Hunt3r wrote:My two cents regarding the matter is that it won't. What is needed to prevent the shock of the removal of RPs is to keep log trucks, and trans helos to be on every map. One, or the other, or both.
The logistic trucks ingame are already a problem. The DEVs designed it behind the whole "teamwork" concept of some dedicated squad actually delivering the supply crates and returning the truck to main. That system never worked though and we all know that supply trucks are just personal transports now and get left all over the battlefield.
Do you really think this Beta change is going to change anything?
Threedroogs wrote:the changes will make lone wolfing easier and more effective, but it will also make squad teamwork more important. in the beta (especially with no RP spawn at all), the squad is everything. i wanted to be in visual contact with at least a few of my squadmates at all times, with all six of us within 50 or so meters. successfully attacking an objective takes a serious amount of teamwork on the squad level. attacking is very hard without the ability to hide an RP a few hundred meters from the fight. when someone was shot, the entire mission shifted to securing the downed infantryman and reviving him. i view all these things as improvements. my guess is that if there's more lone wolfing, it will happen around the FOs most of the time. any added defense is okay in my book.
How is that any different from what's ingame right now? You can do ALL of that ingame right now, all it takes is a good squadleader and a couple of competent squadmembers. I can do the whole 50m visual contact thing, flanking thing, teamwork while assaulting or defending thing, etc. All this Beta does though is weaken that already good system ingame.
Kim Jong ill wrote:I think the idea that this is to stop RP's acting as a siege engine is an absolute cop out on behalf of any potential defenders, if you plan to just sit there after a repulsed attack with your thumb up your arse then you deserve to lose. Rather then just sitting there like a stunned mullet how about you dedicate a portion of your force to tracking down the attackers and overrunning their rally, they can't effectively defend a rally if they've just spawned (Or waiting to spawn) and you're counter attacking quickly.
This seems to me a massive shift of responsibility away from defending forces and instead putting it on the shoulders of those attacking, which isn't right.
As the OP stated this is going to kill effective flanking actions, all it takes is your medic to be killed and/or pinned down and your squad will be mince meat and sent back to a FOB god knows how far away.
I 100% agree. I really think the Beta is a big copout for for those who don't want to do the work (counter-attacking) or expect the game to be given to them once they defeat one enemy squad. I like how they say I am complaining, when they do the samething, except that they are coming from a "lazy" point of view. Once an enemy squad is defeated, you guys need to push forward (unless you are defending, in which case send out patrols to clear the area of RPs) so that their reinforcements cannot get to you quick enough to do anything.
Look, there are only 32 players ingame per side. Currently, the RP system allows reinforcements possible and waves of enemies which basically simulates larger number of enemies. With the Beta, you are going to cut the amount of reinforcements and enemies down by A TON. So now, it will essentially be 1 vs. 1 squad fighting as opposed to multiple squads since when one gets wiped out, its gone for good. The large scale epic battles of old will be gone and will be replaced with small, light skirmishes which will end quicker than they begin. The fact is, having to respawn all the way back at FOBs doesn't properly simulate reinforcements. In fact, reinforcements will be rare now since when one squad goes down, by the time the other squad gets there, they will be the only ones there.
Myru wrote:Yeah, this really has to be tweaked.
Speaking of lone-wolfes being succesfull against properly working squads, i have to say that i loved the cruel deviation before v0.8, where shooting kinda felt like playing an RPG with every round having a specific chance to hit its target due to ingame calculations and not primary because of a player's skills.
Lone-wolfig against working squads was really senseless back then, since having 6 barrels pointing at one player ment precalculated death of the latter.
Of course it wasn't realistic at all and not many ppl liked that firefights with that deviation felt like some kind of gambling but it actually strenghtened the need to work as a combined squad.
I actually won't mind the deviation going back to that of 0.8, but more tweaked levels. Right now, firefights don't last very long, even with good teamwork, because the SAWs are so accurate. And when you stick your head out, you are likely to get clipped, even if ducking down constantly because of lag.
badmojo420 wrote:Why play a game like PR if you're only doing the teamwork thing in order to gain a closer spawn point? Skip the hassle and play vanilla.
Just stop it. Just because someone doesn't 100% agree with you doesn't mean they should go to vanilla. Maybe you should just go to ArmA if you want 100% realism? Stop using "go play vanilla" as an argument because it is a weak one.
The point the guy was making was that RPs essentially force, but also reward players for going into squads. They have an extra spawnpoint there closer to the action, but if they want to remain using it, they have to follow the SL's orders or else they will be kicked from the squad. With the Beta, you take out that reward and add in another reward completely independent of squads, which is the Firebase. Thus, increasing lone wolving.