Re: [Official] Rally Point Feedback
Posted: 2013-07-10 17:38
Seriously why are there so many snide remarks toward people that actually like a little action in their PR? The reason I and others I know stopped playing is because the tempo of the game got far too slow and you couldn't shoot anyone in an assault, personally I love all the lead up to the combat figuring out how to approach an objective, FOB enemy squad/tank/whatever, but there's a point where it got a little much for me.
There certainly isn't alot of games that cater to something along the lines of newer version of PR, just with for fucks sake a little more engagement please, I don't see why people are been told that you're an idiot for wanting more action or that you should go play COD/BF3 or whatever, it's totally needless and people can easily just say "join the army" or "play arma" to you as it's the same ridiculous strawmanning bullshit just put to the other extreme. You really couldn't seriously say even PR .5, the first release with rallies, is anything like those piece of shit games at all, they're played at such a higher pace, and even in those days of PR you could happily end up on a good 10 minute walk to flank a point.
To get on point, in those early days of PR breaking some major ground (although apparently misguided for a few years after only seeing the errors of their judgement later on...), you would go on the same flanks, doing the same build up play as you would be now, only difference been constant skirmishing in between and you'd be constantly dragging your rally up an extra 10 feet to the perfect spawn point. In those days rallies made a really fun game and I bet my arse I'd enjoy a round of .5 or .6 still now, the maps and game dynamics really suited rally points. But even with that I distinctly remember some seriously fucking long games of PR in the PRTA around the .5-.6 time, scouting snipers crawling round the map spotting hardly shooting a round, squads sitting in a ditch not seeing an enemy for 10 minutes while defending a point, the grind of transport squads doing exactly the same snail paced yet strangely rewarding logistics work they do now. PR wasn't totally indistinguishable from what it is now despite how different it is and how much the tempo has changed, and it definitely wasn't an all out action game - plenty of gradual slug outs over strategic points and plenty of walking.
Rallies as they were when I played the beta certainly weren't great though, I appreciated getting into a few more firefights but everything was far too much of a stalemate, that was what really killed the fun of the game for me more then anything. The stalemates between banks of infantry spawning on rallies killed the need for transport on logi, not simply because people were having more firefights, if you could actually move up then you'd actually need transport to get to the next point quickly, safely and setup up FOBs to fall back to if your rally was overrun. Since it rarely happened transport was pretty pointless, and don't get me wrong rallies not getting overrun easily did take from the fun and strategy of getting to the action via transport when you really should have been. I still reckon rallies could make the game a little more fun for people that like a few more firefights or don't have 3 hours to see a round out every time they play, perhaps it could be a server-side thing and I think there's been some decent suggestions to alter rallies to make them different. Either way the deviation changes will make the game about 1000% more playable then the last version for me when it's finalised so I'm looking forward to getting back into some PR based on that.
There certainly isn't alot of games that cater to something along the lines of newer version of PR, just with for fucks sake a little more engagement please, I don't see why people are been told that you're an idiot for wanting more action or that you should go play COD/BF3 or whatever, it's totally needless and people can easily just say "join the army" or "play arma" to you as it's the same ridiculous strawmanning bullshit just put to the other extreme. You really couldn't seriously say even PR .5, the first release with rallies, is anything like those piece of shit games at all, they're played at such a higher pace, and even in those days of PR you could happily end up on a good 10 minute walk to flank a point.
To get on point, in those early days of PR breaking some major ground (although apparently misguided for a few years after only seeing the errors of their judgement later on...), you would go on the same flanks, doing the same build up play as you would be now, only difference been constant skirmishing in between and you'd be constantly dragging your rally up an extra 10 feet to the perfect spawn point. In those days rallies made a really fun game and I bet my arse I'd enjoy a round of .5 or .6 still now, the maps and game dynamics really suited rally points. But even with that I distinctly remember some seriously fucking long games of PR in the PRTA around the .5-.6 time, scouting snipers crawling round the map spotting hardly shooting a round, squads sitting in a ditch not seeing an enemy for 10 minutes while defending a point, the grind of transport squads doing exactly the same snail paced yet strangely rewarding logistics work they do now. PR wasn't totally indistinguishable from what it is now despite how different it is and how much the tempo has changed, and it definitely wasn't an all out action game - plenty of gradual slug outs over strategic points and plenty of walking.
Rallies as they were when I played the beta certainly weren't great though, I appreciated getting into a few more firefights but everything was far too much of a stalemate, that was what really killed the fun of the game for me more then anything. The stalemates between banks of infantry spawning on rallies killed the need for transport on logi, not simply because people were having more firefights, if you could actually move up then you'd actually need transport to get to the next point quickly, safely and setup up FOBs to fall back to if your rally was overrun. Since it rarely happened transport was pretty pointless, and don't get me wrong rallies not getting overrun easily did take from the fun and strategy of getting to the action via transport when you really should have been. I still reckon rallies could make the game a little more fun for people that like a few more firefights or don't have 3 hours to see a round out every time they play, perhaps it could be a server-side thing and I think there's been some decent suggestions to alter rallies to make them different. Either way the deviation changes will make the game about 1000% more playable then the last version for me when it's finalised so I'm looking forward to getting back into some PR based on that.