Raic wrote:Spook, I like PR as it demands proper discipline from its player. Like I said the rallypoints in 1.0 are not perfect, but again better than whatever useless **** they were in .98. And if you wish to make some points here don't start making personal stories on what I do and play as I don't play with you and you have no fucking idea on how much and how I have played PR. Neither do you know what I want from PR, but right now I would like you to go fuck yourself. I've played PR for my fair share and mostly in very organized manner from very early, so I am well aware what PR is. If you want a simulation why don't you play Arma? See, that's how fucking retarded it is to tell people need to play other games. Pathetic.
The thing is he wants to play PR. Not Arma. You on the other hand want to play something that is action driven. That is not PR. At least not since a longer period of time. You stopped playing halfway through, when, correct me if I'm wrong here, the game started deviating from a action modification to a simulation. And even more, you stopped
because of it. You say it quite clearly down below
And lastly, I love how walking and doing nothing is to you somehow a core part of this game, just great.
You cannot even understand that this has a strategic foundation somehow, so I'll just list up what you can do if you want to move your squad from A to B:
Transport via chopper:
-fastest, but most audible and visible, however, it offers a good amount of cargo (depending on model), cannot defend itself
Transport via APC:
-fast, less audible and visible than a chopper, but still not stealthy. Great at assisting the infantry it transports as it can deal with many threats in theory(depending on gunner/driver ability; reconnaissance) when prepared, but still deceptively strong of a supporter as even the lighter AT assets can put it out of commission
Tranport via trucks:
-reasonably fast, but vulnerable, but since it may be grabbed without asking, in contrast to the APC, it does not restrict an armoured asset from fighting
Running:
-Slow, but when done right, your movement will stay undetected for the most part
This, mate, is strategy, tactic, thinking ahead and proper/combined asset use just to get somebody from A to B. Ofc dropping a Rally Point offers so much more to the game. Not.
I am a tactical person, I just ain't in need of 20 minutes to figure out where we go next, which won't happen the way we want to anyways cause people want to kill us. You got 30 seconds to decide what you do next, that's tactical thinking and ability.
You play Fast Chess and I play Chess, but let it be known, Fast Chess is the lesser strategic/tactical of the two. And no, that's reaction ability, not strategic thinking, you got the two confused.
I have to ask you to actually build on these a little bit, as right now they are just words. Teamplay is hardly useless as flanking and organized movement is even more important now that there is actual frontline existing. You require to have different squads doing different things to be successful. Rallypoints in essence an additional objective to take care of, you can't have all just concentrate on killing the enemy, some of them has to attack their flank and attempt to cut off the supply. You know apply tactics and respond to enemy movement, what you said didn't need to be done anymore. Its pretty annoying to move your sad 8 man group towards the enemy without anysort of support on your flanks.
The frontline is so rapidly changing that there is no room for strategy whatsoever. You cannot disrupt the enemy reinforcement lines because all they need is 3 guys and 8 guys can continously spawn from there. And again, it's a couple bags on a 16km? map, how are you supposed to EVER make sure you found all of them? Not to mention that they may be dropped again after a mere minute. How can you say you should devote a couple squads to finding and taking them down, are you mental? It's hard enough finding one of these, it's insanely hard finding multiple, and it's flat out impossible to find all of them within a minute of their placement while a) you have objectives to defend or take and b) there are enemies within a few dozen meters of those.
Getting killed now is still pretty big deal, its just not so devastating for individual squads as you don't have to walk all the way back from base while enemy can freely move third of the map forward, because that what always happened if there was a single squad with half a brain. It always made me laugh how people cried over OD-S, when all they did was play aggressive, never saw them as superskilled players, they just didn't sit on their *** after combat. There are seriously server rules cause they played the game in the way its most effective, rush forward and just cripple the enemy. That obviously doesn't work now.
Getting killed never had as little of an impact as now, as, AND YOU SAY IT IN YOUR OWN WORDS RIGHT HERE, you can "just" spawn back without having to walk. I don't see how your death has any detrimental effects or consequences to the flow of battle when you are like "Ok, I got killed, brb, see you in 30 secs.".
And brakes in combat so you can wonder how to go about your day isn't "tactics", that's just sitting on your *** doing nothing productive. Tactics is looking at the little things, responding to enemy and positioning. I didn't have a single game where it was just one constant 60 minute battle. Why? Because if everyone keeps running into battle in some random location you are just bad players, nothing more. You don't do that if you are smart. There is 45 players on one side, have couple squads dash it in the flank and overrun the rallies. It has always been like that over firebases, what the has changed? Nothing. You still have to make decision on where you make your next approach.
"Overrun the rallies". Ok, I'm getting tired of trying to pick your faulty logic apart when it's holey like Swiss Cheese, allow me to just LOL at you for thinking that there's any chance in this Universe that you'll overrun the 1.0 rallies of an entire team.
Missing logistics is pretty sad argument, looking that only thing actually affected is transportation, which doesn't really make any sense anyway as I would not jump in anysort of moving target on such a hostile area. But that's besides the point, yes transportation has lost its usefulness to some degree, I agree. Even then, only thing that changed is that whoever pilots transport helicopters shouldn't just sit on his *** at base waiting for people to die, instead be pre-emptive and stay within safe distance and be ready for pickup the instant its needed. Fast movement is still pretty sweet, can you imagine that.
Every fucking chopper pilot in reality would stay in base/well guarded position if he's not needed, why put your life and the asset in danger? Pre-emptive movement anticipation? Against the 1.0 rallies? Dafuq bro, dafuq?
Value of life hasn't changed at all. It has never been but a ticket, if you are giving up as soon as possible, I would argue you are the one in need of constant action, I have no issues sucking dirt for couple minutes, as that can safe the match for my team. Just requires bad *** medics to do their job under fire, but guess under fire reviving is not something many do, for whatever reason. I do it and its amazingly fun too.
I already explained how this is bs above when talking about the consequences of dying, no need to rephrase.
And firefight were boring as hell in .98. Every defensive position was in the same place, because its the only building in the flag are which is impossible to assault. If you happen to be successful you just sit on your *** instead of the what ever squad you just killed. And thats, great? And what does this have to do with anything?
I thought you never played 0.98, so can you please withhold your judgement regarding something you never played, yeah?
What? Whoever said anything even slightly like this. So booooooring, honk honk. You seriously are not aware that the maps are 4km across in PR? You are not required to go directly on to the flag every time you die. You honestly are only making a point here that unless the game directly holds your hand and forces you to walk a mile, you won't do anything of the sort. Flanking takes time, you actually have to walk long way around if you really want to hit enemy flank. But instead, you proceed to the nearest sound of rifle fire? And while how its just bit fragfest on one location? I can't take you seriously here. The more I read anything you post, any reasoning, the more I see that players are the problem, not the rallypoints.
As for immersion and gameplay intensity, we must have played completely different games.
Ok, Spook has been the commander of the QRF for quite some time, so I would assume that he's quite aware of how to flank buddy
