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Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-03 19:55
by PatrickLA_CA
Hunter291 wrote:maybe just don't waste the asset in first 2 mins
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.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-07 11:49
by Fuller
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.

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).

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-07 14:57
by InfantryGamer42
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.

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).
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.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-08 10:30
by CAS_ual_TY
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)

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-10 12:52
by DogACTUAL
I agree with others that a 10min RS will just lead to people using tanks very offensively and with less caution, farming kills and dealing with enemy tanks on the spot when they roll up in the middle of the kill spree, instead of actually concentrating on the enemy tanks themselves.

Also why are you under the impression that the AA system will get 'fixed'? As far as i understood the DEV team is satisfied with the current AA system and isn't planning to change anything about it in the near future.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-11 10:39
by CAS_ual_TY
Well either tanks will have more influence on a game and have a high respawn time or tanks will have less influence on the game with less respawn time.

You could also lower the respawn times of other vehicles which counter tanks or increase their numbers. But the cointers are ATM CAS and Tank itself. And ATMs dont rly have a high impact on them anyways if the tank squad knows whats doing. Lowering rs of CAS also doesnt seem to be the right step, or is it?

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-07-28 12:54
by Biggest_boss
Im curious if it would better to balance around the current tank meta or try to make changes that reduce its effectiveness.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-08-01 12:41
by Wicca
I kinda like the idea of Steel Divison where they have 3 phases.

And in PR, atleast in the deployment phase, you could have similar solutions.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-08-01 20:24
by Murphy
I think people forget that being effective at deploying your vehicle from the start of the round is VERY difficult to pull off and should be REWARDED accordingly. I know this is not a popular opinion, and I also know trans pilots HATE good asset whores at the start of the round. Unfortunately this isn't something that JUST popped up, it's been part of the game from the onset. The playerbase has done a fairly good job at defining the limit of flag rushing at the start of rounds (much to my dismay, I mean it's not an exploit or cheat so let us play the game), so do we really need to police the strategy even more?

If I managed to get my BTR out of main and into the battle space fast enough to beat a freaking Huey I should be rewarded, you are essentially giving infantry free reign on the map when they already define victory the vast majority of time. Sure Manibou and I managed to get our tank on the G5 hill in Kashan before your Cows get over the NORTHER bunkers. How about you respect the possibilities of enemy presence and have the trans pilots use their intuition a little bit instead of shoehorning more assets into a roll of less importance?

The game has many many tools for engaging Armour, especially the lighter vehicles. It's as if the community is constantly catering to the quality of life of infantry at the cost of assets, likely because there are more infantry players at any given moment but it's still something I feel needs to be considered with a little more tact. The state of "flag rushing" is nowhere near what it used to be and frankly speaking this move of having Armour on a longer delay should also affect infantry transportation equally. With everyone considering ALL THREE SIDES of the balancing equation (inf - ground assets - air assets) it should become clear that infantry deployment does not require any more advantages this is a strategy/tactic issue not an issue to be addressed by timers.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-08-01 21:09
by DogACTUAL
Watch out, you may found yourself on the wrong side of (PR) history.

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-08-01 22:17
by WeeGeez
AlonTavor wrote:It used to be 15, it was increased to 20 and it should stay there.


IF it ain't broke don't fix it

Re: Reduce tank/cas delay to 10 minutes?

Posted: 2018-08-02 13:39
by InfantryGamer42
Wicca wrote:I kinda like the idea of Steel Divison where they have 3 phases.

And in PR, atleast in the deployment phase, you could have similar solutions.
Same. It would be specially good for large layouts to make them diffrent from std and alt.