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Re: UAV unrealistic & bad for gameplay
Posted: 2013-11-30 20:49
by Eddie Baker
Gracler wrote:Armor should rule open ground, and if they are racking up kills in forests or urban areas then the infantry is doing a shitty job of hide and seek. "Is the armor still there? let me stand up and look so I can get my head blown off

" this happens way too often because people can't control there curiosity.
Gracler, Gracler . . . are you talking about how things should be, again? If you think people standing up from concealment is
good for armor, why were you so dead-set against it in the HAT thread?

Re: UAV unrealistic & bad for gameplay
Posted: 2013-11-30 22:38
by rPoXoTauJIo
The main problem is not the lazes. The problem is that UAV relocating too fast, and never expires.
During 1st campaign of F|H tournament and various matches(with organized teams), i noticed that there was constant battle between mortar crews(who builds first, and suppress enemy mortars first). With old, 0.98 UAV you wasn't able to scan map so fast.
But now you can just recon everywhere without any punishment.
It would be nice to add some delay between UAV relocate, and some fuel time. But not as it was in 0.98, maybe something like 1 minute to relocate and 5 min to re-fuel, while staying 15 mins on air.
Posted: 2013-12-01 05:51
by L4gi
Damn UAV making things easy. I miss the days where you had to have a man on the ground to recon, then pass the info to the commander and then have the commander pass that info to others. Current UAV requires so much less teamwork, than when we didnt have it.
If the only reason someone will go commander is so they can use the UAV then imo they should just stay on the ground as squadmembers. Where have the times gone when the commander was actually giving out orders AND co-ordinating the team.

Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-01 10:26
by Frontliner
Yesterday evening, Burning Sands, Merk server:
About 10 minutes into the battle, the enemy armour was obliterated because I could monitor their movements with a delay of 5 seconds at most. We suffered no armour casualties and began rolling MEC out of town while I was afk for dinner. In just these 10 minutes, the battle was over, even though the CAS pilots couldn't see my lazes and we lost our armour later in the match.
Much like L4gi is saying, it's not even that big of a deal that you can laze everything(you could that in 0.98 and it wasn't broken, go figure), but it's the fact that you can redeploy instantly, and the UAV will never run out.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-01 10:54
by sirfstar
L4gi wrote:Damn UAV making things easy. I miss the days where you had to have a man on the ground to recon, then pass the info to the commander and then have the commander pass that info to others. Current UAV requires so much less teamwork, than when we didnt have it.
If the only reason someone will go commander is so they can use the UAV then imo they should just stay on the ground as squadmembers. Where have the times gone when the commander was actually giving out orders AND co-ordinating the team. (
I said that numerous times and they keep saying they like to see that CO slot is filled by some retard so often, they're even saying those can LEARN to be a CO by ghosting and placing markers lol.
[R-CON]Psyrus wrote:The UAV is a gateway, lowering the barrier to entry to newer commanders. We have a plethora of players who have been playing for less than a year and do not feel well equipped to lead squads let alone teams, however as they can relay intel they can get a feel for the position and slowly gain confidence to politely suggest tactical moves based on their UAV-garnered-knowledge, further moving forth to creating more coherent team-based plans and finally becoming this 'confidently leading'.
CO slot most of the time is filled by someone from CAS sq, who is not even tried to lead an inf sq ever. What are you talking about? CO slot is intended to be a ghosting eye in the sky only. Why even bother about leading if you're enough OP and useful already?
UAV should be nerfed to 0.9 state to not to be so attracting for those who don't even want to lead. Any decent SL could lead a team, and that SL definitely learned how to without UAV. It's just not as easy as give orders based on your eye-in-the-sky knowledge. So don't expect those 'new' players to skip SL'ing and jump to teams leading just because of UAV.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-02 08:32
by Takeda
[R-CON]Psyrus wrote:. The UAV is a gateway, lowering the barrier to entry to newer commanders. We have a plethora of players who have been playing for less than a year and do not feel well equipped to lead squads let alone teams, however as they can relay intel they can get a feel for the position and slowly gain confidence to politely suggest tactical moves based on their UAV-garnered-knowledge, further moving forth to creating more coherent team-based plans and finally becoming this 'confidently leading'.
Its not working that way, many times CO is only eyes for CAS. When im in UAV i dont have time to laze, and command, so i mostly laze. Inbetween im giving intel to 1-2 other squads, usualy Tank or Apc.
And in second case, many SL's dont listen to CO, even if we are loosing flag, and CO's is ordering em' to back and defend.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-02 12:27
by ChallengerCC
Solution:
UAV Redeploy infinity with a delay of 2 minutes (fly to the destination)
Laser each 20min after use of 90sec (reacharge battery or something)
So the laser is more like a joker. Its not overpowerd but not so bad that you dont wann use it.
You can still spot enemys/thermal zoom and dont need to wait 10min. That was realy shit in the last version.
My wish would be, that the spotter kit has a UAV also, so that he can spott and mark targets on the map.
Commander + Combat System Officer. Maybe they can link there views together to one camera(use one UAV).
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-02 13:37
by Takeda
ChallengerCC wrote:Solution:
Laser each 20min after use of 90sec (reacharge battery or something)
Would be usless with current laser system.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-03 12:59
by yellodeath
I like bluedrake's idea, would force people to realize the actual value of the UAV instead of hoping someone ponies up and plays commander. Now instead of having the commander being able to be everywhere at one time, the team would have to work towards having the advantage - and it forces the commander to be relevant to everyone currently working towards objectives instead of spotting tanks coming out of main for CAS, or ninja fobs.
Adding in so the UAV can only be entered/deployed from FOBs would allow everyone to meet in the middle, you could allow lases still because the UAV can only see so much, and can't be all over the map. It also has the added effect of being extremely rewarding, say you're assaulting a flag in the urban center of black gold, the fob is going up but no one has a clue where the enemy is coming from - or if there is an AA/AT risk, so your armor/air squads are denying requests for support. You get the fob up, locate the enemy fob, three squads pinning your guys down and the WZ10 is now on it's way to lay 23mm across the rooftops to push the cap.
You earned that because you were compelled to make a fob for the commander to spot everything instead of the current system where everything is handed on a silver platter. He becomes a VIP, and an asset that can do more than just spam lazes and marks on distant armor.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-03 21:00
by Mats391
I dont like the idea of a destroyable UAV trailer in the field. It will just increase the amount of spec-ops behind enemy lines squads and there are enough of those already.
In my opinion some things should be changed:
1. Remove laser. This is the biggest problem right now.
2. Redeploy time based on distance. Not sure if this is already the case, but i would like to see the redeploy time being based on actual travel distance with a speed of something like 2grids/minute.
3. Decrease orbit radius. Currently the UAV can cover almost 1/4 of the map with out the need to be redeployed, so just increasing the redeploy time wouldnt help much. Decreasing the radius to 1 or 2 keypads and maybe increasing the altitude would limit the area you can see and increase the amount of redeploys needed.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-03 23:11
by emmanuel15
UAV's... so many opinions and ideas i can't pick a side. One thing for sure is that lazes should be nerfed
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-04 01:40
by Death!
Lasers were no problem back in 0.98. The only problem with UAV now is that it lasts forever and got instant relocating time, nothing else.
Fix that and we all should be fine.
Re: UAV unrealistic & bad for gameplay
Posted: 2013-12-04 09:11
by K4on
Closing this, as it had been discussed by the public in another thread as well - just wait for the next version.
Removing the laser for the next version was a team discussion, further changes might be made based on the next patch experience.