Re: tweaking rally points
Posted: 2011-02-20 18:30
^added to op, perhaps mixed with acemantura's idea we caould place a limit on how many spawn cycles are allowed.
How is that any different than building an FO other than the sheer ease? The FO makes more sense than a rally point too and already exists in the game. Why does there need to be a change with the current system?Bringerof_D wrote:it gives them a mulligan which is not what we want. a mulligan is used once you realize oh **** we lost half our guys, better go find a safe spot to let them spawn in.
My idea makes this thing (along with the additions of several others) pretty much only useful if set up prior to engagement and the team properly breaks contact and clears the area.
Does it ever happen to spawn over 4 people?SeanRamey wrote:I've said this before but there should also be a limit on how many squad members can spawn on the rally. I think a good number would be 4, or make it to where each member can only spawn once. This way it's actually a rally and not a nearly eternal spawn point. Everything else I think is absolutely great!
ytman wrote:How is that any different than building an FO other than the sheer ease? The FO makes more sense than a rally point too and already exists in the game. Why does there need to be a change with the current system?
I joined PR back in .85 when the BF2v1.5 released. I know the old rally system. When the servers were doing the .875b tests I jumped in on .875b or c. Never went back. The FOs are made simpler to build to ease the issues you guys expierence.bloodthirsty_viking wrote:What he is suggesting brings back parts of how the rally point used to be, Which i preferred much more to the one we currently have in place.
You almost need to have experience the old RP system to understand what he is saying.
I feel like I'm talking to a bunch of bricks. How is that ANY different from building and FO except that its rediculously easy, requires no preplanning, and suffers no strategic downside if the operation fails or is countered?I like want to be able to place a rally somewhere, Go battle, Then, If we die, We can still retreat and attack from another angle.
I squad lead. I lead many charges. I go down a good deal (not a majority) and sometimes I tell the squad that its not in their best interest to revive me. I then spawn on the FO we just placed minutes ago and walk to where my squad is holding up, perhaps calling them to retreat so we can reengage.I am normally the first one shot in my squad. I could be walking in the middle, Last person, First person, Dont matter, I always seam to get killed first. This way my squad could try to revive me, And engage the target, And if that fails we have a place to run back to, and not have to go from a firebase that is normally not where you need it, or a main with no cars.
You sir. Have a huge problem then. Rallies serve as a very effective tool to get lost troops back into the battle without having to risk the lengthy process of locating, reviving, healing, and reorienting troops. Ten minutes to recharge is also not too long when considering the length of many engagements/battles.There might be changes in your suggestion i have not read, (since the last time i read it) But ya, This new system has bugged me, And i have just stopped using RP's altogether.
no, point out a flaw, and point out a viable solution. again this is something that wont just get put into the game just if i get enough people to say yay. so dont worry so much, if it was say something that requires a public patch then yeah fight all you want, but in this case most people wont even see it till its been tested. if it doesnt work, you'll never know it existed.ytman wrote:So basically;
"Stop with your counter arguements. We wont address them. Just play along with it or GTFO."
you're saying this system is essentially an FOB but requires none of the effort to use. you're saying the current system does fine and that this system is an infinite spawn which will be placed where ever when it is needed.ytman wrote:Well you completely miss my point.
well realistically each section would have 1 or 2 AR gunners, two if its a large section, one if it's smaller or more important roles require filling.lucky.BOY wrote:Hmm, your point is kind of valid that it would maybe prevent rallys from being overused, but i can see one problem. That when all your squad dies but two riflemen, you will end up in time race, sprinting back to rally, quickly respawning and then sprinting with whole squad as rifleman back to place where you died so you can get your precious requestable kits back.
Second thing, in what way would this make sense? As I understand it, these guys spawning at rally would be guys left there. I dont see reason why they should have only rifleman kits, why noone could be medic, officer or AR.
I think that the lack of supply crate (all requestable kits) would be good enough to to make FOBs importnant.
I also want to warn you - do not complicate the system only for sake of it being complicated.
my only 2 cents
-lucky
It also made attacking a really really easy affair that required little to no coordination. Of course the spawn limit... limits this aspect. I want to point out that the current RP is less "Get screwed, hide" and more like "lost some men, need to pull back, reinforce, redeploy." Very rarely can you hide and place an RP when enemy's are about, generally you fall back behind the imaginary front line in a psuedo retreat.Bringerof_D wrote:i found rallys to be much more useful and more challenging to use in the past even with just the old system in place. it was most of the time placed before hand along a route of attack. it was in a spot picked out before hand as tactically viable location. where as the current system is get fu*ked and go find a safe place to hide.
I would really dislike this. First, why would a RP need to be picked back up other than to add a wrinkle to it all? Second, what if you get wiped and can't respawn on it anymore so you have to spawn at main a good 3 km from it? Third, what happens if it is overran? Fourth, why would you remove the very important strategic role of momentum and pursuit?i also suggested that rallies must be picked up by the squad, if this works out after a succesful assault a squad must still fall back to the rally thus slowing the onslaught for the other team. this will create an environment where communication and coordination is a must since someone must hold the position while another squad leaves to pick up its rally.
because when we drop unnecessary equipment behind in the army, we tend to go back for it. it is literally just like a pile of rucksacks, we cant carry rucks into battle so we drop them off in a secure location and go into battle with only our necessary equipment, after the fight we go back to pick it up. we cant just leave excess ammo, food, spare batteries, clothing and what ever else behind.ytman wrote:It also made attacking a really really easy affair that required little to no coordination. Of course the spawn limit... limits this aspect. I want to point out that the current RP is less "Get screwed, hide" and more like "lost some men, need to pull back, reinforce, redeploy." Very rarely can you hide and place an RP when enemy's are about, generally you fall back behind the imaginary front line in a psuedo retreat.
In the end, making it so you have only a minute to spawn on it and it must be placed by the squad leader, means that you regroup your squad back up. Having it so that you place it before hand and allow for a 'trickle' of very limited reinforcements seems worse than the current version. All assaults rely on using more bodies at the point of penetration.
I would really dislike this. First, why would a RP need to be picked back up other than to add a wrinkle to it all? Second, what if you get wiped and can't respawn on it anymore so you have to spawn at main a good 3 km from it? Third, what happens if it is overran? Fourth, why would you remove the very important strategic role of momentum and pursuit?
Basically, it seems that this is making the RP more like a really small base. Which then makes me think FO... but then its just completely worse.
What I am saying is you don't need two things to fill the same role. The RP you are suggesting basically acts as a very very limited FO that requires it to be recovered too. Just leave the RP and the FO seperate of each other. Used in different situations for different circumstances and reasons.