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Re: Playing the game wrong

Posted: 2010-03-03 21:28
by snooggums
Himalde wrote:And Asad.
I still haven't played Asad in .9 :(

Yeah, I know everyone says it sucks but I've played Siege at Ochamaria multiple times and I can't see how Asad could be any more one sided.

Re: Playing the game wrong

Posted: 2010-03-03 21:39
by drs79
snooggums wrote:I still haven't played Asad in .9 :(

Yeah, I know everyone says it sucks but I've played Siege at Ochamaria multiple times and I can't see how Asad could be any more one sided.
Asad is awesome, the IDF have to really make a hard push towards the mansion right away, if anything have a squad at best go to the next obj, without a hard push towards mansion in the beginning then trying to capture it after 10-15mins will be extremely hard.

I miss Tad Sae.

Re: Playing the game wrong

Posted: 2010-03-04 06:59
by Arnoldio
If you cannot cap on kozelsk/asad... see the name of this thread...

Its all about organization, coordination, use of assets, proper tactics and planning.

Re: Playing the game wrong

Posted: 2010-03-04 07:49
by Tim270
ChizNizzle wrote:If you cannot cap on kozelsk/asad... see the name of this thread...

Its all about organization, coordination, use of assets, proper tactics and planning.
Best tactic for IDF on Asad is to sit in base and get kills using optics if you want to win the round.

Re: Playing the game wrong

Posted: 2010-03-04 08:57
by L4gi
ChizNizzle wrote:If you cannot cap on kozelsk/asad... see the name of this thread...

Its all about organization, coordination, use of assets, proper tactics and planning.
Its pretty hard to actually cap the first flag on Kozelsk, especially if its in the god damn tunnels. :P

Re: Playing the game wrong

Posted: 2010-03-04 15:15
by Boris.T.Spider
Asad and Koselsk are a different kettle of fish to Mutrah though, as neither of them have ticket bleed, alowing the attacking team to use a more measured aproch to the attack. Best tactic for Asad as IDF, wait, build, snipe, arty, charge! Rarely see it though, just 3-4 guys attempting to take on 15+ with a series of ineffective and miss-timed breaches.

Re: Playing the game wrong

Posted: 2010-03-04 15:31
by Arnoldio
We were just testing Muttrah...

And all squads rushed to Docks, may squad capping flags behind them. As we come to the North City flag, next one being the Docks... all of the rushers were back at main...

Re: Playing the game wrong

Posted: 2010-09-01 22:03
by Arnoldio
A-ha im back, under the influence of alt+f4, sad and dissapointed by PR's aas system once again.

First take a look at this picture.
Image

What happened? Well our squad went to cap the first flag IN ORDER, while pther squads went forward and built some FOBs around the next objective. But hey, we got rushed by a squad or even more, wich stopped our advance, we all got killed and i ragequit because AAS system in PR serves no purpose at all. None.

I suggested many times in this tread i believe, that onle next flag you have to cap is visible, some agreed, some disagreed, most of them said, "they are strategical points", please tell me how strategical are those 3 random hills on this map really.

I say it once again, isnt the idea of AAS to focuse the combat from flag to flag and to randomize and use different paths along the map, get defense/and attack into play etc. If you see irrelevant flags it just destroys the concept of AAS and it could easily be replaced by the ye oldie vanilla "cap whatever you want" system. Make only your own and the next flag (one with the orange attack marker) visible. Yes you can still stall enemies on the roads and hills and go to so called tactical areas and whatnot. All in all it would make the game fun and playable witout this bs i saw 15 minutes ago. Its kindof like insurgency mode with all caches revealed but only the current ones can be destroyed... makes sense? No.

I believe its not so hard to make and it would benefit good play and AAS would live up to its name, not like now when it is RAD (Rush and Delay).

If the mapmaker wants the enemies on the first flags/have map in posession, he will do it, as seen on Asad Khal, Kozelsk, Op Barracuda, Ochamachira and so on. If he wants the flags to be pushed around he will make neutral flags for both teams, that means you get to assault the first flag in order not enemies first flag in order.

And this is not gameplay>realism, because there is nothing realistic about rushing flags meant not to be rushed and leaving a huge gap of unsecured teritorry behind.

But if DEVs want to keep all flags visible (strategical points or reasons like that) at least make it so that you can only interfere with the caps in play, so even if you rush, you will have no effect on the flag, enemy will cap it as there was noone there, laugh at you and go to the next one.

Re: Playing the game wrong

Posted: 2010-09-01 22:17
by LudacrisKill
...Ye and the slow sqd went further and faster than the quick sqd...its ALL WRONG.....

FIX IT!

On a serious note.

We are doing the same as they are doing to us...stopping them capping. I think it makes the game more interesting.

If you see the whole team going for the first flag at the start. Its probably a bad sign...

In my eyes, that screenshot is showing a very organised team.

If your sqd killed that sqd that rushed you and you capped no problem then it would be fine right?

Re: Playing the game wrong

Posted: 2010-09-01 22:55
by BroCop
*looks at picture*

I have found the error

*points at a certain member of Squad 3*

But seriously...this does looks like organised. I mean all I can see are good SL's there.

Re: Playing the game wrong

Posted: 2010-09-01 23:07
by Arnoldio
Its not a matter of organisation, and yes team is really nicely placed for that situation, i didnt say anything was wrong with our team, or enemy team. The picture is there more or less to point out the hill flags...

No there is nothing wrong if the whole team goes for one flag, thats what AAS -> Advance and Secure pretty much stands for, not going to flags that are not in play just to exploit the system. (on certain maps, you have 2 simultaneous flags to cap so that splits the team up...)

And please read what i suggested, dont just try to prove me wrong or anything.

Re: Playing the game wrong

Posted: 2010-09-01 23:08
by Bringerof_D
ChizNizzle wrote:It quite sad though...

Then they whine why were we beaten, they blitzed us and whatnot... well if you would really help to defend and push them back instead of just being mowed down 3km ahead, the thing would be different.
and thats the main problem. it's the people who blame the other team for using good tactics who are the problem. It's their fault for not being able to setup a proper counter attack. Using shock troops, or blitzing the enemy is a common tactic in war. That's how the initial advantage is gained, by disrupting the enemy's advance and cutting their numbers before the main force engages, allowing the main body behind this initial strike to setup positions. it's not an exploit, it's not cheap, it's how war works.

Re: Playing the game wrong

Posted: 2010-09-01 23:17
by Arnoldio
Bringerof_D wrote:and thats the main problem. it's the people who blame the other team for using good tactics who are the problem. It's their fault for not being able to setup a proper counter attack. Using shock troops, or blitzing the enemy is a common tactic in war. That's how the initial advantage is gained, by disrupting the enemy's advance and cutting their numbers before the main force engages, allowing the main body behind this initial strike to setup positions. it's not an exploit, it's not cheap, it's how war works.
As long as few hiding soldiers prevent enemy from capping an area i call that an exploit. They can try to kill the enemy to stop them from taking the area and stall them but not completely block off.

As i said, keep the flags visible if you cant handle the other option but enemy can only stall/cap the ones in play. I think that would balance it quite nice.

Also in the OP i was talking about friendly team rushing and forgetting flags behind, few last posts are about enemy team rushing.

Re: Playing the game wrong

Posted: 2010-09-01 23:28
by xI DIaboLoS Ix
Rush tactics is a viable and realistic strategy that occurs in real life situations.
Rushing a enemy position BEFORE they have a time to fortify (EG like when your capping the flag) in my head makes perfect sense.
Sounds to me like your just having a whinge more then anything.
Instead of whinging to the developers saying "its all their fault that i cant have a good game of PR with out any stupid RAD tactics" HAve you ever thought that it was the players that is "Ruining" it for you. Infact rush tactics is a HUGE risk to the team. Instead of crying about it when it happens, next time take some action, devise a counter measuers for people that like to rush you.

Be intuitive and FIX IT for yourself Becuase there is nothing wrong with PR. It's the players skill/attitude thats the problem here.

Re: Playing the game wrong

Posted: 2010-09-01 23:39
by Arnoldio
xI DIaboLoS Ix wrote:Rush tactics is a viable and realistic strategy that occurs in real life situations.
Rushing a enemy position BEFORE they have a time to fortify (EG like when your capping the flag) in my head makes perfect sense.

Be intuitive and FIX IT for yourself Becuase there is nothing wrong with PR. It's the players skill/attitude thats the problem here.
1. YES its a viable and realistic strategy, it worked in ww2 and whatnot but its not put into the game well.

2. And YES again you are absolutely right at the fix it yourself part, and im planning to when 0.95 comes out.

Re: Playing the game wrong

Posted: 2010-09-03 03:04
by Bringerof_D
ChizNizzle wrote:As long as few hiding soldiers prevent enemy from capping an area i call that an exploit. They can try to kill the enemy to stop them from taking the area and stall them but not completely block off.

As i said, keep the flags visible if you cant handle the other option but enemy can only stall/cap the ones in play. I think that would balance it quite nice.

Also in the OP i was talking about friendly team rushing and forgetting flags behind, few last posts are about enemy team rushing.
As for friendlies forgetting to fall back to the previous flag to cap, that does happen sometimes and its a problem, but thats an organizational problem on a team level and there's nothing the game can do to fix it. I head out to where i think we'd be most usefull to the team at game start, however if it seems the first flag isnt being capped fast enough, i would fall back to help the cap.

No they wouldnt block off the entire enemy force. but the current AAS game modes are for "area control" until every enemy in the area has retreated, been killed, or have surrendered, the area is not under control, and thus the main force would not leave. I feel area control is inappropriate for the current PR as 3 city blocks doesnt qualify as area control, a city and it's surrounding areas would be area control, a few city blocks is a foot hold.

Re: Playing the game wrong

Posted: 2010-09-03 08:11
by Deer
I often have to destroy friendly firebase to stop team from spawning too far away from flags. In beirut as russians for example its better to make ppl spawn into the ship to get heli ride to flags, instead of let them spawn 1km away from flags that must be attacked/defended, simply because if they walk it takes 50 times longer than if they would take heli ride... and by the time it takes to walk, enemy captures more and more flags in the meantime.

Firebases are not always good, sometimes those are the biggest reason why your team loses.


And indeed ppl will never learn to admit when they are in wrong place untill its too late. So often they believe that their team can capture a flag while they are waiting at the next flag, and 90% of these times they are wrong, they never take in count about what enemy is doing, they just see "oh there is one squad in the flag area, they will capture it we will wait here"... they dont even think that there might be 20 enemy soldiers in that same flag area too. Atleast this is what i have seen when observing squadleaders as squadmember.