Remove squad rally points?
Posted: 2008-02-13 22:01
This is something I mentioned in the 'remove ammo bags' thread:
In reply to, "...with that, regrouping the squad would become exceedingly difficult."
True, but that would just promote better teamwork and may just solve that problem by itself in that sense, not to mention what you said. I believe medic is another under-appreciated asset and the revive ability isn't used to it's full potential. If the squad realizes it's gonna be hard to regroup then I bet you'd actually see squads laying down full suppressive fire to let a medic quickly revive someone and then retreat to safety. I think you'd also see squads sticking way closer together for this too.
That is speaking for the AAS gametype though, Insurgency works differently and I think keeping the rally points for the insurgent faction would represent their playstyle well and just be good for the gameplay. If the ammo bags do end up being removed then the insurgents rally points should supply ammo too.
SleepyHe4d wrote:Squad rallies need to be completely removed for similar reasons. It just makes the squad kind of a one squad army and it diminishes the usefulness of transport helis and apcs (for their intended use anyhow).
That brings up another thing, is it possible to set limits on what vehicles squad members can use if other squad members are using certain vehicles? Like make it impossible for more than one apc to be used by a squad and also make it impossible for squads using tanks to use apcs. Seriously I've only ever seen apcs used as light attack vehicles so the devs need to reinforce the idea that it's a squad support and transport vehicle.![]()
I think that pretty much explains it.Terranova wrote:Anyhow, SleepyHe4d that's an interesting thought about the rallies. You are right in that transport vehicles are hardly ever used thanks to rally points. Thing is though with that, regrouping the squad would become exceedingly difficult.
Normally what an Infantry squad does is when someone dies, they'll wait for the others to spawn at the rally point and regroup at some middle ground between the rally and the target. Without the rally... O man... you'd have to wait for your guys to come back from a nearby bunker or firebase and/or the main base.
Granted, having firebases and bunkers would be top priority in this case. So it could work it in this regard. Basically, you'd be restricted to spawning on bunkers, firebases and your own main base. Not having a commander means failure. Might even see squads dedicated to defending these assets.
It's a whole different subject though, probably worth starting a thread over.![]()
In reply to, "...with that, regrouping the squad would become exceedingly difficult."
True, but that would just promote better teamwork and may just solve that problem by itself in that sense, not to mention what you said. I believe medic is another under-appreciated asset and the revive ability isn't used to it's full potential. If the squad realizes it's gonna be hard to regroup then I bet you'd actually see squads laying down full suppressive fire to let a medic quickly revive someone and then retreat to safety. I think you'd also see squads sticking way closer together for this too.
That is speaking for the AAS gametype though, Insurgency works differently and I think keeping the rally points for the insurgent faction would represent their playstyle well and just be good for the gameplay. If the ammo bags do end up being removed then the insurgents rally points should supply ammo too.