Page 5 of 10

Posted: 2012-04-20 15:16
by Portable.Cougar
People have always tard rushed.

They always will.

sent from the phone using magic

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-20 17:20
by Arnoldio
With this 15 min rally tard rushing makes them succesfull. Tard rush should be a high risk thing.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-20 18:19
by BalzEZHari
Like the recent changes.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-20 18:31
by ytman
Arnoldio wrote:With this 15 min rally tard rushing makes them succesfull. Tard rush should be a high risk thing.
It still is. Its just this time around... the attackers are more likely to burn through tickets quicker than before. :P

It cuts both ways.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-21 05:49
by dtacs
Regardless of the rally change I found myself not really placing it as often, guess I need to get used to it.

Its a good change anyway, one step closer to the godlike 24/7 rallies.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-21 19:06
by Alpha.s9
I think Blufor is killing insurgents at a far faster rate with these changes. Consolidating the forces onto one cache means more intel gathered while fighting for that cache.

I really think we need to up the amount of intel points needed. As it is now it's a pretty good check for someone who might get lucky on the first cache without killing a bunch of insurgents in the process. They would still need to go out and kill bad guys to find the next one.

However right now it feels like every time you kill a cache you end up just waiting on the timer in order to get the intel on the next cache because you have more than enough intel points to reveal.

Maybe insurgents can adjust by using the collab more but right now it feels a little out of balance.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-21 21:51
by ExNusquam
You really have to be in a troll mindset to use the civie, since plenty of blufor just shoot at you, and kill you, and there's nothing you can do about it.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 02:43
by Jolly
Here is some feedback from Reality China server:
1, Tickets of coalition forces is a bit little, and decrease it to 25% will be fine.
2, Hat kit limitation, someone on your side just grab a hat with another his teammate, and they do not communicate to others, just waste this kit. Only one hat for each side now, it's precious, so can you raise it's requesting limitation? Unless four squad members, or you can never request it.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 04:37
by ShockUnitBlack
I remain convinced the HAT issue is a matter of damage (and jack-in-the-boxing), not numbers - especially when a team having only one means a single noob can have a monopoly on AT (which is not a good thing).

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 04:41
by PricelineNegotiator
ShockUnitBlack wrote:especially when a team having only one means a single noob can have a monopoly on AT (which is not a good thing).
I have seen this happen 3 or 4 times with these changes, it makes for a lot of bickering amongst the team, especially when the HAT thinks they are doing what is right, when the team in fact needs them somewhere else.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 05:27
by SGT.Ice
Still not into the idea of not being able to use any enemy kit. Just limits things.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 05:28
by SGT.Ice
Jolly wrote:Here is some feedback from Reality China server:
1, Tickets of coalition forces is a bit little, and decrease it to 25% will be fine.
2, Hat kit limitation, someone on your side just grab a hat with another his teammate, and they do not communicate to others, just waste this kit. Only one hat for each side now, it's precious, so can you raise it's requesting limitation? Unless four squad members, or you can never request it.
So what your saying is theres already a little but you wanted it cut into a quarter of what it is?

I'm really against the idea of just chopping the game down piece by piece even in a test. The battles shouldn't be getting shorter they should go back to getting longer so it feels like an actual battle.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 09:03
by Psyrus
SGT.Ice wrote:So what your saying is theres already a little but you wanted it cut into a quarter of what it is?

I'm really against the idea of just chopping the game down piece by piece even in a test. The battles shouldn't be getting shorter they should go back to getting longer so it feels like an actual battle.
Er no... he's clearly saying that 30% yielded too few tickets, and that a 25% reduction (rather) should be sufficient.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 10:24
by Jolly
SGT.Ice wrote:So what your saying is theres already a little but you wanted it cut into a quarter of what it is?

I'm really against the idea of just chopping the game down piece by piece even in a test. The battles shouldn't be getting shorter they should go back to getting longer so it feels like an actual battle.
Decrease 30% is too much
Decrease 25% or less would be fine!

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 10:55
by Arnoldio
Db, if youre reading, and if its possible, for the next test:

HAT, CE, SNPIER (I think those are the most specialised kits) can be only requested in main. No crates, no APCs. Main only. With that change, you can raise HAT ammount to 2, but id rather not though.

This has been discussed, so if its possible to throw it in, id really like to see how it plays out.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-24 12:23
by Jolly
Just tried another kokan with Canadian forces. It was horrible, after destoried 1 cache, we nearly ran out of tickets.
We called JDAM destoried the second cache.
32 of insurgents, there were only 4 left, rest were died.
But we had no enough tickets left.

KD ratio, 150:80

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-29 05:29
by kangaroo
could there also be a change to the insurgent technicals, the gun onto should be 14.5, which can in the game even destroy a mbt w 100 shots but on the cars they struggle to even kill a humvee...

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-29 05:58
by Drop_Deadx
Why is everyone complaining about the rally, I remember when it would stay there until it was knifed.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-29 07:42
by ShockUnitBlack
kangaroo wrote:could there also be a change to the insurgent technicals, the gun onto should be 14.5, which can in the game even destroy a mbt w 100 shots but on the cars they struggle to even kill a humvee...
The gun on the technical is a DShKM, which is chambered to 12.7x108mm Russian rounds (basically .50 cal BMG) and is less powerful than the 14.5 KPV you're talking about.

Re: [R-DEV]dbzao's Public Gameplay Test #3

Posted: 2012-04-30 11:45
by Arnoldio
Drop_Deadx wrote:Why is everyone complaining about the rally, I remember when it would stay there until it was knifed.
Yes, i remember it aswell, and removing that feture was really good.