PatrickLA_CA wrote:I don't know what game you are playing but most maps in PR are decided by whichever team's asset squad rushes a certain position in the beginning of the round, most importantly taking down logi and transport trucks, leaving one team with FOBs and the other without supplies and transport.
I think the most important part is just shooting down the choppers. But depending on map you are right. Which is why I am calling for a minimum spawn delay of atleast 1min on all APCs and above.
Fuller wrote:The first 5 minutes are very important especially on maps with strongpoints in the middle or special layouts.
++Kahsan ++
--> Rush north bunkers (MEC) 2xBTR 60 +AA Kit+ HAT kit --> GG if the enemy team is only 30 seconds too late which can easliy happen due to e.g. blueberrys in trans choppers...
++Khami++
--> Rush Al Khidir (USMC) from chem weapons and establish 2x FOBs with the blackhawks close to the city --> pretty much GG because 99% of the time no one is defending Al Khidir with enough people and it is really hard to push USMC out of the citiy.
In general you are right, tho I think there are heavier examples of this. Take Burning Sands as an example when it was 2 IFVS + 1 Tank vs 2 Tanks. BMPs would always rush the city trying to shoot down the choppers and succeed more often than someone might have expected. Same with Tanks at some point. The Meta completely shifted from trying to outflank the enemy armor to trying to outrush the enemy team.
Fuller wrote:I'd like to see more light vehicles/cas in game.
E.g. Kashan: USMC could start with
2x Logi, 2x trans truck,2x Blackhawk, 4x HMMWV (.50) (no respawn), Kiowa .50 CAS (no respawn).
I agree on the light vehicles in some point. They could also be used to initially shoot down choppers and destroy deployments but not nearly as heavy as APCs. I heavily disagree on the Kiowa tho. I mean, we are talking about assets being able to destroy deployments yet you want to give one team a very fast attack heli right away.
Any kind of CAS in the beginning will definitely be used to destroy enemy deployment. Or what else is there to attack in the beginning?
InfantryGamer42 wrote:Like you said, there is problem whit players, not whit vehicles on specific layers. Still, I like idea about light vehicles/CAS specially for large layers.
More CAS is not necessarily a good option. Yes it would negate the tanks a bit, but also make it a pain for Infantry and lighter vehicles, as well as logistic squads. And a good tank squad with an AAV can get atleast a trade kill on CAS when engaged,
given the current AA "state".
So, unless you want to put up 4 jets vs 4 jets on kashan, you need to come up with a different solution. And IMO until AAs are fixed (and even that might not fix the problem), the only proper solution is keeping the initial spawn delay on tanks but lowering their respawn times to something like 10 minutes. This way you dont get 20 minutes of free rain on the enemy team after taking down enemy tanks. Your free roam time gets more than halved, considering that you might want to repair/rearm right away and/or do it again before enemy tanks respawn.
The main problem could become the smaller vehicles, like APCs and IFVs, sinc their respawn time would have to be lowered and adapted. But since tanks respawn more frequently they are also affected by that and have more threats to deal with. And if it is really that bad for inf resulting in this, then try giving them more LATs or a 2nd hat kit.
TL;DR:
Decrease the respawn time of tanks so like 10 minutes, keep the initial spawn delay, adapt other ground vehicles respawn timers, and by that you:
- critically nerf tanks (by nerfing the free roam time after winning the engagement
- keep APCs and IFVs as they are (lower respawn times, but also more threats to die)
- potentially nerf CAS since they wont have as much of an impact anymore (their main impact was killing armor)