let me try answering first
Cassius wrote:Why should the tank risk 10 plus tickets and engage infantery worth 2 tickets which can take it out with a hat or tow?
in my opinion, here comes PR's aspect of teamwork into play. the infantry identifies the AT threats and interferes with them, so the heavy assets can provide long range support and not risk by getting hit by that certain AT threat. that is how me and most of the people i play with understand this game.
combined forces, isnt it? the map sizes in PR are often limited and not completely comparable with real existing conditions, of course, but all vehicles have the advantage of zooming. not relying on exactly this advantage almost always leads to immediate ticket / asset loss.
im not really a fan of referring to youtube and video platforms with live footage, but i think many of those videos give an interesting insight in intelligent approaches which also work in PR. the vehicles are always covered and stay behind the frontlines, so they can provide long range firesupport without absolutely risking the loss of their vehicle. this is effective and works.
the effort and teamwork required and involved to fight and counter situations like such as in my opinion are almost equally interesting in this mod.
therefore most tankers try and keep their assets away from flags and soldiers
hopefully! i really dont understand why heavy assets often cap flags in PR. there is no advantage and logical reason behind that in my opinion.
infantry is simply predestinated to do that first, not only because they have the huge advantage of less perceptibility, they also can identify the local threats in a much better way. if this happened, there isnt much that speaks against the involvement of heavy asset support, since the threats are known and interferred with by the infantry.
CAS engages armor a lot, so ticketwise it is a very good bet again.
theres almost always a counterweapon available against every asset

here it is the AA support and vehicle crews that take a look at the spawntimes and can rely on the information provided about enemy threats within the team.
the attempt of the CAS to take out that certain armor to kill 10 tickets can lead into fail if the enemy team is prepared and acting safe.
worth of assets! intelligent ways to use or fight that value.
Also there is the whole problem, that it is an exploit. By taking out the armor, not only do you neutralize enemy armor, you also knock off a lot of tickets off the enemy team without using your armor to engage enemy infantery or take a flag.
this is part of the game's concept, isnt it?! how else should that situation be simulated then? risking things to win or lose.
i can only repeat myself: first engage the local and relevant threats, then support the infantry which in return provides info about threats. thats what every vehicle crew should take to heart. there is the combined forces idea again!
You are better off hiding your tank in an obscure location of the map with the engine off and snipe enemy tanks, to knock off another 12 tickets off the enemy team.
ive got the feeling that your assumption is that one of the teams is always completely stupid and does not work together to counter attacks.
if a threat is known, the attempt should not be to repeat the same situation over and over again while having features like mortar unused, which can be a real pain to every asset crew.
i somehow feel like pointing out things that almost all people already know since its common sense and used on all servers i play on.
And as far insurgency goes, before the point system was revamped when no rally was tested, winning with blueforce against insurgency was tough as nails even with free armor. I have no problem with tweaking the avaiable ammount of tickets.
insurgency has changed a lot and is not very comparable anymore to the situation like 2 years ago.
i admit, if all vehicles would always act like i have written above it is almost impossible or at least really difficult for the INS at all to destroy the heavy assets. but since its a video game with real human beings involved there is always a way to succeed
however, im not sure if i understand the idea behind your posts completely. maybe its a nice new concept that you are thinking of, but i guess im not able to get the point, since like i already mentioned i appreciate the value of assets and the amount of teamwork involved to use em properly.
anyway, tweaking hitzones, damage percentages or AT weapons sounds somehow interesting.
in conclusion, you confuse me a bit, but i try to understand the ongoing discussion!
