Rallies

Post your feedback on the current Project Reality release (including SinglePlayer).
Nate.
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Re: Rallies

Post by Nate. »

I agree with Ulysses. Can anyone explain the purpose of perm-rallies when you can have up to 6 FOB-spawnpoints already? 90-sec rallies to reinforce dead-dead players and make new players able to team up with the squad should be the only purpose. Not a full-squad respawn spam.
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Hurricane
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Re: Rallies

Post by Hurricane »

I'd also like to see RP's being reverted back to non-permanent to increase the strategic value of FOBs again, especially with the other changes made in 1.0 (C4 required to destroy FOBs, therefore harder to destroy). Currently, RP's seem to be the preferred method for infantry to respawn, since they don't require any kind of supplies to set up. The restrictions to make rallies permanent are not tight enough:
v1.0 Feature List wrote:Added rally point support mechanics. If a rally point is not within 2 large grid squares of a captured flag, friendly apc, or friendly firebase, it will expire after a minute. Otherwise, it will never expire.
On most maps, this makes the vast majority of RP's permanent.

If FOBs become the primary source of reinforcements again, the whole game mechanics will focus a lot less on quick counter-attacks out of nowhere.

RP life span of 3 minutes seems adequate to me, more than enough time for a full squad to gather.
Last edited by Hurricane on 2014-01-26 15:35, edited 2 times in total.
Christie.Front.Drive
Posts: 26
Joined: 2013-08-05 03:07

Re: Rallies

Post by Christie.Front.Drive »

Is there any chance we could make it so a rally cannot be set down within x amount of distance (100m, 200m, after testing we'd know what works best) of another squad's rally? Perhaps more importantly, also ensure the rally cannot go down within that same distance of a FOB? You don't have to play for long before you wind up spawning back at base because some other squad placed a rally ten feet from your squad's, or the reverse, where your SL placed a rally next to a FOB that wasn't operational yet.

This would also go some way towards avoiding those situations where your squad is sneaking up a street and then good ol' squad 4 runs right down the middle of the same street and blows your cover. If they can't get a rally down within 100m of your squad leader it might make them think twice. Or even just think once.
matty1053
Posts: 2007
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Re: Rallies

Post by matty1053 »

After playing a lot of rounds in 1.0.... I seem to see less fobs.

I just see tons of rallies on the map
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X-Alt
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Re: Rallies

Post by X-Alt »

Why not a PR:WW2 transport style rally point, well sorta... Have a smoke marker that spawns a Silent Eagle and Operation Overlord style C-17/An-XXX/C-130 into the air near the location and allow you to bail from it. If it is shot down, RPs are unavailable for 15 minutes?
Rhino
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Re: Rallies

Post by Rhino »

X-Alt wrote:Why not a PR:WW2 transport style rally point, well sorta... Have a smoke marker that spawns a Silent Eagle and Operation Overlord style C-17/An-XXX/C-130 into the air near the location and allow you to bail from it. If it is shot down, RPs are unavailable for 15 minutes?
Parachute insertion is something that's very rare and its more a definition for a type of battle rather than an a support element of a common battle:
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X-Alt
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Re: Rallies

Post by X-Alt »

Oh well then, perhaps a limit to the number of rallies at a time and a 2 minute delay to simulate reinforcements?
MADsqirrel
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Re: Rallies

Post by MADsqirrel »

I played a few games now and I have to say that the RP system seems fine.

I don't see less FOBs than before (really thats not a new problem) and RPs are rarely used on mass.

The only time a saw extensive use of RPs was on a (horrible) round at Kozelsk, where we tryed to storm the tunnels and every squad had an RP 300m away from tunnels but we also had many FOBs at the same time.
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CR8Z
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Re: Rallies

Post by CR8Z »

I do not see a problem with the current rally system. If the rally has to be close to a FOB anyway, I think it acts more like an OP (observation post) and disappears when the enemy is close by; if you think about it strategically.

If you read other threads in these forums, you'll notice many complain that there are never any infantry squads because everybody is in an asset. How can it be both?

I don't think that having a spawn point for your squad in the event there is no FOB (no logistics) is a strategy killer. I think it rewards those squads that are working together. If it seems like there is more action, it's probably because both teams are well balanced and fighting the same fight. There is still an opportunity for one team to use superior logistics, assets, maneuver, etc. An RP will never replace this.

Now, if the RP were permanent, indestructible and able to placed anywhere on the map, including 1,000M in the sky, well, then we might have a different discussion.

At least in my opinion.
Frontliner
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Re: Rallies

Post by Frontliner »

CR8Z wrote:I do not see a problem with the current rally system. If the rally has to be close to a FOB anyway, I think it acts more like an OP (observation post)
It doesn't. There's 2 more ways to have a permanent rally point.
and disappears when the enemy is close by; if you think about it strategically.
Doesn't it seem to you like this is a really cheap way of knowing about incoming enemies?
I don't think that having a spawn point for your squad in the event there is no FOB (no logistics) is a strategy killer.
If your team has no FOBs or places them in bad spots so they get scouted right away, I'd say your team deserves to lose. One of my big complaints is how smart rally placement makes FOBs nearly useless outside of assets. And when I say smart, I mean smart enough to drop it somewhere in a freaking bush or something.
I think it rewards those squads that are working together. If it seems like there is more action, it's probably because both teams are well balanced and fighting the same fight.
Rally Points correlate to better teamplay how again?
There is still an opportunity for one team to use superior logistics, assets, maneuver, etc. An RP will never replace this.
After you just established how an RP can scout your blind spot(s) you think it's still possible to outmaneuver "smart"-ly placed RPs? You still think there is any need for logistics when you can just instantly spawn back into the fight?
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Prevtzer
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Re: Rallies

Post by Prevtzer »

Just return it to how it was pre 1.0, the new RP system demotes teamwork and the requirements are a joke.
Brainlaag
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Re: Rallies

Post by Brainlaag »

Prevtzer wrote:Just return it to how it was pre 1.0, the new RP system demotes teamwork and the requirements are a joke.
For the sake of ranting, I fully agree. RPs should be given up for good.
X-Alt
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Re: Rallies

Post by X-Alt »

0.97 had it gr8, go back to that and add a red smoke marker.
MADsqirrel
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Re: Rallies

Post by MADsqirrel »

I played a round on Marlin today and I wanted to "abuse" the RPs so I have a unlimited spawn.
But it turned out to be hard to do that, especially if you want to make it offensive. It is super easy to deploy one but its even easier to get it overrun by a single enemy. I even had my onw APC which I orderd to drive arround max 200m away from the RP. One minute later the RP was overrun. Especialy in Citys its hard to find a save spot for a permanent one.
In the end I had to use it like before 1.0, just for regrouping.
So, still, can't see a real problem at the moment.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Rallies

Post by matty1053 »

@sqirrel



You are right.

It's a pain in the booty to find a safe spot to place a rally!


But I find on like Insurgency, it's common to find TONS of rallies.

You barely need firebases. Since the rally is like a 'spawn' for like 1 minute or how ever long it is.





I was trans once on Khamisiyah.

I was flying the Black Hawk, only had to drop 2 squads.
In the beginning since my squad mate flipped it while in main... I dropped one squad at a location like K5, w/ crate. They didn't make a fob, which they got raped by armor about 3 minutes after I dropped them. So they could have prevented that stuff.

Then I placed a squad at the Chem Weapons Facility.

they just wanted to be transported there to be killed, I swear.
He just placed a rally Every like 5 minutes. Then boom. We got overrun and lost like 500-0

It sucked. Cause 95% of the time I was just sitting in main.

Our commander was doing nothing. It was a hell round. No one made one fob for what ever reason.



But I am recently seeing more fobs being built. But at the same time. on insurgency rally is a unlimited spawn point basically. Since insurgents basically operate by the known and uknown caches. :(
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MADsqirrel
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Re: Rallies

Post by MADsqirrel »

@matty

I didn't had the chance to play a INS round yet and I belive you, that it can be a big problem there.

What you say about Khamisiyah (or something like that) however is nothing new to me.
Often enough I had rounds at Muttrah, Kashan or any other map and nobody build FOBs.
The reason there was that nobody stepped up and said "OK! Nobodys building FOBs, so I do it."
Of course the same guy can say now "No FOBs up? Screw it I just place my rally, that should be enough!"

As I see it rally placment is a lot easier now and that means you aren't dependent on a FOB alone and it is also a lot easier to hold your squad together.
But still a rally can't replace a FOB, sadly many SLs will think a rally is all they need.

I think all we can do is encourage others to build FOBs or do it ourselfs if its needed.
Reverting the system will not help at all, because the problem is the playstyle and not the equipment.
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Brainlaag
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Re: Rallies

Post by Brainlaag »

Mad the thing is, people are not always forced to get a good FOB system running because they have a crutch (rallies), which they can with some minor work around use a permanent spawn point, without going through the trouble of erecting a FOB. Reverting the system would improve the situation, since you were to take away that crutch and force people to build FOBs more, or prepare for long hiking trips.
Mouthpiece
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Re: Rallies

Post by Mouthpiece »

Brainlaag wrote:For the sake of ranting, I fully agree. RPs should be given up for good.
Here here. Rally points destroy the lovely aspect of logistics. Make the RP's like before so they dissapear after some time.
X-Alt
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Joined: 2013-07-02 22:35

Re: Rallies

Post by X-Alt »

v1.0+ Rallies make logistics less useful, period. Now, its up to the devs (and the community somewhat) to create a solution encompassing everyone's point of view. Letting logistics shine while having functional rallies is simply essential...
Brooklyn-Tech
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Re: Rallies

Post by Brooklyn-Tech »

v1.0 rallies are a classic example of trying to fix something which wasn't broken and fucking it up...
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