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Re: Rally Point Feedback
Posted: 2013-06-30 16:25
by Cavazos
I like the idea of a RP being dependent on a FOB. That could be good. And if you take out the FOB the rally points go down.
Also we can increase the distance required to overrun a rally so you aren't spending so much time hunting it
Re: Rally Point Feedback
Posted: 2013-06-30 16:59
by aI2seNIc
Oskar wrote:Giving up is an easier option than having the medic get you because of the increased accuracy, lethality of weapons and overall scariness of the battlefield.
+1
Transports squad and medic classes are almost useless now
I prefer personnaly the old rp system here !
thx project reality team for this open beta !
Re: Rally Point Feedback
Posted: 2013-06-30 17:12
by Leut.dweed
What I absolutely do not understand is why you made all those changes with the supply sytem. Like i can hear from the devcast the system is made for the pilots to have more to do. And this system is brilliant with the light supply crates f.e. But then you put in the new/old rally system(which does not fit like on the earlier versions anymore(cause of buildable defences for fobs etc.)).
All those changes make no sense. No one orders ammo or crates for a fob and makes himself all the work(its 100 times more work to build up a fob instead of a rally) anymore and also rallys dont get spotted that fast. I can understand that since I?m lazy too and if the game gives me an easier option i of course am gonna use that instead. But that is not PR like you mentioned it anymore(As close to war as you can get). The whole supply system is not used like it was meant to be anymore.
Jm2c
Re: Rally Point Feedback
Posted: 2013-06-30 17:14
by Heavy Death
^ Then again, whats the point of a RP if a FOP is present not much farther away.
Why are RPs bad?
1. Less fear of death.
2. If you dont kill enemy RPs their squad will come and get you. So you have to kill their RPs not to get buttsexed. Is the point of PR going around into obscure places and finding RPs? No its not.
Re: Rally Point Feedback
Posted: 2013-06-30 17:28
by Frontliner
Right now there should be a Gentleman's Agreement to not use the current RPs. Too abuseable, as well as detrimental to teamwork, combined asset effort and strategic gameplay all at the same time.
Re: Rally Point Feedback
Posted: 2013-06-30 17:40
by Viperelite
I'm kind of liking the new system over the last one. It keeps the game from getting into a slow stalemate that lasts for hours.
The rallypoints will keep people spawning and keep the game moving along, not getting stuck to long where neither side is bleeding tickets or losing men.
You also have to remember the RP's aren't free. You still lose a ticket every time you give up so they should only be used when absolutely necessary. A team just spawning "Zombie Hordes" of players at 1 flag will likely lose all there tickets and the game.
Re: Rally Point Feedback
Posted: 2013-06-30 17:41
by JackAttack91
I think RP's would be better if they required a light supply crate + 2 other squad members to be placed.
Re: Rally Point Feedback
Posted: 2013-06-30 18:07
by Wheres_my_chili
I always figured that pr was a game where teamwork was a requirement, not.an option. You shouldnt have to "choose" teamwork over zerg rushing, it should be the only choice. If your team doent work together and build a series of fobs, your team should lose. Thats what the rp system is destroying. If theres no need for trans, no need for fobs, then where is the need for teamwork?
Re: Rally Point Feedback
Posted: 2013-06-30 18:17
by Viperelite
Wheres_my_chili wrote:I always figured that pr was a game where teamwork was a requirement, not.an option. You shouldnt have to "choose" teamwork over zerg rushing, it should be the only choice. If your team doent work together and build a series of fobs, your team should lose. Thats what the rp system is destroying. If theres no need for trans, no need for fobs, then where is the need for teamwork?
Not really. Zerg Rushing off rally points bleeds away your tickets and you most likely WILL lose the game....
Re: Rally Point Feedback
Posted: 2013-06-30 18:30
by ghostfool84
Some people dont always mind tickets, if they can have fast action for a cost of a ticket they respawn. If waiting for a medic is the better alternative they may wait.
Re: Rally Point Feedback
Posted: 2013-06-30 18:31
by Pvt.LHeureux
Agreed with Spook...
How about :
Make rallies with a limited spawn (say, 16) on them and make them last longer than in 0.98.
Re: Rally Point Feedback
Posted: 2013-06-30 18:37
by M_Striker
007.SirBond wrote:I like the current rally point system, however this can become a problem. If a squad simply drives a vehicle past the front-lines of a conflict, that squad can always attack behind enemy lines as long as the squad leader remains alive with 2 squad mates. Realistically, when a man dies behind enemy lines, he does not get a replacement to take his role for the squad. It's not possible to insert someone to take his role.
I propose that rally points only be allowed to drop in relation to a radius of a nearby FOB. I don't know if this is possible with the BF2 engine, but if a FOB was build and active, perhaps a large radius circle with the 600 meters between the center of the circle to the exterior, allowing rally points only to be dropped within those square meters would be nice.
Realistically, this would simulate new assigned soldiers deploying from FOB's becoming replacement squad members to the rally point and waiting for their squad leader's instructions. It just doesn't make sense for a rally point to be reinforced when it is deep behind enemy lines, how would the soldier end up there realistically without being parachuted in from a plane?
This is a great idea. I think this would work great!
Re: Rally Point Feedback
Posted: 2013-06-30 18:42
by Viperelite
What if you could only place a rally point while the entire squad is alive and nearby. This would prevent the squad from continually making new rally points.
You could also make it so that the only time a squad can spawn on its rally point is when all squad members are dead. That way if there is still a medic alive the squad is forced to either wait for the medic or spawn individually at a FOB.
There would obviously need to be some sort of timer so the whole squad could spawn in before disabling it again. Like 15 seconds after the first person spawns back in disable it until all squad members are dead.
Re: Rally Point Feedback
Posted: 2013-06-30 18:42
by Bluedrake42
I'm not a fan of the new system, I feel like .98 really nailed it
Rallies shouldn't be used as makeshift FOBS
Re: Rally Point Feedback
Posted: 2013-06-30 18:48
by Bluedrake42
can we poll this please btw?
Re: Rally Point Feedback
Posted: 2013-06-30 18:59
by Leut.dweed
For a poll its still to early since most people act the same: New=good. Give it a week or two and then lets see. Will get boring anyway after some time with this rp system.
Re: Rally Point Feedback
Posted: 2013-06-30 19:04
by Bluedrake42
I mean idk man... we've played with these exact rally settings before... I thought it was pretty unanimous that it was a bad idea
Re: Rally Point Feedback
Posted: 2013-06-30 20:52
by spiked_rye
I like the idea of rallypoints being distance linked to a FOB. You could take it even further, and say only SLs can spawn at a FOB. That was a squad has to report to a FOB, and place the rally to make it active for them. This makes the FOB like a proper forward operating base, and stops ninjas spawning on FOBs behind enemy lines. (The SL spawning without a rally is so that if a SL is KIA far from his home FOB, he can then spawn in at a different FOB near his surviving squadmates, and set up a new rally there).
Either that or maybe tie it to APC and personel logis, as in you can only place a rally with 2 squadmates and a ground transport nearby.
Re: Rally Point Feedback
Posted: 2013-06-30 20:56
by Bluedrake42
I like the idea of requiring at least a light crate to place rallies, turns them into kindof a light FOB
Re: Rally Point Feedback
Posted: 2013-06-30 21:35
by Moonlight
I don't feel that repeating basically everything that Spook has written is necessary.
After playing a few rounds of beta all I can say is - I agree with every single thing he wrote about rally points.
I considered limiting of RPs a great step forward in PR gameplay. It put so much needed emphasis on the transport, logistics, value of soldier's life, and defense lines. At the same time allowed for a tactical and non-CoDish gameplay with unending streams of enemies hardly ever appearing.
I don't see any argument for reintroducing unlimited rallypoints, especially when with 50 players per side there's virtually no need for artificial overcrowding the frontline. Rallies dumb down the need for squad cohesion and cover for any mistakes you make - if your squad will keep spawning on the rally there's little to no chance of having it overrun. Hesitate to spam your enemy with canon fodder and your rally WILL get overrun. Not to mention a simple fact that a rally is an unending source of ammo.
So, overall - your squad will get punished for an attempt to play tactically. Spam is all there is left.
Have fun.