There is a school of thought contrary to Beee8190s that would point player enforced rules for the sake of "gameplay" as inhibiting the very aspect it is trying to protect. If you want people to run headlong into one another play CS or make your map one large corridor. It seems as if some people want some sort of handicap one way or another but it ruins the nature of having massive maps with all this freedom when you impose a style of gameplay upon everyone just because it doesn't sit well with one part of the community.
Armies do attack/invade large cities and important geographical territories well behind the front lines, and striking the enemy when they least expect it is something all military leaders dream about. When it is done in-game people get upset because they "weren't ready" and it's "unfair" that an asset can assault a flag no one on the team wants to bother with.
Do I really need to post some sauce for my claims that armies attack key positions well behind enemy lines? It's been done since the dawn of war, and depicting it in-game in the initial deployment seems quite reflective of reality.
The issue with immediate assets on maps
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Beee8190
- Posts: 473
- Joined: 2011-08-26 13:40
Re: The issue with immediate assets on maps
Murphy wrote:-Snip
And that would be the other side of the coin. I can agree on that attacking behind enemy lines happens all the time and I realize I might have given the impression that it is something I am against.
However I am not and my issue and point of this thread wasn't to tackle deploying behind enemy lines or restricting other tactical approaches but rather point out that back in 0.98 or wherever the communication and use of common sense as well thinking outside of the box used to be far more important than speed up as quickly as possible to some predefined choke points and wait for enemy armor to ''pop up'', when the threat of randomly placed fob with defences was a real threat to all armored vehicles as well infantry squads.
This resulted in in much slower ( read more tactical ) gameplay and gave meaningful roles to snipers, HAT kits and to anyone who dedicated his squad to acquire either intel or lased enemy armor instead. Today, there's very little need for either. Sniper is extremely limited on his duty ( he supposed to shoot the bad guys out of TOW or AA ) because they're nearly nonexistent, HAT kits must chose the most obvious position if he is to score any damage at all because there isn't time to walk from nearby grid to another, furthermore the preselected choke points are already obvious as to what paths the enemy armor usually roll through and squad dedicated to lasing? Again, nearly non existent because by the time a spotter manages to get to strategic position there is no enemy armor left to lase.
Basically all I am saying is that in some cases the mod has gone closer to COD style or insert other random mass game, than ever before.
If you bothered to read and give little bit of thought to the points mentioned in this thread you would have been able to realize that this was one of the very points brought up. Infantry is at the mercy of clueless armored squads who doesn't give a toss if they survive or not because speed is what matters, not tactics. Sure CAS is available to them but aren't they always and foremost too busy hunting enemy jets till noone is available anymore? Indeed this is the infantry chance to get some fobs up along with some defences I'd think, unfortunately not quite, because enemy armor, apc's, cas or whatever is back up and running again searching the map thoroughgreater emphasis on INF play. Not punish people for playing the game better than me.
Not only you haven't got a clue what type of player or how in/experienced I am but nowhere have I been suggesting to make the game easier for the inexperienced. Again if you bothered to read you'd see that the opposite is true
You have also missed that this is a feedback section and not suggestion thread.
Last edited by Beee8190 on 2014-07-14 22:40, edited 1 time in total.

