team outsmarths other.
2. Guys in tank/cas squad are not "payed" enough to play INF/support roll in first 20 min.It happenes rearly, but it happenes from time to time and live teams out of 6+ people in first 20min.
3. Its tank/cas squad that are doing all hard work,while rest of team is doing there shit in K1 2km from closest flag(thinking they are little "Napoleons" and rushing Bunker flags whit chopers on Khamy alt and other stuped thing you can see today). When 20 min pass they need to chose betwean staying and defending flag or getting assets up...

To sum up, you can do anything in first 20 min, but just dont be AFK.
I agree and I don't afk but having vehicles earlier can for sure bring a team back.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: Reduce tank/cas delay to 10 minutes?

Post by LEGIYA »

Graysun wrote:There are some rounds like kashan/khami being won recently before CAS even gets a chance to take off.
Thats called steamroll,i believe, and its connected to balancing problems due to bad admins.
LimitJK
Posts: 104
Joined: 2016-02-06 21:25

Re: Reduce tank/cas delay to 10 minutes?

Post by LimitJK »

FFG wrote:For most of this year we spent a lot of time rebalancing maps around the meta players are using post the armour changes to tanks and how Infantry's interactions have changed with them.
may i ask what the meta is to deal with tanks?
because changing respawn times doesnt address some of the fundamental problems of the current inf/tank balance. it only makes its effects less noticable.

i mean even asset players recognize that.
https://www.reddit.com/r/ProjectReality/comments/8qvd8i/make_project_reality_great_again/e0oc2h7/
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