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Posted: 2008-04-23 01:18
by CodeRedFox
Alex6714 wrote:I already dislike infantry
HA kinda the wrong game to be playing then...
Personaly I would liek to see more grunt maps and less tankers
Posted: 2008-04-23 01:18
by 101 bassdrive
so, how often do you guys "die" averagly? a good round for me is under 10 times, which still is often.
I mostly agree with CAS 117 that removing RPs and adding transport would do wonders to cautiosness on large maps, altough itd have one huge negative aspect: with removingen RPs totally youd remove a remarkable core competence.
my idea would be, sorta built upon it, that as INF you and your squad start off with backpacks which make you sprint slower and shorter and cause you to have a low aimspeed almost as much as the zoomed automatic rifleman.
once you set up a RP you lay off that bag which, well, is part of the RP. then youre agile as we know it and ready to engage. if you want to reset the RP, 2 SM have to meet up with the SL at it to make it disappear and the squad is on the move again. ambushing and get cought on the hop might get a new meaning.
back to the question again. maybe 10 times? more is to much isnt it?
lets say you can die and respawn at the RP at the same pace as now, but above 10 deaths its restricted. you wouldnt want to mess with those lives just to get back on that guy who just got you, wouldnt you?
if youd do anyway ( died more than 10 times) you become a freshman asigned to the squad youre playing in, who has to hitch a ride from the main to meet up with his folks. wouldnt be a to big of an off putter since there hopefully would be a transport squad gladly to pick you up. that might give reconaissance points a new meaning.
keep in mind, you wouldnt be allowed to get crewman nor pilot kit as freshman, youd be excluded from getting either kit already after 5 deaths. nice sideeffect would be, that vehicle respawns wouldnt necessarily have to be as long, you die once and youre transporthelo or jet is almost back already. a newbe took it and crashed it? no problem let him have his try.
you know, that 10 or whatever death limit would be a boundery value. I believe we need those thresholds, after all we have the suppression effect ingame which also is one. a longer respawntimer doesnt stop me from doing stuff, but losing possibilities does.
Posted: 2008-04-23 01:30
by CAS_117
coderedfox wrote:HA kinda the wrong game to be playing then...
Personaly I would liek to see more grunt maps and less tankers
How do vehicles stop you from playing infantry?
Posted: 2008-04-23 04:50
by PFunk
[R-CON]CAS_117 wrote:How do vehicles stop you from playing infantry?
Oh come on. On Kashan its even been said by devs that infantry is a secondary component to the asset battles. So basically its like being a Supply Truck driver.
And frankly, on a map with tons of assets, as an infantryman you'd die just because you were there and an A-10 came by. Wait 5 or 10 minutes cause he has so much ordnance that he can pass over enough times to destroy us all?
I know we like realism but the realism of being the victim of directed CAS is just not something that appeals to people, and its obvious why.
Posted: 2008-04-23 04:53
by CAS_117
I know we like realism but the realism of being the victim of directed CAS is just not something that appeals to people, and its obvious why.
Air superiority - Wikipedia, the free encyclopedia
Posted: 2008-04-23 06:19
by Scot
i dont mind, and if used in conjunction with a decent armour/air squad, infantry can be devastating
Posted: 2008-04-23 12:28
by kilroy0097
Set all points to zero.
Set everything you do to zero.
Eliminate points and stats for everything.
The TAB button becomes useless other than to see who is on a team.
When everyone has zero then no one has the highest points. Stats become irrelevant. Kills and Deaths become irrelevant. You start playing the game for the game itself. The only accomplishment you will then feel is personal accomplishment. No more and no less.
Posted: 2008-04-23 16:07
by Alex6714
[R-CON]coderedfox wrote:HA kinda the wrong game to be playing then...
Personaly I would liek to see more grunt maps and less tankers
I love PR for its multi-role warfare, one of the reasons the DEVs used the BF2 engine I think.
Otherwise, why not something like COD, source, halflife engines...?
Posted: 2008-04-23 16:16
by Rudd
PFunk wrote:
And frankly, on a map with tons of assets, as an infantryman you'd die just because you were there and an A-10 came by. Wait 5 or 10 minutes cause he has so much ordnance that he can pass over enough times to destroy us all?
Join my squad when you next see me, I'll keep you alive
Get in those bunkers, If enemy have air superiority, Stay in the bunkers.
The key is to get ur infantry into those bunkers right at the start.
keyword...BUNKERS
Posted: 2008-04-23 18:02
by 101 bassdrive
kilroy0097 wrote:Set all points to zero.
Set everything you do to zero.
Eliminate points and stats for everything.
The TAB button becomes useless other than to see who is on a team.
When everyone has zero then no one has the highest points. Stats become irrelevant. Kills and Deaths become irrelevant. You start playing the game for the game itself. The only accomplishment you will then feel is personal accomplishment. No more and no less.
do you seriously claim you watch sports on TV and dont care which team made points and which player achieved them?
this game is based on kills and destructing.
if you dont kill/destroy you dont help the team.
if you dont kill/destroy and die alot you hamper the team.
1 ticket los is for 1 death. ticketbleed means enough flags are capped to set off a separeted ticketlos at a certain speed.
I want to be able to see who helps and who not, be it to know who Id like to squad up with or who I assign to do what as a commander.
so deal with it bottom end scoreboarder
Posted: 2008-04-23 18:19
by ~XHW~Flamestorm
Dr2B Rudd wrote:Join my squad when you next see me, I'll keep you alive
Get in those bunkers, If enemy have air superiority, Stay in the bunkers.
The key is to get ur infantry into those bunkers right at the start.
keyword...BUNKERS
it is true he keep you alive in every situation a medic like in a fairytale.
Posted: 2008-04-23 19:20
by Smegburt_funkledink
This idea of longer spawn times is dudd.
Remember your first game in PR?
O.k you died 25 times and were
sure you killed someone...
Although your first battle wasn't as pleasing as you'd hoped, you were still eager to learn and become a better "soldier". If there were
longer spawn times, you'd have seen even less action during your first few matches and would take much longer to get to grips with the game. It doesn't matter how much you value your life or that you're a general in vBF2, you will die a lot in your first few PR matches - and with the proposed increased spawn - get punished for it.
If you're newbie enough, you can already get your spawn above 90 seconds, isn't that enough?
So all the vets running around that have killed half the other team of newbs 5+ times, now have less fun because their enemy is watching a black screen for minutes on end.
If we don't want new players to learn and we want the game to be easier for experienced players then, yeah, increase spawn times for people that die more.
Experienced players value their "lives" already, new players will learn to in order to have a good gaming experience.
I like the OP's idea tho, if your kills & deaths showed but you get a total score reset after each death, that'd be kool. Although 1337pilot and TankMasterFlash would probably be the only ones with points at the end.

Posted: 2008-04-23 19:51
by xgayox
If anything, a longer spawn time would make a player adapt FASTER. You'd be sitting there for five minutes thinking about what you did wrong, and how to avoid that next time. if someone kept rushing to their death time after time, then i dont know what to say to that person. If that person is looking for fast paced action all the time, then they would have left the game eventually anyway.
I remember as a sniper on jabal, i shot one soldier out of a squad sitting atop a berm. The rest of his squad saw him go down, and instead of hitting the deck for cover, they all proceeded to pull out their binoculars to spot me. None of them cared because they had a rally point 5 meters behind them and they knew they would be back in 30 seconds.
A short spawn time just gives people more leeway to **** around because they know there is not much punishment for dying.
SoldierOfFortune, there is only so much ground you can cover in a time span of 20-40 seconds. Depending on where the enemy firebase/rally point is, they will be back tracking you down in no time...
Posted: 2008-04-24 06:23
by snow
00SoldierofFortune00 wrote:That's why you don't stay in one spot for too long. I hate when my squadmembers just sit in one spot and wait til it is absolutely clear to move. No, you fire, kill, fire, and than move to stay alive in this game which seems pretty realistic to me. Attacking involves much more skill than defending. Upping the spawn times will just hurt the offense on the map which is usually the US, because defenders will just sit there and camp and get rewarded for doing nothing but sitting around.
I agree with this man. Personally, I think drastically extending spawn times could have really negative unforeseen ramifications on teamwork overall.
Posted: 2008-04-24 07:05
by mammikoura
101 bassdrive wrote:do you seriously claim you watch sports on TV and dont care which team made points and which player achieved them?
you are thinking from the commanders point of view? A maximum of 2 players can be a commander in a server. So it might be a bit better to think from the most common point of view. Sure you can think about the commander too but like I said, they are a really small minority in the battlefield.
So to put your quote into something that would be directed towards a player who is not commander:
"Do you seriously claim that you play sports with your friends and don't care which team made points and which player archieved them?"
and to that, my answer is yes.
Posted: 2008-04-24 07:08
by PFunk
xgayox wrote:If anything, a longer spawn time would make a player adapt FASTER.
Adapt faster to what? I just walked 10 steps from my spawn and I died.
"Note to self: download BF2 hack to make myself omnipotent"
In real life experience comes from training for hours and hours and then going into combat and remembering what you learned to get that edge so that you can survive long enough to get that real combat experience that makes you a vet.
In PR, as in other fake reality games, you learn from your fake deaths. Got sniped? Don't stick your head over the ridge too often. Keep missing? Thats right you can't fire full auto.
Remembering what you did wrong as a noob isn't teaching you a lot if you aren't seeing a lot. I learned a lot from watching players, reading, and from watching vids on youtube. Also being in a good squad helped. Being dead didn't help me half as much as spawning next to a bunch of people and us running out to meet charlie.
The more time between spawns the less continuity in the round. The sharp senses you had when you were getting suppressed get dulled from the monotony of black screen syndrome.
Posted: 2008-04-24 07:25
by xgayox
PFunk wrote:Adapt faster to what? I just walked 10 steps from my spawn and I died.
"Note to self: download BF2 hack to make myself omnipotent"
In real life experience comes from training for hours and hours and then going into combat and remembering what you learned to get that edge so that you can survive long enough to get that real combat experience that makes you a vet.
In PR, as in other fake reality games, you learn from your fake deaths. Got sniped? Don't stick your head over the ridge too often. Keep missing? Thats right you can't fire full auto.
Remembering what you did wrong as a noob isn't teaching you a lot if you aren't seeing a lot. I learned a lot from watching players, reading, and from watching vids on youtube. Also being in a good squad helped. Being dead didn't help me half as much as spawning next to a bunch of people and us running out to meet charlie.
The more time between spawns the less continuity in the round. The sharp senses you had when you were getting suppressed get dulled from the monotony of black screen syndrome.
What do you mean "adapt to what?" Adapt to the fact that you shouldnt be tard rushing everywhere over the map, standing in the open with your binocs out when you know there is an enemy sniper looking at you. People arent learning from their deaths, as is evident in this thread, and evident from playing the game everyday. Players mindlessly attack with no tactics whatsoever, because they know the spawn time is short and they have an RP/firebase nearby.
Yes i agree there are some flukes, but i rarely get alot of illegitimate deaths. If you are really dying that much due to unseen causes, then that is a problem regardless of the spawn time.
Punishment for death = players being more cautious/playing smarter = players staying alive longer, or in your words, 'seeing a lot.'
Posted: 2008-04-24 08:14
by Drake
I think its fine the way it is.
I dont want ppl to be so afraid of dying that they dont follow orders.
Increasing penalty for dying will only make this problem worse.