[R-CON]rodrigoma wrote:I'm sorry to drag this topic further , its just an actually quite interesting topic.
I find funny that for FH2 have a bit more teamwork I don't think it would need game changes by the dev's part, just with the devs actively supporting teamwork and making the mod about playing together and having fun together in accomplishing team goals it would probably make the people use what tehy ahve and have a different mindframe when playing it online. Just my possible interpretation.
Unfortunately right now they seem only to support a lovely asset and incredible historical detail attention with a bf2 gameplay. On that front they do an outstanding quality job.
Call me frank, but I think FH2 might have more enjoyable gameplay and teamplay-focused versus PR. Let's just take a look at the FH2 push maps for example, they allow direct spawning on already captured flags, instead of having to build a FOB or set a rally that only allows you to spawn if there are no enemies close. The FH2 gameplay gives people the opportunity to return to the battle faster and stay more focused on the objective. On the other hand, PR tends to have very long and unnecessary matches at times, simply because soldiers have to walk to the next flag from the nearest FOB, or wait for a form of transportation that is not provided (e.g. No Trans Squad, Armor is all down).
In my opinion, if more developer changes focused on bringing soldiers to the frontline and objectives faster and increasing the speed of gameplay, then we would have even more teamwork and adhesiveness between squads. No more infantry squads complaining about the lack of armor support, no more players rage-quiting after their armor has been destroyed, and no more squads wandering off from the objective to ninja FOBs. In order to cater to today's new generation of gamer mindsets, PR's gameplay must adapt. Currently, there's a lack of teamwork on most public servers simply because people don't attack/defend the objectives on the map because of the long distance and time of getting to the objective, the large risk of being slaughtered and having to respawn miles away, and the lack of reward for capturing the objective compared with destroying FOB's, armor, or racking up a bunch of kills. Instead, squads prefer to go off on their own mini-missions or complete their own personal goals (high K/D) instead of helping the team, simply because helping the team by defending objectives, building FOB's, and using mortars is a boring task no one wants to do. The mindset is always "Attack! Attack! Attack!", I mean how many times have you neutralized a objective only to see the last flag you were defending neutralized by the enemy?
Take a look at most other hybrid realistic/arcade simulators out there (Red Orchestra & FH2) , they don't force people to spawn back at main or FOBs, instead, they bring soldiers right back into the battle, giving people a chance to defend their last captured objective after a failed assault instead of having to start over again. In PR, the general mindframe usually after a failed attack is "Screw defending, we'll spawn at main and take a heli and fly back to the attack objective". After a few more failed attacks on the objective, players become tired and frustrated, refusing to think, eventually leading to asshatting or mindlessly attacking. By this time, a semi-organized enemy team would have captured 2 or more flags from your team. Too often in public games, team are unbalanced and lack teamwork, the option of allowing people to spawn on previously owned flags would at least give them a fighting chance to hold their ground.
TL: DR Teamwork should not be forced, but encouraged through more efficient systems for teamwork.