There's been a lot of posts about an influx of smaktardedness to PR since 0.5 and a lack of teamwork. It definatly feels more like vBF2 in someways to me and I think in part it's due to the flag groups.
I started playing PR in 0.32 and died. A lot. I had to learn to play differently because charging off on my own with the biggest weapon I could get my hands on inevitably got me killed quickly.
Thats not really true anymore. It's common to have 30ish people on server and have 4 or more flags in contention. Thats 3 or 4 people from each team at each flag, not exactly a raging fire fight, especialy as a few'll be dead. It's much easier now to go rambo with a UGL or RPG and rack up a few kills.
I'm not saying go back to AAS v1 and I know the DEVs said they'd over done it a bit with AAS v2 but I think you should be really careful when using flag groups and make sure there are plenty of choke points for pitched batles!
I think the new spawn logic will deal with the old stalemates that used to develop pretty well anyway so get some more linear maps up and get those new recruits heads down!
Just my thoughts, I luv PR and it does get better with every release.
AAS
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Jedimushroom
- Posts: 1130
- Joined: 2006-07-18 19:03
YES ENGINEER!
Finally someone else notices!
The flag groups on Qwai do the opposite of what they were designed for and make it near impossible to do anything but fight the chokepoint, change them!
Finally someone else notices!
The flag groups on Qwai do the opposite of what they were designed for and make it near impossible to do anything but fight the chokepoint, change them!

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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Harrelson
- Posts: 194
- Joined: 2005-10-26 12:31
remove all multiple cps. since when did city fighting involve charging right in the middle of the enemy and capping a flag.
it makes more sense to secure an area and rid it of enemies, then you can claim it. you move on to the next one etc. etc.
they removed flag spawn points but what it does now is still questionable. i liked the feeling of attacking a cp, setting ambushes, overpowering them and capping the area. it never happens any more
people seems scattered everywhere on a map nowadays. rally points everywhere etc. you cant use attack tactics anymore
it makes more sense to secure an area and rid it of enemies, then you can claim it. you move on to the next one etc. etc.
they removed flag spawn points but what it does now is still questionable. i liked the feeling of attacking a cp, setting ambushes, overpowering them and capping the area. it never happens any more
people seems scattered everywhere on a map nowadays. rally points everywhere etc. you cant use attack tactics anymore
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bobfish
- Posts: 217
- Joined: 2007-03-11 11:41
Multiple CPs are fine, but you need to balance out their positioning.
Basra for example, you would secure South VCP, Slums, Industry and Palace before entering the main city, as with the forces available, you would be able to attack from all sides.
The problem isn't multiple CPs (though shouldn't be more than two imo), it's the non-strategic map design.
Basra for example, you would secure South VCP, Slums, Industry and Palace before entering the main city, as with the forces available, you would be able to attack from all sides.
The problem isn't multiple CPs (though shouldn't be more than two imo), it's the non-strategic map design.
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Guerra
- Posts: 365
- Joined: 2007-02-15 17:19
My issue is that one map, the desert one with US vs MEC and the US has to get every flag one at a time.
Its just impossible. The match devolves into a mob rush and grenade fest.
One thing I don't understand, is how on many bridge maps, like Operation Ghost train, you can take North bridge without having South, which doesn't seem to make much sense to me.
Its just impossible. The match devolves into a mob rush and grenade fest.
One thing I don't understand, is how on many bridge maps, like Operation Ghost train, you can take North bridge without having South, which doesn't seem to make much sense to me.
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HolmstN
- Posts: 36
- Joined: 2006-06-06 16:28
I think one problem that I see with the new AAS is that a lot of squads just run up behind spawn points, place their Rally, and come in from behind. It kind of deliniates from the more linear form of gameplay, where a side pushes into the enemy territory.
Of course, I'm not familiar with real military strategy, but I'd imagine that any area behind an enemy city or "Control Point" would be full of enemy troops, and not just empty enough for a squad to come in behind them and shoot 'em up from a different angle.
Hm... I dunno, that's just my perspective on it.
Of course, I'm not familiar with real military strategy, but I'd imagine that any area behind an enemy city or "Control Point" would be full of enemy troops, and not just empty enough for a squad to come in behind them and shoot 'em up from a different angle.
Hm... I dunno, that's just my perspective on it.
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casualtyUR
- Posts: 146
- Joined: 2006-02-10 15:57
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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
From what I understand from the devs feedback, we will get a nearly new system.
IMO, the best way to concentrate the battles yet, still allow teams options on their attacks is to increase the amount of players that are needed to cap a flag. At least 6 (full squad) should be needed in the single assault maps. This way, the assaulting team does not have to do the same attack (Docks at M. City/ Facility at Al Bas) at the biginning of the battle.
For example, at M. City, all flags can be attacked in any order. Same for Al Bas. Sure, a lone wolf or two or three or four or five could head for a flag in the back, but they will not do **** agaisnt it. they would need six. Any good team is going to have a defensive squad to punish these lone wolves.
We do not have to worry about spawn bombing or squad switching anymore, so this could work.
however, if a team does not have fire-teams defending and settting up ambushes, this team will get its arse handed to it by a good assaulting team.
And for good measure, still allow the rear base to be uncappable if certain CPs have not been secured.
The assaulting team gets their choice of where the first battle will take place.
The defendres will punish any assault that does not have at least two squads to get the job done. This assumes, the defenders have a one or two men defense detail at every flag.
IMO, currently, the single assault maps are lacking.
Now the double assault maps can stay at two needed to take a flag.
P.S.
This thread has a lot of positive feedback for the devs to look over.
IMO, the best way to concentrate the battles yet, still allow teams options on their attacks is to increase the amount of players that are needed to cap a flag. At least 6 (full squad) should be needed in the single assault maps. This way, the assaulting team does not have to do the same attack (Docks at M. City/ Facility at Al Bas) at the biginning of the battle.
For example, at M. City, all flags can be attacked in any order. Same for Al Bas. Sure, a lone wolf or two or three or four or five could head for a flag in the back, but they will not do **** agaisnt it. they would need six. Any good team is going to have a defensive squad to punish these lone wolves.
We do not have to worry about spawn bombing or squad switching anymore, so this could work.
however, if a team does not have fire-teams defending and settting up ambushes, this team will get its arse handed to it by a good assaulting team.
And for good measure, still allow the rear base to be uncappable if certain CPs have not been secured.
The assaulting team gets their choice of where the first battle will take place.
The defendres will punish any assault that does not have at least two squads to get the job done. This assumes, the defenders have a one or two men defense detail at every flag.
IMO, currently, the single assault maps are lacking.
Now the double assault maps can stay at two needed to take a flag.
P.S.
This thread has a lot of positive feedback for the devs to look over.
Last edited by Rick_the_new_guy on 2007-03-28 17:06, edited 1 time in total.
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