Sometimes yes, sometimes no, but Im 100% it cant help every game.Graysun wrote:I agree and I don't afk but having vehicles earlier can for sure bring a team back.
Reduce tank/cas delay to 10 minutes?
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InfantryGamer42
- Posts: 495
- Joined: 2016-03-16 16:01
Re: Reduce tank/cas delay to 10 minutes?
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FFG
- Forum Moderator
- Posts: 1468
- Joined: 2014-03-18 04:47
Re: Reduce tank/cas delay to 10 minutes?
LimitJK wrote: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/
Tanks at the moment are a problem for balancing. They are really really strong assets on the ground. If we're being realistic, the only threat to a tank thats using his armour well is more tanks or coordination between inf/assets to outnumber him. But the moment you throw CAS into the equation shit gets funky.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
Yea thats why its sad to see more tanks than CAS now, CAS can be taken out by anyone determined enough with AA. A tank can shrug off a HAT kit like its nothing now unless its in the ***.FFG wrote:Tanks at the moment are a problem for balancing. They are really really strong assets on the ground. If we're being realistic, the only threat to a tank thats using his armour well is more tanks or coordination between inf/assets to outnumber him. But the moment you throw CAS into the equation shit gets funky.
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FFG
- Forum Moderator
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Re: Reduce tank/cas delay to 10 minutes?
It will be something we have to review.Graysun wrote:Yea thats why its sad to see more tanks than CAS now, CAS can be taken out by anyone determined enough with AA. A tank can shrug off a HAT kit like its nothing now unless its in the ***.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
A lot of maps have had 1 jet reduced some even 2. Lol imagine muttrah with an a10.FFG wrote:Literally hasn't changed in how much CAS there is.
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: Reduce tank/cas delay to 10 minutes?
15-20 minutes gives sufficient time for both teams to establish FOB's and basically set the battle lines as far as the flags go, then the Tanks and CAS come in to spice up the balance which is a good system. Any earlier and the CAS and Tanks will be too decisive, a team simply needs a really good tank squad or for the enemy to have a really bad tank squad (or both) and they can steam roll through enemies before they get a chance to fully ground themselves, and this still happens quite a bit as it is anyway. You haven't played infantry enough if you think lower spawn times is a good idea.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
I am strictly talking about the start of game delay not respawn times. Tanks steamrolling is not a time issue right now it is a balance issue. As far as CAS though, having jets wait 20 minutes before being able to fly is too long. 15 is even the max I would say.waldov wrote:15-20 minutes gives sufficient time for both teams to establish FOB's and basically set the battle lines as far as the flags go, then the Tanks and CAS come in to spice up the balance which is a good system. Any earlier and the CAS and Tanks will be too decisive, a team simply needs a really good tank squad or for the enemy to have a really bad tank squad (or both) and they can steam roll through enemies before they get a chance to fully ground themselves, and this still happens quite a bit as it is anyway. You haven't played infantry enough if you think lower spawn times is a good idea.
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waldov
- Posts: 753
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Re: Reduce tank/cas delay to 10 minutes?
Which is also exactly what im talking about as well, did you even bother to read my post? The delayed time is used to balance I don't see what you're trying get at saying the spawn delay on tanks isn't a balance issue? Thats its sole purpose.Graysun wrote:I am strictly talking about the start of game delay not respawn times. Tanks steamrolling is not a time issue right now it is a balance issue. As far as CAS though, having jets wait 20 minutes before being able to fly is too long. 15 is even the max I would say.
Look at it this way, with the current spawn delay Infantry, support and APC/IFV squads establish the battlefield with FOB's and captured flags.
Without the current delay on Heavy assets, those said heavy assets end up deciding the battlefield with a good tank squad or CAS support rolling back one team before they can barely establish themselves.
Given the vast majority of players are in Infantry, Support and APC/IFV squads, its obviously in everyone's interests for both game-play and fun that the current system remains. CAS and Tank squads having to deal with an extra 5 minute wait is a small price to pay.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
And like I have said for 1000x Tanks are much more overpowered than CAS is right now. Fuck today alone it took 2 hellfires from cobra to kill a sitting tank. Meanwhile AA is everywhere but 1 HAT and various tows cant kill a good tank crew alone anymore.waldov wrote:Which is also exactly what im talking about as well, did you even bother to read my post? The delayed time is used to balance I don't see what you're trying get at saying the spawn delay on tanks isn't a balance issue? Thats its sole purpose.
Look at it this way, with the current spawn delay Infantry, support and APC/IFV squads establish the battlefield with FOB's and captured flags.
Without the current delay on Heavy assets, those said heavy assets end up deciding the battlefield with a good tank squad or CAS support rolling back one team before they can barely establish themselves.
Given the vast majority of players are in Infantry, Support and APC/IFV squads, its obviously in everyone's interests for both game-play and fun that the current system remains. CAS and Tank squads having to deal with an extra 5 minute wait is a small price to pay.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
https://www.youtube.com/watch?v=7dEdQdhiIiQFFG wrote:It will be something we have to review.
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DogACTUAL
- Posts: 879
- Joined: 2016-05-21 01:13
Re: Reduce tank/cas delay to 10 minutes?
For big asset maps 10 minutes is more than enough to cap flags, establish a battle line and build FOBs.
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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''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
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''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
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BubblyNinja
- Posts: 80
- Joined: 2017-08-07 02:32
Re: Reduce tank/cas delay to 10 minutes?
The first shot w/ hellfire looked like a hitreg issue, the second shot you missed and hit the ground, then the third shot finally landed.Graysun wrote:https://www.youtube.com/watch?v=7dEdQdhiIiQ
Also I'm quite happy that tanks are able to shrug off a considerable amount of ATGM/HAT shots (when they actually"land" of course) as IIRC tanks were getting wrecked by TOW emplacements,HAT, and tank launched ATGMs in one shot before the whole armor revamp. But in return the chance to get tracked has seemed to have increased substantially.

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FFG
- Forum Moderator
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Re: Reduce tank/cas delay to 10 minutes?
I just do the map balance with the assets in their current state, I don't decide what assets should be preforming at and how strong they are.Graysun wrote:https://www.youtube.com/watch?v=7dEdQdhiIiQ
When engaging a Tank with CAS if you hit the top/sides/rear it will 1 shot. If you hit the front it does roughly 70% damage. Atleast 2 of your missiles hit, I can't tel if it was hitreg issues or missing from the video at .25 speed.
But these changes don't happen over night, Just getting the assets balanced upto where they are now has taken just over a year now.
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Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: Reduce tank/cas delay to 10 minutes?
Said the exact same thing under his video, he replied to that with "I'm gunna show you with da battelrecorda".BubblyNinja wrote:The first shot w/ hellfire looked like a hitreg issue, the second shot you missed and hit the ground, then the third shot finally landed.working as intended
Some things never change.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
Dude you are a condescending fuck,Frontliner wrote:Said the exact same thing under his video, he replied to that with "I'm gunna show you with da battelrecorda".
Some things never change.
'First shot was frontal armour or didn't register, 2nd one was a miss. Literally nothing wrong here.?" "Spare me your autism"
When you make FFG look like a very reasonable person to talk to on the forums you know you're a fucking idiot.
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Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: Reduce tank/cas delay to 10 minutes?
You were asking if someone could explain what happened. I did. That you don't like my explanation or can't comprehend the engine not registering visual hits as such as on you, not me, I'm not going to waste more time than that.
FFG and I get along nicely because we equally much despise know-it-alls such as yourself, go figure.
FFG and I get along nicely because we equally much despise know-it-alls such as yourself, go figure.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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Graysun
- Posts: 71
- Joined: 2009-03-24 05:21
Re: Reduce tank/cas delay to 10 minutes?
WOW the hypocrisy. Trust me I think you come off much more as a "know it all". If in your head you really think you come off as someone just giving an explanation you are as delusional as you act.Frontliner wrote:You were asking if someone could explain what happened. I did. That you don't like my explanation or can't comprehend the engine not registering visual hits as such as on you, not me, I'm not going to waste more time than that.
FFG and I get along nicely because we equally much despise know-it-alls such as yourself, go figure.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Reduce tank/cas delay to 10 minutes?
Could we not act like children. Thank you
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Reduce tank/cas delay to 10 minutes?
Tanks are strong right now and can carry the game (in case their CAS squad is not made of idiots). When given free roam, it usually is over because inf cant handle it a lot of times. Some simple steps would be:
- Mining entrances before tanks even spawn.
- Believe your squad leader that the tank is there, looking at your direction. You dont need to peak him.
- Actually trying to hit specific parts of a tank with lat/hat/tow
When it comes to a gameplay stand point, I think decreasing the initial spawn time would not leave enough room for infantry to set up. I also believe that APCs/other armor should be delayed by atleast 1 min, so that you dont have a round decided in the first 3 min when APC of team X reaches a spot and shoots down 2 full choppers of team Y, which started delayed, because a random has blocked a seat.
But as I have written on a very old discussion already, increasing the (re)spawn timer does not always help. Decreasing it actually helps even more, especially in the case of tanks. Decrease the respawn time and you decrease the free roam time on infantry tanks have after winning a tank on tank engagement.
- Mining entrances before tanks even spawn.
- Believe your squad leader that the tank is there, looking at your direction. You dont need to peak him.
- Actually trying to hit specific parts of a tank with lat/hat/tow
When it comes to a gameplay stand point, I think decreasing the initial spawn time would not leave enough room for infantry to set up. I also believe that APCs/other armor should be delayed by atleast 1 min, so that you dont have a round decided in the first 3 min when APC of team X reaches a spot and shoots down 2 full choppers of team Y, which started delayed, because a random has blocked a seat.
But as I have written on a very old discussion already, increasing the (re)spawn timer does not always help. Decreasing it actually helps even more, especially in the case of tanks. Decrease the respawn time and you decrease the free roam time on infantry tanks have after winning a tank on tank engagement.


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Hunter291
- Posts: 73
- Joined: 2015-06-01 21:43
Re: Reduce tank/cas delay to 10 minutes?
maybe just don't waste the asset in first 2 mins



