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Archer ins

Posted: 2017-02-11 00:38
by Brozef
Why does Taliban get a spawn point on the castle? That totally fucks the Blufor over if they are smart enough to put mortars and just rebuild them infinitely. Please remove this spawn point.

Re: Archer ins

Posted: 2017-02-11 16:58
by FFG
There are multiple ways of dealing with Castle mortars.

1. CAS Chinook.
2. Rope climb the east side.
3. Walk up the path on the north side.
4. Farm the kids on the walls of castle with an LAV/TOW.
5. Heli drop south of the castle and walk around.

Re: Archer ins

Posted: 2017-02-11 18:21
by DogACTUAL
Devs, could you please just nerf everything already?! I am really getting tired of having to use common sense and apply strategy and tactics to the game to be succesful.

Is it really too much to ask to just get everything handed to me on a silver platter? I am playing a video game afterall,not a simulator.

Also shut up FFG, you have no clue, your suggestions are so outlandish and highly situational!
They will never work on a public server.
From your join date i can see you only played for 3 years, i played longer than you, so i can disregard your opinion.

I say remove the whole castle, because anyone that fortifies it first will easily dominate, very unfair.

Re: Archer ins

Posted: 2017-02-11 18:26
by FFG
I wish I could like posts.

Re: Archer ins

Posted: 2017-02-11 21:35
by Mats391
Never had any issues with Taliban in the fort. Actually cant even remember a round where Canada was not sitting in it, raining death down hill. Then again I tend to avoid the map :p

Re: Archer ins

Posted: 2017-02-12 14:13
by Pronck
This post was made whilst he was playing on HOG server. One squad was on Canadian side busting themselves at the airport and the other part of the team was simple doing idiotic shit. The team was simply not good enough to take the castle from 1 squad of poor equipped Taliban.

Re: Archer ins

Posted: 2017-02-12 15:05
by Outlawz7
Also, what's the bigger issue here, infinite mortars or Taliban spawning on castle at start?

Re: Archer ins

Posted: 2017-02-12 22:18
by chrisweb89
From the sounds of it, its people exploiting and just destroying and rebuilding mortars, which I've never really run into before and isn't allowed on most servers. I've never had issues with castle as bluefor unless the taliban puts half their team in there. At that point the rest of the map is opened up enough.

Re: Archer ins

Posted: 2017-02-13 16:45
by viirusiiseli
This problem could be seen originating from the new slower than slow reloading for mortars as well. They can just eat up ammo but not get rounds in. Not practical.

Re: Archer ins

Posted: 2017-02-13 16:48
by matty1053
I think this would ruin Archer TBH IMO. Nothing wrong with spawning at castle... Canadians can easily clear them out. What FFG said are just a few ways to do it.

Also, mortar them, it's that simple...

Re: Archer ins

Posted: 2017-02-13 17:29
by FFG
matty1053 wrote:I think this would ruin Archer TBH IMO. Nothing wrong with spawning at castle... Canadians can easily clear them out. What FFG said are just a few ways to do it.

Also, mortar them, it's that simple...
Blufor lost the ability to mortar people like 2 years ago

Re: Archer ins

Posted: 2017-02-15 19:09
by Brozef
No the issue was that their mortars shut down every single FOB we had, we cut off their supply but it doesn't matter because they just destroy and rebuild the mortars up there. We couldn't attack by land because its a choke point, and we couldn't attack by air because they had AA up their and kept spawning in ammo. We used artillery 2 times but it didn't matter because they were all in the tower and before we could mount an attack everything was rebuilt and defended again.

I doubt you guys can stop the demolish/rebuild thing so at the least don't give them the option to put their mortars in a spot that Blufor can barely reach.

Either that or remove mortars completely from all Insurgency maps.

Re: Archer ins

Posted: 2017-02-15 19:35
by FFG
Brozef wrote:No the issue was that their mortars shut down every single FOB we had, we cut off their supply but it doesn't matter because they just destroy and rebuild the mortars up there. We couldn't attack by land because its a choke point, and we couldn't attack by air because they had AA up their and kept spawning in ammo. We used artillery 2 times but it didn't matter because they were all in the tower and before we could mount an attack everything was rebuilt and defended again.

I doubt you guys can stop the demolish/rebuild thing so at the least don't give them the option to put their mortars in a spot that Blufor can barely reach.

Either that or remove mortars completely from all Insurgency maps.
From what I've heard theres now a period where if you remove mortars as taliban, you can't replace them.

Edit : Confirmed bug

Re: Archer ins

Posted: 2017-02-16 03:21
by Outlawz7
Even if we remove castle spawn, they can still eventually reach it by walking up there. So the issue is mortars, not the map.

Re: Archer ins

Posted: 2017-02-16 03:30
by FFG
[R-DEV]Outlawz7 wrote:Even if we remove castle spawn, they can still eventually reach it by walking up there. So the issue is mortars, not the map.
Maybe give Tali 1 more rocket techie and remove mortars?

Re: Archer ins

Posted: 2017-02-16 04:59
by YAK-R
Naw you need mortars on archer to deal with giant desert firebases...

I think just give people incentive to reload mortars via ammo, rather than punish them for rebuilding. There's also other annoying bugs like one mortar pit hogging all the ammo etc