Page 2 of 3

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 19:37
by Rudd
RHYS4190 wrote:I think the dev's should focous on fixing 0.9 before they attempt any thing else.

Plus having more static defences is pretty pointless. %99 they are just abandoned, iv never seen a 50cal dug out used for very long. So what the point.
they are only abandoned if they are no longer useful, which is fine, there's no rule in war saying "if you dig a foxhole, you better bloody use it" afaik.

I quite like the idea personally, but I've always liked the idea of having to build things next to vehicles to repair them, much more fun than using log trucks, and takes longer

the PROBLEM is that a buildable repair also encourages camping vehicles, they sit next to it and get repaired while in combat, giving them an edge against a wide range of targets. Not really realistic unless the repair point only repairs for X number of repair points and cannot be deployed again for 3-5mins.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 19:47
by killonsight95
rudd i see the problem but could it be solved by saying it won't repair damage done to the vech in the last 3 mins or it ariving to the repair area/hut/tent/post/temple/whatever else it could be

EDIT: wait temple?????

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 19:53
by 00SoldierofFortune00
Elektro wrote:Have you ever played CNC mode?
Not many servers even play that mode, so it really shouldn't be a factor.


As for the suggestion, its just going even more overboard. Not many FOBs are even defended right now. They are basically just taking the place of RPs and being personal spawns for people and if you need 3 or 4 crates to place a TOW or AA, than your FOBs are pretty much screwed.
[R-CON]Rudd wrote:they are only abandoned if they are no longer useful, which is fine, there's no rule in war saying "if you dig a foxhole, you better bloody use it" afaik.
LOL, how many times do you actually see someone stay in an MG at a FOB? 2 minutes max? Unless the FOB is in a known location and you are expecting enemies, almost no one defends them.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 20:15
by rushn
[R-CON]Rudd wrote:they are only abandoned if they are no longer useful, which is fine, there's no rule in war saying "if you dig a foxhole, you better bloody use it" afaik.

I quite like the idea personally, but I've always liked the idea of having to build things next to vehicles to repair them, much more fun than using log trucks, and takes longer

the PROBLEM is that a buildable repair also encourages camping vehicles, they sit next to it and get repaired while in combat, giving them an edge against a wide range of targets. Not really realistic unless the repair point only repairs for X number of repair points and cannot be deployed again for 3-5mins.
I think the best solution in my opponion would be is to make vehicles locked up when they are repairing which is basicly true in real life

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 20:56
by akatabrask
00SoldierofFortune00 wrote: As for the suggestion, its just going even more overboard. Not many FOBs are even defended right now. They are basically just taking the place of RPs and being personal spawns for people and if you need 3 or 4 crates to place a TOW or AA, than your FOBs are pretty much screwed.

LOL, how many times do you actually see someone stay in an MG at a FOB? 2 minutes max? Unless the FOB is in a known location and you are expecting enemies, almost no one defends them.
Well, if they aren't under attack why should you defend them. Let there be different types of firebases - some further back to spawn on light defences such as MGs and barbed wire incase the enemy advance that far; some as fortified defences with lots of heavy equipment at the front line; and some offencive ones, also with heavier equipment to lay down fire at the enemy from strategig points.

And you weren't at all screwed before .9 when you needed two crates for all firebases and still didn't have the TOWs.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 21:19
by Elektro
00SoldierofFortune00 wrote:Not many servers even play that mode, so it really shouldn't be a factor.
Why shouldnt it be a factor if the gamemode exists? Not everyone might play it, but if you can add something to it that might increase the experience I dont understand why we should just ignore such an awesome gamemode?

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 21:54
by Pariel
[quote=""'[R-CON"]Rudd;1273942']the PROBLEM is that a buildable repair also encourages camping vehicles, they sit next to it and get repaired while in combat, giving them an edge against a wide range of targets. Not really realistic unless the repair point only repairs for X number of repair points and cannot be deployed again for 3-5mins.[/quote]

Perhaps have it only repair vehicles that haven't fired in the past 60 seconds or something? That's the best thing I can think of, no clue if it's actually implementable.

[quote="00SoldierofFortune00""]Not many servers even play that mode, so it really shouldn't be a factor. [/quote]

If the mode exists, it's a factor.
As for the suggestion, its just going even more overboard. Not many FOBs are even defended right now. They are basically just taking the place of RPs and being personal spawns for people and if you need 3 or 4 crates to place a TOW or AA, than your FOBs are pretty much screwed.
I disagree -- the best example is Muttrah. I've played quite a few times where myself or other Huey pilots spam crates around Docks and North City to enable 3-4 firebases, and having enough crates is not a problem for any team that is actually playing together.
LOL, how many times do you actually see someone stay in an MG at a FOB? 2 minutes max? Unless the FOB is in a known location and you are expecting enemies, almost no one defends them.
That's the point of defenses. You can leave them there, and if the enemy starts pushing your FOB, they give you the extra firepower or cover to prevent the enemy from destroying the FOB. They're not there to encourage camping, that's for sure.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-21 10:41
by Arnoldio
DevilDog812 wrote:i think that any soldier with a shovel should be able to dig their own crude foxholes without any crates anytime he wants
Nice one, all soldiers should be able to dig one foxhole IMO, but josta small one to fit 1 or 2 in, and not so advanced as the FB ones, but just a hole with dirt wall.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-21 10:58
by HAAN4
Draakon wrote:Agreed, let the commander do the most building.
Flak cannons are the best AA in game, so long the have a good gunner, since NOTHIG CAN STOP OUR BULLETS!.

misseles can be lured by flares, and to my AA must work toguether to flak cannons, and misseles to be more efective.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-21 11:00
by AgentMongoose
I like the idea except the watch tower having a spawn point.

As for the mg haters once you play in the tourny you
learn to respect those damn things.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-21 11:02
by HAAN4
[R-CON]Rudd wrote:they are only abandoned if they are no longer useful, which is fine, there's no rule in war saying "if you dig a foxhole, you better bloody use it" afaik.

I quite like the idea personally, but I've always liked the idea of having to build things next to vehicles to repair them, much more fun than using log trucks, and takes longer

the PROBLEM is that a buildable repair also encourages camping vehicles, they sit next to it and get repaired while in combat, giving them an edge against a wide range of targets. Not really realistic unless the repair point only repairs for X number of repair points and cannot be deployed again for 3-5mins.
Vehicles camping are a waste homie!, since a well build fire base alerdy have all it needs, and vehicles need for eficient atack operations.

and, a well placed Heavy AT can kick the *** of those lazy crewmans.

hoever is good to make some prevention, i suport 100%¨this ideia. or anything that will work better

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-21 15:39
by mati140
AgentMongoose wrote:I like the idea except the watch tower having a spawn point.

As for the mg haters once you play in the tourny you
learn to respect those damn things.

Watch towers are good idea but without spawnpoints.

Also field hospital asset is good idea. But to make it maximaly realistic medics should only be able to stop bleeding, and than player must go to field hospital to be healed. Just imagine.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 00:17
by rushn
I think maybe hospital should just have a quick acess to medical supplies like patches and epipens
same with ammo tents?

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 08:57
by Doc_Frank
Reflecting on the other part of the topic, I think the engineer's role should be increased. If a SL has the kit, it would be practical if it was functioning as an officer kit. Makes logistic squads more effective.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 10:39
by Sniperdog
Good idea I like this.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 20:39
by rushn
I was thinking maybe a Radar that detects vehicles that come close which prepares the AA and AT guys since people usssually mount on them too late

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 20:43
by Jafar Ironclad
Don't need a radar when you have your ears (and good team recon). Furthermore, if I recall correctly, you can't make BF2's scan spotting system detect some threats in scanning range and not others (the system can't be made to show only vehicles and exclude infantry).

Furthermore, radar systems are strategic assets IRL and are deployed as such (AWACS, ground warning radars, etc.); how does one justify building them in the field when a radar system would probably be made a map objective?

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 22:19
by rushn
well it can detect everything then from friendlies to enemies or maybe just have a radar station that a team can cap to get an extra advantage? but make it farther away from main objectives
Image

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 22:42
by Drav
I'm going to go out on a limb here and risk this kind of humiliating horror:
'[R-DEV wrote:Jaymz']Rhino, thats WRONG



Anyway, here we go....

A Radar deployable....No.

Thats not going to happen.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-22 22:59
by PuffNStuff
Well as for the deployable repair station, just have it go through supplies faster. Say, one supply crate would only allow X armor points to be repaired. Have it be stackable so that it can take supplies from multiple crates. Its not like the only thing you need to repair something is a torch. NO. You need spare parts and replacements.

Say a tank parks next to the deployable repair station but only 2 crates are there, it would only heal that one to full health, but blow up after they are done. Needing another supply drop to continue repair operations. After a while of no supplies around, it (the deploable repair station [drs?]) blows up.

Getting more supplies? Find more ways to go through them instead of having them sit there.