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Re: Rallies in 1.0? (change log)
Posted: 2013-04-15 04:04
by Trooper909
Anderson29 wrote:what are your thoughts from those of you that were here back in the permanent rally days?
Gameplay was alot better imo,of course there was pro's and cons.Off the top of my head (it was a long time ago)In brief.
Pro's were
1:Less walking
2:less digging
3:More option's
4:Alot harder to get separated from your squad
5:more incentive for a squad to stick together
6:more focused infantry battle's
7:I actually liked the rally hunting and hiding meta game *shrug*
Cons are very hard for me as I liked the old RP system I thought it just needed refining not like now or older useless RP versions though.So there is a very brief undetailed and biased opinion lol.It also seemed like more FOB'S was built back then then there are now but I think thats a player base issue.Chopper pilots was still very useful back then too.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-15 07:17
by ComradeHX
So far as we can see from changelog, it says nothing about increasing requirements.
Maybe it needs a full squad of 8 or 12 or whatever number alive and within 10m to set up.
Posted: 2013-04-16 06:23
by CR8Z
I always consider the remaining tickets before setting a rally. Plenty of tickets? Give up and throw down a rally. Running short? every ticket counts.
However, there are also rounds in which my team is getting rolled, and I could honestly care less about conserving tickets. I just want to get to the next map. I'll give up all day long just hasten the next round.
As was said earlier, it's my choice as a player to give up and rally spawn. If the DEVs felt that giving up was detrimental to game play, I'm sure they would just remove that option.
IMO, the perm rallies were great. So is the current system. I don't really care, to be honest. Rallies in and of themselves, don't make or break the game. They just give you more options, especially when that IFV is out in BFE and there are no FOBs to be found.
I do think it would be cool if rallies included an extra patch and mag for every squad member, but that's a different topic.
Coming at you from space using DROIDS!
Re: Rallies in 1.0? (change log)
Posted: 2013-04-16 09:01
by DDS
I don't get excited anymore about DEV changes. Last time I did was when they removed the upper right hand radar box that showed enemies.. around .6 or some wheres around there. I was fairly new to PR and I got hyper pissed only to realize it was in line with what PR is. PR has to progress or it wouldn't be PR.
I like the challenge anyway. Whatever the change, we'll adapt, we always do.

Re: Rallies in 1.0? (change log)
Posted: 2013-04-16 13:21
by TeRR0R
The great thing is, that with the 1.0 updater, any further patches can be delivered in a snap.
So IF things don't play right, it will be fixed quickly.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-16 15:43
by Subscyed
I like how everyone's discussing the change I decrypted (with AM's help, thanks! <3).
Apart from that, with 100 player servers, I don't see the fuss about permanent rallies as an actual bad thing.
Re: Rallies in 1.0? (change log)
Posted: 2013-04-17 16:20
by doop-de-doo
Re: Rallies in 1.0? (change log)
Posted: 2013-07-01 19:44
by Anderson29
Anderson29 wrote: back to run'n and gun'n & rally hunting i guess
let the fun begin
Re: Rallies in 1.0? (change log)
Posted: 2013-07-02 01:40
by Raic
After playing more, I still do prefer the new rally point system over the previous one. However it does need some things to limit its usage. For example its little too strong tool if placed behind the "front line". So how to limit it? Some ideas:
Idea 1. Make Rallypoints an extension of firebases. Only allow the rallypoint to be placed within 1000-2000 meters from nearest firebase. Keeps firebases an important piece in the game while allowing a reinforcement point from different direction. Also makes sure there are no surprise buttsex rallypoints.
Idea 2. Don't allow placing rallypoints within 1000-x meters from a capture point. Allows placement on the map, but forces you to walk for minute or two and keeps firebases as the most important spawn location.
Idea 3. Only allow to spawn as rifleman or squadleader. Rallypoint would then lose its use as squad main spawn location in case of a wipe, as you would be missing all of your alternative and heavier weaponry. Rallypoint is then used as reinforcement point, when you are only missing a man or two and can take the loss of equipment.
Additionally, make rallypoint reload time extremely long, its expensive and valuable. Lose it and you get your next one after 10+ minutes.
DEVs, don't simply step back after few moments, its better than the previous, just needs some tweaking.
Re: Rallies in 1.0? (change log)
Posted: 2013-07-02 01:59
by Chefmoto1
Raic wrote:After playing more, I still do prefer the new rally point system over the previous one. However it does need some things to limit its usage. For example its little too strong tool if placed behind the "front line". So how to limit it? Some ideas:
Idea 1. Make Rallypoints an extension of firebases. Only allow the rallypoint to be placed within 1000-2000 meters from nearest firebase. Keeps firebases an important piece in the game while allowing a reinforcement point from different direction. Also makes sure there are no surprise buttsex rallypoints.
Idea 2. Don't allow placing rallypoints within 1000-x meters from a capture point. Allows placement on the map, but forces you to walk for minute or two and keeps firebases as the most important spawn location.
Idea 3. Only allow to spawn as rifleman or squadleader. Rallypoint would then lose its use as squad main spawn location in case of a wipe, as you would be missing all of your alternative and heavier weaponry. Rallypoint is then used as reinforcement point, when you are only missing a man or two and can take the loss of equipment.
Additionally, make rallypoint reload time extremely long, its expensive and valuable. Lose it and you get your next one after 10+ minutes.
DEVs, don't simply step back after few moments, its better than the previous, just needs some tweaking.
I like all of these ideas.
Posted: 2013-07-02 03:45
by CR8Z
I don't know. I've played a few rounds now, and have yet to see an instance of rallies replacing fobs. Black Gold today, 6 fobs, 2 rallies. No abuse. There was, however, a lot of action!
Sent from my SCH-I545 using Tapatalk 4 Beta
Re: Rallies in 1.0? (change log)
Posted: 2013-07-02 05:37
by waldov
After playing more, I still do prefer the new rally point system over the previous one. However it does need some things to limit its usage. For example its little too strong tool if placed behind the "front line". So how to limit it? Some ideas:
Idea 1. Make Rallypoints an extension of firebases. Only allow the rallypoint to be placed within 1000-2000 meters from nearest firebase. Keeps firebases an important piece in the game while allowing a reinforcement point from different direction. Also makes sure there are no surprise buttsex rallypoints.
Idea 2. Don't allow placing rallypoints within 1000-x meters from a capture point. Allows placement on the map, but forces you to walk for minute or two and keeps firebases as the most important spawn location.
Idea 3. Only allow to spawn as rifleman or squadleader. Rallypoint would then lose its use as squad main spawn location in case of a wipe, as you would be missing all of your alternative and heavier weaponry. Rallypoint is then used as reinforcement point, when you are only missing a man or two and can take the loss of equipment.
Additionally, make rallypoint reload time extremely long, its expensive and valuable. Lose it and you get your next one after 10+ minutes.
I totally agree, a little compromise would be nice, i think most people will be happy then.