Re: Surviving an Ambush
Posted: 2009-05-18 21:26
Huh? If they dont have heat signatures, they won't affect the incoming missile even the slightest.CAS_117 wrote: Same as always. You just need a lot more of them as well as evasion now.
Huh? If they dont have heat signatures, they won't affect the incoming missile even the slightest.CAS_117 wrote: Same as always. You just need a lot more of them as well as evasion now.
You dont get the point...Zimmer wrote:If you cant kill it leave it, besides you will have the javelin or H-AT eryx and the likes. Besides how many maps will actually have that sort of load out. Your statement also fails as you have forgotten your own tanks and AA that also can attack the enemy tanks/chopper. And of a idiot crashes the apache now whats the difference? Its not like your precious inf sq cant get tank AA support and the tanks cant lock on inf.
Not at all. If you make everything as it should be in real life, you will simply have the same as you have in PR now, but just magnified on what one lone thing can do. If you enhance everything, then there are also more ways to kill it, let alone what it kills.Nemus wrote:You dont get the point...
Its not about tanks or eryx only.
More deadly weapon = more gameplay affected by a single's man actions.
Yes its realistic. A single mechanic who wasnt repaired fast a scout plane maybe costed to Japan four carriers.
Firebases are ok as well. It's just that you can't squeeze a platoon of soldiers out of a single room of a single building the way you can with rally points. But even then firebases spawns should stop once a casualty is taken within 200-300m of it. Spawning mid fight is just a no-no.
I see respawning back at main as a generally bad idea. This is mainly due to how teams in PR are organized. Once you join a squad, you generally don't leave it, unless it sucks. It is for a good reason - you don't wanna leave a good, teamwork-oriented squad to join another, potentially crappy one. Rally points help you stay WITH the squad you joined. In current PR, one of the tasks that SL has is ensuring that the squad stays together: transportation has to be organized for everyone in the squad, dead members have to be brought back close to the rest of the squad, people can't be left behind, etc.
Removing all spawns except for main base would lead to either of two things: a trickle of members back to the frontline, or forced re-squadding back at main. We've already seen the former in the history of PR - it used to be that RPs were a source of a trickle of squad members. Downed infantry would respawn on a RP one by one and then trickle back to the rest of the squad one by one. Players were partly to blame for that - they wouldn't wait around for more squad members to spawn in so that they could move in together. Of course, sometimes, when just one guy dies in an engagement, there's no other choice. That's what would happen, except with a possible added benefit of increased acceptance for random hitchhiking.
The other option would be forming new squads back at main from those who died on the frontlines. This isn't something that most people would like. You'd have to wait for a sufficient number of casualties to form a new squad. People wouldn't want to leave their old squads or roles (ie, infantry, air, armor). New squads would experience squad leader shuffles. Yes, it would be a potential solution to the problem of spawning back at main, but I doubt it'd make the game much fun.
deemoowoor wrote:From what I've learned from firing Galil AR, Israeli 5.56x45 automatic rifle used in Estonian Armed Forces, and playing airsoft in my free time, the process of firing is very much unlike it's implemented in the game.
I think the more realistic approach to simulate the firing process is to use a "moving sight", the way it's implemented in the America's Army game: AMERICA'S ARMY: SPECIAL FORCES - HOME PAGE It's not perfect, but I think is more realistic.
In real life, not only catching the moment the sight goes over the target is important, but also using the sights correctly (you may get confused or forget to pay attention, especially when in a stressful situation!), breathing and weapon holding etc.
Since "moving sight" does not constitute all the elements of accurate weapon firing modelling, the deviation is still needed to some degree. And it does usually take about 3 to 5 seconds to aim more or less precisely to hit a full torso target from 100-150 m (much more to hit accurately into a certain part, i.e. head or center of torso etc.).
No.Royal_marine_machine wrote:This is a good idea, however, does BF2 allow a moving sight?
Agreed.CAS_117 wrote:But even then firebases spawns should stop once a casualty is taken within 200-300m of it. Spawning mid fight is just a no-no.
Pr has tried what your saying before, in 0.6 the weapons where even more deadly then they are now, And because the weapons where so effective it ended up being more productive tactics just to work by your self and lone wolf.Alex6714 wrote:Have you tried?
If you don´t work as a team with deadly weapons = you get annihilated by those who do however you don´t depend directly on the rest of the team, so its less frustrating with a bunch of monkeys as teammates. Although that said, teamwork will create a big advantage.
0.6 wasn´t perfect so its not a good example of what I am trying to say.RHYS4190 wrote:Pr has tried what your saying before, in 0.6 the weapons where even more deadly then they are now, And because the weapons where so effective it ended up being more productive tactics just to work by your self and lone wolf.
And that exactly what happened. There was very little team work compared to what we have now,
Im too tired too debate this, so just believe me when i say you don't want things to go back to the way things where in 0.6.
And if the deviation was removed then, team work decrease rather then increase.