Page 2 of 2

Posted: 2008-03-12 20:12
by Masaq
Comes back to the best solution is probably one that involves two elements to the bunker and firebase:

The main body - the sandbags and cammo netting for the FB, the sandbag walls and wooden base for the Bunker

A team-level rallypoint - either spawned automatically inside the B/FB after a short period of time, or SL/Commander placed within a very small distance of a B/FB.


Attacking sides would be able to kill the rallypoint with a knife, leaving the main body of the B/FB up until an engineer could get to it to destroy it outright. The ability to request heavy kits would remain linked to the structure itself, as would the ammo store - meaning that if attackers failed to remove a B/FB and the defenders were able to recapture it, they could still utilise this important aspect.

Posted: 2008-03-12 23:19
by AnRK
Yeah I reckon if the defendabilty is increased there wouldn't be a problem, personally though I'd like to see less of the things in game in general and more transport.

I'd much prefer to have 1 bunker per side which can be heavily defended with AA, TOWs and MGs then loads of the things causing this if you ask me.

Posted: 2008-03-12 23:42
by Clypp
I don't like the idea of removing bunkers. However, what could possibly be done to prevent eternal seiges is to limit a bunkers spawn ability. If bunkers can spawn a max of size men, and takes a two minutes to recharge each slot a squad sized group can spawn only once every 12 minutes.

Posted: 2008-03-12 23:45
by AnRK
Yeah that's a reasonable idea, 12 minutes is a little excessive if you ask me but summet along those lines might be good.

Posted: 2008-03-13 19:11
by [T]Terranova7
Sgt.Smeg wrote:The problem is this, I know you all see it but I'll try to make it simple.

Team A - 1 squad builds bunker at flag, 6 people max. Flunker is born.

Team B - 20 or so people attack flunker, killing 6 people,
At the same time Team B have cut off Team A's supply routes and surrounded the flunker.

Team A - Spawns on bunker.

Team B - Need to now kill up to 32 people to re-take flunker.

Team A - "Yay!"

Team B - "WTF?"

'Tis very vanilla ish when that occurs whilst your taking a flag. You find yourself flinching around looking in corners you've checked, waiting for someone to spawn there. It's not quite as extreme as a flunker but similar things can happen.

If Team A could only spawn when there's no enemy within a certain radius of it, that might help..?..
Although I see the problem, this scenario works both ways. Players defending a CP have to deal with an endless wave after wave of oncoming opposition in a short time span thanks to firebases and rally points. If players don't have bunkers to spawn on, defenders are put at a serious disadvantage.

If you ask me, I'd like to see a system where players can only spawn on back flags (CPs not within the current AAS group).

Posted: 2008-03-16 15:46
by Smegburt_funkledink
Terranova wrote:Although I see the problem, this scenario works both ways. Players defending a CP have to deal with an endless wave after wave of oncoming opposition in a short time span thanks to firebases and rally points. If players don't have bunkers to spawn on, defenders are put at a serious disadvantage.

If you ask me, I'd like to see a system where players can only spawn on back flags (CPs not within the current AAS group).
The waves of attacking players would be opposed by defending players spawning at their own rally points, to advance and secure the perimeter.

To keep the CP defended, there would need to be a supply chain as discussed... A couple trucks full of soldiers and a supply crate or two seems quite realistic. If these trucks were destroyed, the supply chain would be broken and the defending team would need to find another way to reinforce or supply the CP.

Defenders would be at a disadvantage in some situations IRLIMO.

Posted: 2008-03-16 16:24
by TheSkudDestroyer
I honestly dont know what the big problem is for most of you.

If you're in a squad, and you encounter a CO asset...

1. Hide. Inform everyone
2. See if anyone has explosives or AT
3. Go to rally or nearest point to get AT or explosives.
4. Blow it up and run.

If you fail, try again, but ask for tank or APC support.

Communication brings down Bunkers more often than zerging.

Posted: 2008-03-16 21:29
by Expendable Grunt
TheSkudDestroyer wrote:I honestly dont know what the big problem is for most of you.

If you're in a squad, and you encounter a CO asset...

1. Hide. Inform everyone
2. See if anyone has explosives or AT
3. Go to rally or nearest point to get AT or explosives.
4. Blow it up and run.

If you fail, try again, but ask for tank or APC support.

Communication brings down Bunkers more often than zerging.
Agreed. This is what I do.

Posted: 2008-03-16 21:37
by Mongolian_dude
I think the removal of Bunkers is one of the most regressive suggestions to date!

...mongol...

Posted: 2008-03-17 17:23
by Death_dx
[R-MOD]Masaq wrote:Comes back to the best solution is probably one that involves two elements to the bunker and firebase:

The main body - the sandbags and cammo netting for the FB, the sandbag walls and wooden base for the Bunker

A team-level rallypoint - either spawned automatically inside the B/FB after a short period of time, or SL/Commander placed within a very small distance of a B/FB.
Hey, that was my idea originally...

But I have a new one now, what about only allowing bunker placement to flags at least 1 flag behind your front lines.
Ex. You have Flags 1,2 and 3. You can place a bunker at 1 or 2 but not at three. That way your front line is not immediately being reinforced with magic spawning troops. I'm thinking if flag 3 goes neutral it should disable spawning on the bunker at flag 2. Seems like it would really reward a well coordinated team, if they take out the flag 1 bunker at the same time as they neutralize flag 3 they'd eliminate any fast enemy reinforcements.