After a frustrating round of being spawn camped...
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MichSt-Spartan
- Posts: 180
- Joined: 2007-05-13 16:02
After a frustrating round of being spawn camped...
I have a few suggestions for PR.
1. Make it so rally points cannot be deployed behind enemy lines
2. Reduce the requirements on the deployment of rally points
3. Let teammates spawn at any rally point
4. Mappers: Make the main bases defendable!
I just spent a round on Operation Ghost Train as Chinese. Our spawn was being camped by an entire squad of British. The only available spawn points were Main Base, and Squad 2's rally (I wasn't part of squad 2). When I went to fly the chopper, boom. Hidden C4 is detonated, I die, and the chopper explodes. Alright then, frustrating, but I'll deal with it. I spawn again, hop in a jeep, and start to drive away. BOOM. I'm dead again. I start to get frustrated and look for these spawn rapers. I toss a grenade, blow them up, and respawn, thinking the threat is gone. Nope. Little do I know, they have a rally point BEHIND OUR LINES. Now every time I respawn, the twerps shoot me out from the woods. Having nowhere else to respawn, I start to get angry and eventually leave the server. There is NOTHING realistic about having an endless wave of enemies coming from behind your front line. And players shouldn't get stuck at the main like this. The new rally point rules have made rally points a rarity, and in my case, I couldn't even play the game. I probably should have left the server earlier and not gotten so worked up, but changes need to be made before v0.6 is released.
1. Make it so rally points cannot be deployed behind enemy lines
2. Reduce the requirements on the deployment of rally points
3. Let teammates spawn at any rally point
4. Mappers: Make the main bases defendable!
I just spent a round on Operation Ghost Train as Chinese. Our spawn was being camped by an entire squad of British. The only available spawn points were Main Base, and Squad 2's rally (I wasn't part of squad 2). When I went to fly the chopper, boom. Hidden C4 is detonated, I die, and the chopper explodes. Alright then, frustrating, but I'll deal with it. I spawn again, hop in a jeep, and start to drive away. BOOM. I'm dead again. I start to get frustrated and look for these spawn rapers. I toss a grenade, blow them up, and respawn, thinking the threat is gone. Nope. Little do I know, they have a rally point BEHIND OUR LINES. Now every time I respawn, the twerps shoot me out from the woods. Having nowhere else to respawn, I start to get angry and eventually leave the server. There is NOTHING realistic about having an endless wave of enemies coming from behind your front line. And players shouldn't get stuck at the main like this. The new rally point rules have made rally points a rarity, and in my case, I couldn't even play the game. I probably should have left the server earlier and not gotten so worked up, but changes need to be made before v0.6 is released.
Last edited by MichSt-Spartan on 2007-06-07 23:53, edited 1 time in total.
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Blackhawk 5
- Posts: 1607
- Joined: 2006-08-25 02:23
3. You can spawn on any rallypoint if your squad leader has one already set upMichSt-Spartan wrote:I have a few suggestions for PR.
1. Make it so rally points cannot be deployed behind enemy lines
2. Reduce the requirements on the deployment of rally points
3. Let teammates spawn at any rally point
4. Mappers: Make the main bases defendable!
I was thinking more like adding the going out of bounds timer you get shot, like in Al Basra airport. But i am not so certain if you can turn it off if your team manages to pwn the other team that theyre down to 1 cp which is main base.
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MadTommy
- Posts: 2220
- Joined: 2006-05-23 11:34
1. - God NO... w00t!MichSt-Spartan wrote:I have a few suggestions for PR.
1. Make it so rally points cannot be deployed behind enemy lines
2. Reduce the requirements on the deployment of rally points
3. Let teammates spawn at any rally point
4. Mappers: Make the main bases defendable!
2. - Reduce the requirements on teamwork required. Dont like it.
3. - Why..if your rally is comprimised..APC or Main is there for you. If your rally is just in a **** location; give your SL some 'hints' over voip or text!
4 - It's players defending that make bases defended..so its the players actions/attitudes that make main bases defendable.
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DJJ-Terror
- Posts: 671
- Joined: 2006-06-14 21:51
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ZaZZo
- Posts: 1494
- Joined: 2007-02-03 18:37
Yesterday I was playing Kuffrah Oilfields, pushed back to US main... There's no cover in the US main (deployment area, I dunno if there should be cover though), so I had to use the tanks for cover..
It worked rather well untill the tanker got scared of a few G3 hits, and he ran me over...
Just a few ditches or foxholes would be real nice in any main base.
It worked rather well untill the tanker got scared of a few G3 hits, and he ran me over...
Just a few ditches or foxholes would be real nice in any main base.
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
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Royalwolf
- Posts: 55
- Joined: 2007-02-16 15:11
i think the OP raises a good point, and i always found it fustrating in 0.5 when a SL would just sneak past the enemy put down a RP and then unlimited troops could spawn behind the "line". Now this is slightly averted in 0.6 with 4 people needed to put down a RP. But when people get used to this style, there will be the same problems as in 0.5 eventually.
Theres no "line" that stops this unrealistic troop spawning, and this discourages the advance/retreat style of infantry fighting. It also put lets value on staying alive as because as soon as you respawn your already back in the middle of the action.
A posibility could, although i'll probably be swiftly told "ITS HARD CODED", is increase the minimum distance to place a RP next to a flag. Also maybe a minimum distance between friendly RP. But the ultimate i think would be if the no RP placement area around the flag, could be shaped so it covers say all the nearby defensive structures and the area streches out to the edge of area of the next nearest flags non RP placeable area. So if you capture a flag you also effectively capture the "zone" surrounding it allowing you teams RP/troop redeployment to advance as well. I think this would also help to enforce the style of gameplay of the AAS2 maps.
Theres no "line" that stops this unrealistic troop spawning, and this discourages the advance/retreat style of infantry fighting. It also put lets value on staying alive as because as soon as you respawn your already back in the middle of the action.
A posibility could, although i'll probably be swiftly told "ITS HARD CODED", is increase the minimum distance to place a RP next to a flag. Also maybe a minimum distance between friendly RP. But the ultimate i think would be if the no RP placement area around the flag, could be shaped so it covers say all the nearby defensive structures and the area streches out to the edge of area of the next nearest flags non RP placeable area. So if you capture a flag you also effectively capture the "zone" surrounding it allowing you teams RP/troop redeployment to advance as well. I think this would also help to enforce the style of gameplay of the AAS2 maps.
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MichSt-Spartan
- Posts: 180
- Joined: 2007-05-13 16:02
Exactly.Royalwolf wrote:i think the OP raises a good point, and i always found it fustrating in 0.5 when a SL would just sneak past the enemy put down a RP and then unlimited troops could spawn behind the "line". Now this is slightly averted in 0.6 with 4 people needed to put down a RP. But when people get used to this style, there will be the same problems as in 0.5 eventually.
Theres no "line" that stops this unrealistic troop spawning, and this discourages the advance/retreat style of infantry fighting. It also put lets value on staying alive as because as soon as you respawn your already back in the middle of the action.
A posibility could, although i'll probably be swiftly told "ITS HARD CODED", is increase the minimum distance to place a RP next to a flag. Also maybe a minimum distance between friendly RP. But the ultimate i think would be if the no RP placement area around the flag, could be shaped so it covers say all the nearby defensive structures and the area streches out to the edge of area of the next nearest flags non RP placeable area. So if you capture a flag you also effectively capture the "zone" surrounding it allowing you teams RP/troop redeployment to advance as well. I think this would also help to enforce the style of gameplay of the AAS2 maps.
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
How about a MAXIMUM distance from a captured CP? So it could only be so far away from a flag. Obviously a large distance to give plenty of scope for placing RPs, but not so much as to allow everyone to set RPs behind the lines Would mess up flanking movements maybe though... (althought they would be better when they worked as they would be less likely to be anticipated than currently)
Would need to be thought out. Just an off-the-top-of-my-head thought.
Would need to be thought out. Just an off-the-top-of-my-head thought.

