Re: Reduce tank/cas delay to 10 minutes?
Posted: 2018-06-16 09:42
Sometimes yes, sometimes no, but Im 100% it cant help every game.Graysun wrote:I agree and I don't afk but having vehicles earlier can for sure bring a team back.
Sometimes yes, sometimes no, but Im 100% it cant help every game.Graysun wrote:I agree and I don't afk but having vehicles earlier can for sure bring a team back.
LimitJK wrote:may i ask what the meta is to deal with tanks?
because changing respawn times doesnt address some of the fundamental problems of the current inf/tank balance. it only makes its effects less noticable.
i mean even asset players recognize that.
https://www.reddit.com/r/ProjectReality/comments/8qvd8i/make_project_reality_great_again/e0oc2h7/
Yea thats why its sad to see more tanks than CAS now, CAS can be taken out by anyone determined enough with AA. A tank can shrug off a HAT kit like its nothing now unless its in the ***.FFG wrote:Tanks at the moment are a problem for balancing. They are really really strong assets on the ground. If we're being realistic, the only threat to a tank thats using his armour well is more tanks or coordination between inf/assets to outnumber him. But the moment you throw CAS into the equation shit gets funky.
It will be something we have to review.Graysun wrote:Yea thats why its sad to see more tanks than CAS now, CAS can be taken out by anyone determined enough with AA. A tank can shrug off a HAT kit like its nothing now unless its in the ***.
A lot of maps have had 1 jet reduced some even 2. Lol imagine muttrah with an a10.FFG wrote:Literally hasn't changed in how much CAS there is.
I am strictly talking about the start of game delay not respawn times. Tanks steamrolling is not a time issue right now it is a balance issue. As far as CAS though, having jets wait 20 minutes before being able to fly is too long. 15 is even the max I would say.waldov wrote:15-20 minutes gives sufficient time for both teams to establish FOB's and basically set the battle lines as far as the flags go, then the Tanks and CAS come in to spice up the balance which is a good system. Any earlier and the CAS and Tanks will be too decisive, a team simply needs a really good tank squad or for the enemy to have a really bad tank squad (or both) and they can steam roll through enemies before they get a chance to fully ground themselves, and this still happens quite a bit as it is anyway. You haven't played infantry enough if you think lower spawn times is a good idea.
Which is also exactly what im talking about as well, did you even bother to read my post? The delayed time is used to balance I don't see what you're trying get at saying the spawn delay on tanks isn't a balance issue? Thats its sole purpose.Graysun wrote:I am strictly talking about the start of game delay not respawn times. Tanks steamrolling is not a time issue right now it is a balance issue. As far as CAS though, having jets wait 20 minutes before being able to fly is too long. 15 is even the max I would say.
And like I have said for 1000x Tanks are much more overpowered than CAS is right now. Fuck today alone it took 2 hellfires from cobra to kill a sitting tank. Meanwhile AA is everywhere but 1 HAT and various tows cant kill a good tank crew alone anymore.waldov wrote:Which is also exactly what im talking about as well, did you even bother to read my post? The delayed time is used to balance I don't see what you're trying get at saying the spawn delay on tanks isn't a balance issue? Thats its sole purpose.
Look at it this way, with the current spawn delay Infantry, support and APC/IFV squads establish the battlefield with FOB's and captured flags.
Without the current delay on Heavy assets, those said heavy assets end up deciding the battlefield with a good tank squad or CAS support rolling back one team before they can barely establish themselves.
Given the vast majority of players are in Infantry, Support and APC/IFV squads, its obviously in everyone's interests for both game-play and fun that the current system remains. CAS and Tank squads having to deal with an extra 5 minute wait is a small price to pay.
https://www.youtube.com/watch?v=7dEdQdhiIiQFFG wrote:It will be something we have to review.
The first shot w/ hellfire looked like a hitreg issue, the second shot you missed and hit the ground, then the third shot finally landed.Graysun wrote:https://www.youtube.com/watch?v=7dEdQdhiIiQ
I just do the map balance with the assets in their current state, I don't decide what assets should be preforming at and how strong they are.Graysun wrote:https://www.youtube.com/watch?v=7dEdQdhiIiQ
Said the exact same thing under his video, he replied to that with "I'm gunna show you with da battelrecorda".BubblyNinja wrote:The first shot w/ hellfire looked like a hitreg issue, the second shot you missed and hit the ground, then the third shot finally landed.working as intended
Dude you are a condescending fuck,Frontliner wrote:Said the exact same thing under his video, he replied to that with "I'm gunna show you with da battelrecorda".
Some things never change.
WOW the hypocrisy. Trust me I think you come off much more as a "know it all". If in your head you really think you come off as someone just giving an explanation you are as delusional as you act.Frontliner wrote:You were asking if someone could explain what happened. I did. That you don't like my explanation or can't comprehend the engine not registering visual hits as such as on you, not me, I'm not going to waste more time than that.
FFG and I get along nicely because we equally much despise know-it-alls such as yourself, go figure.