talkinBEERmug wrote:Let's just do the math here on a 4k map.
Commander = 1 Player
Sniper Team = 2 Players
3 Tanks = 6 players
2 APCs= 4 Players
1 AAV= 2 Players
2 Attack Choppers= 4 Players
1 Mortar Team= 4 Players
2 Transport Choppers= 2 Players
Total = 25 Players
Team Size = 31
Total Specialized Squad Players Negative Team Size = 6
This leaves 1 full 6 man infantry squad.
That's 6 people to defend a flag and assault the next flag.
My layout is a good layout for a 4k map, but when do you ever see only 3 tanks or 2 APCs leave main at the beginning of Kashan. This layout is also not accounting for oversized Mortar Team, the extra spotters in CAS squad, the other pilots in the transport squad, the second sniper, or for the people that make the countless other squads that are not needed.
I think this is why so many people are having problems with 4k maps coming to a stall because both the 1 infantry squads stay back to defend the flag, or how one team rolls the other team because the 1 infantry squad does not stay back to defend.
This is why I enjoy the 2k maps and insurgency more than the 4k maps. I really think that the Developers need to rethink the vehicle count on the 4k maps or do not make them respawn. The 4k maps feel more like vehicle warfare then AAS to me.
Have to disagree slightly with your player count but good points in the post. I'd like to look at this way
Full 64 player server typical 4 K map
Commander: lets forget that as not too common
2 apcs: 4 players
AAV:Um AAV would count for apc players and they aren't mixed only the USMC has AAV and there's like a total of 2 AAV and 1 LAV on Fallujah and just AAV's on Jabal and Muttrah so lets scratch that.
3 tanks 5 players
Trans chopper 2 pilots 2 players
Attack helo Jet 2 players (not usually 2 manned attack choppers at a time so i've seen it)
Total vehicle players: 13
Even with 1 or 2 additional vehicles of a tank apc or AA really should be max of 16 players and thats using quite a few vehicles. Which should leave at least 2 full inf squads and 4 extra players for sniping/commander mortar etc and whatever. I have to agree with Jigsaw there really is decent inf potential even on 4 k maps.
On most other maps like say ins you should see a lot of infantry lets look at typical Karbala:
1 LB(usually) 2 players
1 tank 1 Stryker 4 players(maybe 1 additional stryker 2 players)
6-8 vehicle
should be at least 20+ infantry on the map for insurgency in general and most AAS maps that aren't 4 k.
I personally haven't seen much lack of infantry in servers unless you discount mortar which basically should be inf.
Last point I do agree with how mortar squads being ran right now is a problem, really if you are a true mortar only squad it should be 4 men tops and that's a leader, medic 2 rifleman etc. If you mix inf and mortar it could be both but I think rule of thumb should be smaller mortar squads to free up more space for more direct infantry roles.
Also I noticed you guys always counting on both mortars being used by the mortar squads, and I think mortar squads should only take up 1 and leave the other to inf at a firebase in a temporary role or maybe another mortar squad etc(less ideal though again taking up too much space).
[R-MOD]Jigsaw wrote:In my humble opinion there should never be the possibility of having more than half a team in assets. So by that I mean if you total up all the crew spots available in APCs, Tanks, Aircraft etc it should come out to no more than 16 players.
This then leaves at least two full infantry squads plus a recon/mortar squad.
That being said, i've not spotted any lack if infantry in 0.95 tbh, although that's usually because i'm doing it myself. In fact some of my favourite rounds so far in the new version have been simply doing the dog soldier light infantry work that few will do regularly but can be truly rewarding, like storming a heavily defended MEC farmhouse with nothing more than an infantry squad and mortars to support us.
Nice points agreed as stated.
'[T wrote:waylay00;1472707']If only someone knew a way to have 128 players...
That would help a lot, but unfortunately at this point we can only plan and manage to make the game best as possible with 32 players per team. Maybe one day they can crack the code and make it so we can have more players but doubtful. We can be hopeful that PR 2 builds on these concepts with more players though.