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Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 12:05
by Orford
With choppers only carrying light supply crates so needing 4 to make a fob with assets, no chopper pilot can be expected to do four runs on places like north bunkers on Kashan or city centre on muttra, so trans and logistics is going to be very important to supply and suport troops. Fob will have to be built further back from the front line rather than being the front line. Thus rally points do need updating to balance the game play. Otherwise you will be spawning in main as the front line fob is down no choppers left to fly 4/2 crates out and no one ever drives the logi truck back once they dropped crates unless a dedicated logi squad.
Look at the changes in the whole not as one spacific point. As was mentioned above. If just the rallies were changed it would make no sence but as a complete package i'd say the DEVs are on to a winner.
It will be now important to get the team organ8sed make the fob. Defend it while more supplies are brough over. Move out to you ingress point. Drop rally. Attack. Fail attack fall back set new rally. Revive down troops etc. Dont forget with new updates to squad size, crates not lasting as long.and medic system team work plus game play is going to be on a new level.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 12:11
by sweedensniiperr
Needs testing
"Nothing the devs do is thought through and in mind for the best of the PR community"
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 12:28
by Nate.
These changes have ruined the mod even though I haven't played it yet.
PYTHON: Implemented rallypoint changes as discussed on the DEV meeting, closes #xxx. No timeout, takes 1SL+3SM to place, 1 enemy very close to destroy (40, 80, 99, depending on map size). When it's overrun, you can't set a new one for 9 minutes, when it's not overrun, you can set it 8 minutes later. This is not up for discussion, we'll see how it plays out. Needs testing. (bloodydeed) 18160
We know nothing about the numbers. Nevertheless, I hope, considering the discussions in the forums, that the rally system does not turn into some kind of system where you can spawn close to the frontlines at almost any time.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 12:44
by Pvt.LHeureux
You guys forget how many other things will be changed.
Yes, rallypoints will last longer, so pilots will have less job to do right?
WAIT NO.
If you watched the latest Devcast#3 you would see that now most helicopters have "light supply crates" that take 2 to build FOBs, so more flying, more logistics.
You have to take into account the other changes.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 12:53
by Frontliner
I'd think it'd be best if a rally can only being placed _reasonably_ close to a FOB, as it is mostly just a tool to keep new- and latecomers close to the squad when you've already moved out a bit. Right now, you can use it as on-point reinforcing(I know it's only for 1 squad), which is arguably exploitable, and I would argue that you can go behind enemy lines with just 2 people quite easily without being spotted out, and then all you have to do is find a secure spot and -BOOM- full squad behind enemy lines unnoticed.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 13:22
by ChallengerCC
Frontliner wrote:I'd think it'd be best if a rally can only being placed _reasonably_ close to a FOB, as it is mostly just a tool to keep new- and latecomers close to the squad when you've already moved out a bit. Right now, you can use it as on-point reinforcing(I know it's only for 1 squad), which is arguably exploitable, and I would argue that you can go behind enemy lines with just 2 people quite easily without being spotted out, and then all you have to do is find a secure spot and -BOOM- full squad behind enemy lines unnoticed.
Thats the point.
Pvt.LHeureux wrote:You guys forget how many other things will be changed.
Yes, rallypoints will last longer, so pilots will have less job to do right?
WAIT NO.
If you watched the latest Devcast#3 you would see that now most helicopters have "light supply crates" that take 2 to build FOBs, so more flying, more logistics.
You have to take into account the other changes.
I think you dont get the real problem here. Maybe the transport vehicles will have the "same" to do like now. (1 to 2 flys until the fob (new rally system) is set up, even with 1 fly more to set up a fob. For me is that a cool but minor change, against the rally system changes.
The problem is the spawn exploit possibility and that carefuly gameplay will get killed instandly (infantry based). The same would accur when you decreas the spawn time of vehicles.
PR defines itself throu the good balance of value of life, teamplay and tactic. And this is a major intervention in this balance. Changes are good but they can also do a lot of damage, when done in the wrong direction.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 14:20
by Sizum85
Everyone onboard the outragemobile, even though it hasnt been released yet.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 14:50
by K4on
*NwA*Orford wrote:With choppers only carrying light supply crates so needing 4 to make a fob with assets, no chopper pilot can be expected to do four runs on places like north bunkers on Kashan or city centre on muttra, so trans and logistics is going to be very important to supply and suport troops. Fob will have to be built further back from the front line rather than being the front line. Thus rally points do need updating to balance the game play. Otherwise you will be spawning in main as the front line fob is down no choppers left to fly 4/2 crates out and no one ever drives the logi truck back once they dropped crates unless a dedicated logi squad.
Look at the changes in the whole not as one spacific point. As was mentioned above. If just the rallies were changed it would make no sence but as a complete package i'd say the DEVs are on to a winner.
It will be now important to get the team organ8sed make the fob. Defend it while more supplies are brough over. Move out to you ingress point. Drop rally. Attack. Fail attack fall back set new rally. Revive down troops etc. Dont forget with new updates to squad size, crates not lasting as long.and medic system team work plus game play is going to be on a new level.
Exactly, well said.
If you see the all changes as a whole concept, you might recognize that it does make sense.
Or do you really think that the PR team does anything major like this without thinking about it?
However, a lot of the important changes have been decrypted wrong or are still not touched at all

Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 15:07
by ChallengerCC
But the rally point stay by its own, or not?
Its not influenced by a FOB, vehicle count, map-size, running speed etc.?
It only decreases massive the value of life nothing else.
When i am wrong, please give me one good described counter change to this, to increase the value of life by the same way the new rp system will decrease the value of life.
When you say FOB is more difficult to build because of 1 more crate on some transporthelicopters.
And you only can spawn timeless on a rally that is in the nearness of a buildet FOB (that is not spawnable). I would say mhm may be that can work.
But to say the rally is on its own. Than the rally is not major influenced by any change you can make.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 15:08
by Brainlaag
Back to rally-hunting.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 15:16
by Rudd
As others have said, this change doesn't happen in a vacuum, all the other gameplay changes work in concert.
I like and dislike the rally system, I like teams coming together on FOBs, but I like squads being able to stay together more easily, particularly on maps that lack choppers.
I remember seriously fun times defending objectives on Tad Sae and OGT where after a few minutes, we'd do a rally sweep by advancing in sparse formation around 400-500m and then retreat to our defence objective again.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 16:38
by ChallengerCC
Then I am curious to know how your "concert" will work after completion.
I can only see on the basis of information yet:
A rally point and a vacuum.
For me is everything said on this point, i hope you consider something of this and think twice what you want to achieve.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 16:55
by Navo
[R-DEV]K4on wrote:
If you see the all changes as a whole concept, you might recognize that it does make sense.
Or do you really think that the PR team does anything major like this without thinking about it?
Some developers are out of touch with the way PR is played, e.g Rhino claiming tank drivers shouldn't listen for other tanks. This is what worries me.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 17:09
by Rhino
Navo wrote:Some developers are out of touch with the way PR is played, e.g Rhino claiming tank drivers shouldn't listen for other tanks. This is what worries me.
lol, I say that because its unrealistic, not because it isn't somewhat effective, although dose leave you venerable while doing it, especially for the players who fully hop out and walk around to listen/look about...
Call me out of touch as much as you like but I've been actively playing PR since v0.2 and been developing it since v0.25 and going by the time you've joined the forums, I'm guessing you've only been playing PR since v0.95 so you might want to think twice before claiming that kinda rubbish.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 17:25
by Bluedrake42
I think one of the biggest things that keeps PR interesting is the constant change in gameplay between patches. Could you seriously say if this game was the exact same for the past 7 years we'd have the same playerbase we have now? People stay with PR because its a constantly evolving experience, not a grind.
Give it a try. Like all things PR, the only thing you can be 100% sure of, is that it won't be that way permanently no matter what happens. Everyone chill.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 17:44
by Orford
[R-DEV]Rhino wrote:lol, I say that because its unrealistic, not because it isn't somewhat effective, although dose leave you venerable while doing it, especially for the players who fully hop out and walk around to listen/look about...
Call me out of touch as much as you like but I've been actively playing PR since v0.2 and been developing it since v0.25 and going by the time you've joined the forums, I'm guessing you've only been playing PR since v0.95 so you might want to think twice before claiming that kinda rubbish.
Im also sure that the DEVs play PR a lot but dont use there forum name or R-Dev tags so they get to play the game with out being messed about and asked 20 questions while they are trying to play.
The DEVs play PR a lot more than some may think.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 18:14
by paul161616
im sure for this release there will be some open beta testing, especially stress test for 100 players. wait on it a bit, theres alot of good points on this thread for both sides, as it stands right now (the values and features for RPs) will probably be alot different after more testing, they arent going to release the full version of the mod with something everyone hates.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 18:27
by zombie-yellow
*NwA*Orford wrote:Im also sure that the DEVs play PR a lot but dont use there forum name or R-Dev tags so they get to play the game with out being messed about and asked 20 questions while they are trying to play.
The DEVs play PR a lot more than some may think.
Well... I've encountered Rhino only once

It was in a Falklands Vehicle Warfare map with just me, my friend and Rhino when he joined mid-game ^^ His name was indeed [R-DEV] Rhino so ye...
I've also met other DEVs (like 2 or 3) but that's all.
Also, Rhino, you're a pretty damn good pilot xD I don't think I killed you once haha
Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 18:35
by Rhino
well technically my ingame name was [R-DEV]Rhin0 (since BF2 wouldn't allow me to make an account with a o...) but I do sometimes play under different names when the ingame questioning get a bit too much but I don't often play under those accounts. And cheers

Re: Rallies in 1.0? (change log)
Posted: 2013-04-11 23:36
by mantiX
The old rally point system?
you could hold villages under seige with those things. And it is easily counter attacked. I was really disappointed when I found out they remove the classical rally system now when im back on track.
Hells yeah for a fix on that!
There was simply to much slow walking..
It might be a sim but come on..