Yea, I'm not ignorant of that level of single-path enjoyment of a game. Like I said in my GTA:V Online example. Still it bothers me that people are like that regarding a non-open world game like PR, and I can't maintain any sympathy for that level of nostalgia. I see what you mean about the lower number of servers making such exclusive server hopping to get said asset not a viable alternative, but I can't get down with the notion that given this fact, fun cannot be found for the remainder of the round in some other vehicle or squad.Graysun wrote: So, you get me wrong here. This whole post is not about myself but also how I see others including some of my friends play. There are those who only play CAS and will wait afk all game just to try and get it the next game. I am not at that point yet lol.
So what I mean by this is, there are specific groups (I AM NOT EXEMPT) that seriously go for the same assets every game, this was easily fixed by going to the next server a long time ago. Now there is only 1 full server at a time so every group is now in one server, much more competitive for it. I brought this up to show how there is no room for noobs trying to use them haha.
I used to favor the CAS, I was a bit of an ACE and could park the sucker in air requiring no further controller input until I needed to move again, knowing where every AA threat was on every map and monitoring their respawn times. My gunner was my best friend, and we played a communicative support role for the infantry squads. Difference is that when we couldn't get the CAS, we'd lead a sweet SF infantry squad (again usually to support the other inf squads with recon, LAT support, or marksman/sniper support). I just don't get the whole "can't play the game at all" mentality when not getting one's first favored asset especially given your points about the lowered server numbers.
That doesn't seem like an issue, it seems more like a feature. The odds against an assets survivability should not dictate the respawn and therefore make the ability to keep the asset on the field easier. You say, "Tanks can take hits for days while it can be extremely easy to knock out a jet", disregarding the fact that a Tank is a Tank and a Jet/Heli is not a Tank - a tank can expose itself to incoming fire, a Jet/Heli cannot. Neither one can or should go where the other can, that's up to the pilot. That's not an issue with the game, it's an issue with the pilot (or tank commander). A Jet/Heli is a thin skinned bag of fuel with weapons hung from it, and in this game, is forced far closer to threats than they would be in real life, but the game still allows for a pilot to keep it alive based on what they choose to engage (unlike tanks, always with the ability to go fast and run). I just disagree that anything should change regarding Jet/Heli respawn time based on how powerful they can be in capable hands.Graysun wrote: So, currently it takes a lot more skill to wipe infantry out in CAS than it does in a tank right now. Tanks can take hits for days while it can be extremely easy to knock out a jet/heli the short few seconds you see it. Asset timers need to be adjusted to this issue, or some things need to be rebalanced. I currently do not think a jet should share a 20 minute timer when it has much more odds against it to survive than a tank right now. Heavy attack helicopters DO need to have that 20 minute timer though because it is much easier to wipe a team with a cobra than a jet.



