[QRF] CombinedArms Server will now run/test a custom configuration to enhance the PR experience and provide more challenging gameplay!
Server is now called [QRF] CombinedArms | Hardcore (pw:hc)

You may have noticed in the past that we were always the first who criticized the new changes which were applied to the respawn system and the loss of the value of life for vehicles and especially for individual players. The game is getting too fast paced in our opinion and we want to change that. After lowering the playercount to 80p some weeks ago, we now applied several changes to features regarding respawns and the cost of individual units.
Our
goal is to establish a slow-paced thrilling gameplay experience, providing more strategical and tactical depth and force players to work in a team even more. The core feature of PR, which has gotten less important with the new release is the
value of life. If you do not value your players or vehicles life, then you do not rely on the help of others and give in to the temptation to do stupid and risky maneuvers which you would never do in real life. Reckless rushing and lonewolfing decreases the quality of the game.
We want to increase it and make players play thoughtfully and spent more time with coordinating and performing a smooth successful inter-squad combined arms assault than waste it on rushing and respawning 5 times on a FOB next to an enemy flag in the same period of time.
We wrote alot of posts in the forums regarding all of this but not much got really impemented. And we do not blame the DEVs for it. Alot of people like it the way it is. We just want to offer an alternative to people who want to play the game with less constant but instead short and intense action!
All those changes are serverside, so you can just join and play without any additional downloads.
We have to protect the server with a password otherwise we would infringe the PR server license rules.
The PW for the server is: hc
You can also find it in the Server Name itself.
Also keep in mind that we are still an
ONLY AAS SERVER. You will find no Insurgency there!
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Applied Changes (always up-to-date!):
(keep in mind that this is not permanent and that we are only testing this. We might tweak or remove changes based on players feedback and our experiences in the upcoming tests!)
1. Rallypoints
- Removed Rallypoints completely!
Our goal was to return to the old 0.98 RallyPoint system as it was the perfect configuration. We totally support its functionality as it was before. Due to a still existing bug that was reported by me a couple of weeks ago here:
https://www.realitymod.com/forum/f26-pr ... orted.html we are not able to do that. So either we keep the new RP system or use ours where the RP would just stay permanent where ever you place it. We are waiting for a fix. Until that the RPs will stay disabled.
2. FOBs
- Reduced max. amount of FOBs from 6 to 2
- Increased how many seconds it takes until an outpost is reenabled after getting overrun (if no enemies are close) from 90 to 120.
Because FOBs mostly get abused as an almost indestructible RP as a backup spawnpoint close to enemy flags, we reduced its number. This should increase the value of FOBs so they cannot be build across the whole map mindlessly as backup spawnpoints and should only be used as defensive outposts to defend flags or be used to simulate arriving reinforcements far behind the actual battle.
This also ensures that defeating the enemy in a long firefight actually is a victory and saves you some time. So in most cases you won't face the same enemies 2 minutes after they respawned on their backup FOB again.
We want that people use all the power their team can provide and combine it to form nice attack and defend units where vehicles and infantry are forced to stick together. If you want to assault an objective, you have to make sure you will get supported by more INF squads and vehicles otherwise you will just get killed and you will have to redeploy all the way up to the front again.
The last reason is the increased importance of logistics. APCs, Trans Helos, Trans Trucks etc. will now be busy for the whole round instead just for the first couple of minutes after round start. APCs will be forced to fullfil their actual role and transport personnel more often. Doing logistics and transport will now make fun again and provide alot more immersion to the gameplay.
3. Objectives
- Increased number of players needed to neutralize an objective from 2 to 3
We want to prevent ninja capping by a couple of lonewolfs since it is unrealistic that 2 guys can secure a whole objective.
4. Dead Time
- Increased spawn time after being killed from 45 to 60 seconds
Just a minor tweak which contributes a bit to the increasing of the value of life. Don't know why it was even changed back in the last update.
5. Ticketcost
Default Values:
-10 = Tanks, Jets, Attack Helicopters, IFVs
-5 = APCs, AAVs, Transport Helicopters, Recon
-2 = Jeeps, Trucks
-1 = Soldiers
New Values:
-20 = Jet
-20 = Attack Helicopter
-15 = Tank
-15 = IFV
-15 = Transport Helicopter
-10 = Recon
-10 = AAV
-10 = APC
-5 = Transport
-1 =Soldier
To force people to be more careful with their vehicles, we increased the ticketcost for all of them. A team should get punished for mindlessly pushing their assets to the front and get blown up. We also try to balance the length of the round with it, since they naturally take much longer now with the new spawn system. Therefore bigger ticketloss should balance this out. You might wonder why the trans helo is so expensive? Since transport and logistics get a much bigger role with our configuration a trans chopper is worth way more than before. A loss of such an asset will be a big hit for your team, so people should start dropping off crates and players in safe zones far behind the battlefront and only do hot drops or evacs in emergency situations.
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So thats it! We will test this out in the next days and on our upcoming gaming days as always on
Sunday and Tuesday 18:00 PRT!
All of this is just a test and nothing permanent yet, keep that in mind!
We are thankful for everyone who gives it a shot and especially if you leave constructive feedback in this thread. See you guys on the battlefield.
CONTINUE DISCUSSIONS AND FEEDBACK HERE: https://www.realitymod.com/forum/f29-pr ... dcore.html