Drowning
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=HCM= Shwedor
- Posts: 432
- Joined: 2009-09-04 22:17
Re: Drowning
Preventing single man attacks and poorly led attacks is understandable, but this timer also serves to stop well led attacks by teams. Using my previous example of swimming to the island cache on Basrah due to incompetent helicopter pilots and blown bridges, it is still possible to lead a well thought teamwork based offensive on the island caches. You can have your APC's on the east edge across the river and mortar squads providing fire support. If you wish to punish people for swimming on maps like Muttrah and Barracuda that is somewhat more understandable because you aren't limited to a single mode of getting to an objective (Helicopters and APC's). Such a timer would require LOTS of game testing, asset balancing, and map editing. Some maps like Karbala have short rivers with high banks which make them especially hard to escape, not to mention the water that likes to suck players back into the river when they try and jump out. And how would insurgents be balanced in regards to swimming? They aren't burdened by the extremely large packs that BLUFOR factions carry. Truthfully, I would be in favor of only implementing this "drowning" feature on AAS maps and leave insurgency maps alone.
shwedor
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IINoddyII
- Retired PR Developer
- Posts: 2268
- Joined: 2008-02-06 03:12
Re: Drowning
Thread locked.
Obviously people have run out of on topic things to say on the subject....
Obviously people have run out of on topic things to say on the subject....
