Emnyron wrote:I`d take alex over you in virtualy evry possible situation.
Indeed times do have an effect on how its used, mostly it then get used by some frakking singleminded fool, that have been stuck in the base watching Generation Kill or whatnot turning him/her into some abomination rivaling that of the furries. Thusly the asset lasts for an average of 2-3 minutes, due to the fail that is flying it.
LONG respawn timers hamper the gameplay, atleast when its as easy as it is to kill any air asset. The AA missiles have been tipped with tactical nukes you know, and the pilot can do frak all if he gets locked by some random opfor while on his landing slope.
No, long respawn times force cautious use of valuable resources. Half of what makes PR work where vBF2 didn't is the Dev's willingness to punish players and teams for mistakes - case in point, spawn times. Players spawn times are longer than vBF2, Vehicle spawn times across the board are longer than vBF2, special kits even have spawn times. Where spawn times are not long enough, players do not treat assets with the respect they deserve, because there are no immediate consequences.
Tanks Vs infantry, if both are aware of eatchother, I whoud not want to be the poor ******** who`s got an angry metal house looking to kill them.
The reason they are the primary land force, is the fact that they are cheap, and can traverse most terrain, not to mention you cannot capture squat without them.
This was utterly mindless. Tanks and infantry work together. Tanks don't solo forward and clear **** out for infantry to walk in and cap, they provide mutual support and assistance.
And you hit it on the head - infantry are the main fighting force because they are cheap, by virtue of this, there are many of them, which in turn means they can be armed to counter a variety of threat types effectively. Infantry can overcome tanks, and often do. Yes, tanks have an advantage over infantry but your friend couldn't have been more wrong when he said that infantry shouldn't move into an area before it's secured - infantry move in TO secure an area.
Are you playing PR? The AA missiles are the single most effective weapon on the field, a single hit, frak it, a semi close proxy detonation will shut the aircraft down.
The countermeasures are, well, the work in preventing the opfor from getting a lock, but if they get a lock, you`re proper fraked after about 1.2 seconds.
Rather unfortunately, unlike in real life, an air asset only has to flare once every 15 seconds to be immune to AA. This is because flares are too effective. Additionally AA missiles can lock and hit a target flying perpendicular or in the opposite direction, parallel to the direction of fire, thing which missiles assuredly are able to do in real life, but most certainly don't in real life. Flaring is easy to do, and is easy to sustain with regular trips back to a very close resupply point, while Anti-Aircraft missiles are (rightly) hard to rearm and just as easy to kill.
If an air vehicle manages to get itself into a threat envelope in real life, nine times out of ten it's up shit creek without a paddle. Air units deal with AA in real life by avoiding it, killing it from outside of range, or outclimbing it (a variation of avoiding it).
The fact that as a helicopter pilot I fear tank and APC sniping more than stationary and MANPADS AA units indicates that there's probably something wrong with the state of AA.
If you want people to behave somewhat realistically in a game, then they have to be put into a realistic environment, not one where there are artificial limitations in place to force people into something, cos that just takes away from immersion and breaks up the feeling of realism imo.
Your opinion is wrong. All limitations in a video game are artificial, however in PR they emulate real life limitations to produce a vaguely realistic environment. Helicopters are not presently used realistically because insufficient penalties apply to them being destroyed - the most basic of which should be that they are unavailable for use - air access has been denied. Battlespace control generally doesn't play a large enough role in PR because the means of bypassing obstacles are too easy to come by (helicopters, incendiary grenades and hooks come to mind). Easy spawn times on helicopters is one example of this. In real life, if a helicopter is destroyed, it will probably not be replaced for the duration of the engagement even by a helicopter from another engagement or in reserve. The unit itself will not be able to replace the helicopter until a new one can be ordered, which takes quite some time - all of which prevents its further use.
While soldiers riding into battle on helicopters is a very popular image in the media and video games, it is largely at odds with the reality of warfare even for the US military. Most infantry walk into battle or are driven there in trucks. Helicopters have seen a lot more use in the counter-insurgencies we've been fighting than they would in a high intensity war like those in the BF2 universe, but trucks, IFVs and APCs remain far more prevalent in real life than the helicopters everyone's in love with. Furthermore, where helipcopters are used, the utmost care is taken to ensure they are not exposed to fire - "hot" landings are a thing of the Vietnam era and movies - commanders don't risk 5 million dollar pieces of largely irreplacable transport equipment they way we habitually do in PR.
Limitations are not only necessary in video games, in ones like PR they are highly desirable because they stop bad behaviour, like the unrealistic use of helicopters. More limitations are needed in this area to stop people from re-enacting scenes war movies. More limitations would improve immersion for people who judge realism off what actually happens in war, and not war movies.
(NB: Some maps like Muttrah and Barracuda defy this rule by the way - they are airborne assualt maps and should remain that way - some "hot" stuff is needed in those).