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Various gameplay suggestions

Posted: 2009-09-04 10:46
by RPG-Gunner
Suggestion

1. Kills
Every time enemy was shot down it should count as kill because after revive the soldier is in hospital and cannot fight, this is another soldier that took his place.
This would be more realistic and would be fairer to the player because nobody can sit 5 minutes around and wait until the enemy will be dead dead.
There is also a unrealistic tactic people use, enemy medic hide himself and wait until 2-4 minutes after firefight, after all enemies gone, he revives his squad.
Sometimes you take 2-5 enemies out but don’t get any kills.

2. APC/Jeeps - LAT
I think it’s unrealistic how that assets used now. In reality apcs stay back and give fire support over distance. In game the apcs and jeeps simply hunt the soldiers. Trucks try to overdrive soldiers... My point is to give LAT to a squad as spawn kit like Medic or LMG. In real armies there are no squads without RPG/LAW in action.

To Taliban and insurgents please give a pistol or carabine or mp for self-defense, there are only two kits on cache that always take a random guy.

3. Insurgents
a)
Please do something against people who walk over traps and drive over own mines.
They simply don’t care about that assets because no one sanction them, more they can punish mates.
It’s very hard to defend any cache with such teammates.
The solution is simple, in insurgents mode if you run over own trap or mine you should get punished with many negative points or 1 death or as message for all like "player XYZ is a traitor (idiot or whatever)".
Only with such sanction people will take care.
b)
Insurgents should have a medic like Taliban have, the civilian guy should used as scout, for example give him a small uav function for 50-150 m or whatever around him.
c)
Give coalition forces faster respawn times for trucks and jeeps, they should be able to pressure the insurgents and Taliban because of better supply ability of the regular army.
It would make insurgence mode often less boring.

4) Ralley Point
Both suggestions will bring more action to PR by let enemies meet each other more often.
a)
I think it’s a big problem, you can do what you want, the time will come where some enemies simply walk near and your RP will disappear.
I think a Ralley Point is a HQ and should be taken by firefight, shoot the guys down and then knife the RP.
Or let RP only disappear if enemies are 5m close to them.
The problem of spawn kills, this is the problem a squad and every player should deal with, now you can spawn rape too if you alone...

So please let RPs rest until they were really fought down.

b)
There is a lack of squadleaders, so I suggest you, let squadleader make RPs with one man in a squad but nobody near him!
Nobody want forever beg mates to come to that position or to another position, they play and you wait and wait. Make a squadleader stronger, let him be creative in his tactics without beg squadmates. So a good player can stay alive and make RPs for his squad in the end best careful players will be best squadleaders because everyone want be in a squad with action and not in one on the carrier.

5) Points and Firebase
There are people who try to spam firebases in open because they want get points for statistic, they don’t care about safety.
Lower points for building and transport and so on, give more points for taking or defend flags/caches, taking mg out/revive people.

6) Pilots
Pilots are careless, how often they lose again and again helis. How often they try to land troops in front of my rifle/mg/apc whatever.
They don’t think about stealth and safe transport.
People will learn only with sanctions.
Please let a pilot who lost his heli get many negative points and (!) double spawn time of the heli he just lost, so other guy can try himself as pilot.
A carrier should have faster spawn time for boats so noob pilots would not be able to destroy a game play.

7) MG
Undeployed MG should be less accurate.
MG is for fire support and for room clearing.


8 ) Tanks
I want big tank battles with 20-30 tanks on each side. Now kashan desert is boring but if you let everyone handle own tank/aa (like USI) +1-2 helis/jets, it would be nice. Kashan desert, kozelsk would good for that.

9) Maps
Need more maps with buildings, place on maps like mestia (baraccuda...) simply more buildings, something like 3 villages to capture!

10) Mines
Make mines like FH2 and let people mark them like there!

Infraction given by Marley for vague thread title/link

Dune

Re: Important

Posted: 2009-09-04 11:19
by Punkbuster
I agree with everything you said...
It was like an Anti Noobs suggestions Campaign lol
This will stop some noobs from doing what they do

Re: Important

Posted: 2009-09-04 11:37
by Viper.Sw
I agree with most ideas.

If soldier get critically wounded the team SHOULD loose a ticket for it and the shooter should receive a kill point. There is no way on earth that "that" same soldier will come back to fight. The revive is just a likeness to send him to hospital and get the player to take someones elses place in battle. So that the fight seems to include more people.


I want to see LAT to be spawnable with too. Will make the APCs think twice before starting to "roadkill" people and drive straght through enemy lines. Maybe make it a little more effective against some vehicles.




I disagree with LMG to be less accurate though.

Re: Important

Posted: 2009-09-04 11:38
by Herbiie
RPG-Gunner wrote:Suggestion

1. Kills
Every time enemy was shot down it should count as kill because after revive the soldier is in hospital and cannot fight, this is another soldier that took his place.
This would be more realistic and would be fairer to the player because nobody can sit 5 minutes around and wait until the enemy will be dead dead.
There is also a unrealistic tactic people use, enemy medic hide himself and wait until 2-4 minutes after firefight, after all enemies gone, he revives his squad.
Sometimes you take 2-5 enemies out but don’t get any kills.

2. APC/Jeeps - LAT
I think it’s unrealistic how that assets used now. In reality apcs stay back and give fire support over distance. In game the apcs and jeeps simply hunt the soldiers. Trucks try to overdrive soldiers... My point is to give LAT to a squad as spawn kit like Medic or LMG. In real armies there are no squads without RPG/LAW in action.

To Taliban and insurgents please give a pistol or carabine or mp for self-defense, there are only two kits on cache that always take a random guy.

3. Insurgents
a)
Please do something against people who walk over traps and drive over own mines.
They simply don’t care about that assets because no one sanction them, more they can punish mates.
It’s very hard to defend any cache with such teammates.
The solution is simple, in insurgents mode if you run over own trap or mine you should get punished with many negative points or 1 death or as message for all like "player XYZ is a traitor (idiot or whatever)".
Only with such sanction people will take care.
b)
Insurgents should have a medic like Taliban have, the civilian guy should used as scout, for example give him a small uav function for 50-150 m or whatever around him.
c)
Give coalition forces faster respawn times for trucks and jeeps, they should be able to pressure the insurgents and Taliban because of better supply ability of the regular army.
It would make insurgence mode often less boring.

4) Ralley Point
Both suggestions will bring more action to PR by let enemies meet each other more often.
a)
I think it’s a big problem, you can do what you want, the time will come where some enemies simply walk near and your RP will disappear.
I think a Ralley Point is a HQ and should be taken by firefight, shoot the guys down and then knife the RP.
Or let RP only disappear if enemies are 5m close to them.
The problem of spawn kills, this is the problem a squad and every player should deal with, now you can spawn rape too if you alone...

So please let RPs rest until they were really fought down.

b)
There is a lack of squadleaders, so I suggest you, let squadleader make RPs with one man in a squad but nobody near him!
Nobody want forever beg mates to come to that position or to another position, they play and you wait and wait. Make a squadleader stronger, let him be creative in his tactics without beg squadmates. So a good player can stay alive and make RPs for his squad in the end best careful players will be best squadleaders because everyone want be in a squad with action and not in one on the carrier.

5) Points and Firebase
There are people who try to spam firebases in open because they want get points for statistic, they don’t care about safety.
Lower points for building and transport and so on, give more points for taking or defend flags/caches, taking mg out/revive people.

6) Pilots
Pilots are careless, how often they lose again and again helis. How often they try to land troops in front of my rifle/mg/apc whatever.
They don’t think about stealth and safe transport.
People will learn only with sanctions.
Please let a pilot who lost his heli get many negative points and (!) double spawn time of the heli he just lost, so other guy can try himself as pilot.
A carrier should have faster spawn time for boats so noob pilots would not be able to destroy a game play.

7) MG
Undeployed MG should be less accurate.
MG is for fire support and for room clearing.


8 ) Tanks
I want big tank battles with 20-30 tanks on each side. Now kashan desert is boring but if you let everyone handle own tank/aa (like USI) +1-2 helis/jets, it would be nice. Kashan desert, kozelsk would good for that.

9) Maps
Need more maps with buildings, place on maps like mestia (baraccuda...) simply more buildings, something like 3 villages to capture!

10) Mines
Make mines like FH2 and let people mark them like there!
Lots of suggestions some good some stupid.

Lets start from the beginning:

1) You care about points? Noob. You shouldn't be caring about that little number it means nothing. You shouldn't be concentrating on getting head shots and waiting until you can hit the enemy. Keep them suppressed rather than letting them poke their heads out, trust me it makes them easier to kill when they aren't shooting back.

2)
Insurgents are not well armed. If they had an RPG I doubt they'd have a pistol as well. Also, I think we've used up all the Spawn Options.

3) How can you call people who trip friendly mines/traps noobs? Usually they are not marked and tbh I have better things to do than constantly look where I'm walking - especially when there are traps right outside the cache. Only set traps when the enemy are about to take the position. Then you will get more precious kills. A medic kit? Hey why not just give them Rally Points too... They aren't conventional they do not have combat medics. Every Insurgent with a weapon fights. The collaboraters (NOT Civilians, collaboraters.) are your medics. Yes I agree, shorten the spawn time for Humvees/Land rovers.

4)
The Rally Point is not a HQ. In real warfare soldiers have Rendezvous Points. These Points are spread along their patrol route and are where they fall back to if things go tits up. I think Rally Points represent these perfectly. Erm There is not a lack of Squad leaders... if your squad leader is having to beg Squad Members to come near him you're in a shite squad. In almost every squad I'm in the SL says "One man on me now" and some one goes over because the SL ordered them too.

5) Fair Enough I agree. Points don't matter imho.

6) Faster Respawn for boats - Gurrrdd. Points don't matter in PR like I said. They already get a longer spawn time for crashing Helis ;)

7) LMG is not for room clearing... just fire support :roll: But yes I agree ALOT less accurate in undeployed mode. This is also a re suggestion :P

8) 20-30 tanks on both sides? Dude tanks need crews, if we had 1 person per tank then it would be an invitation for vanilla noobs to lonewolf everywhere.

9) I like Mestia, and Barracuda... We don't have to have FIBUA in every map.

10) *yawn* My hands are hurting :( But yeah they should and this is a re suggestion too. Though you would need an extra slot on the Engineer kit for the Flag. I say Let the wrench do everything the Shovel can (It represents a tool kit anyway) and replace the Shovel with the Flags.

Re: Important

Posted: 2009-09-04 11:53
by RPG-Gunner
Herbiie wrote:Lots of suggestions some good some stupid.

Lets start from the beginning:

1) You care about points? Noob.
Only on this forum I’m 2 years longer than you, how can you insult me as noob?
And yes, I care about my action.
Herbiie wrote: 2)
Insurgents are not well armed. If they had an RPG I doubt they'd have a pistol as well. Also, I think we've used up all the Spawn Options.
If insurgents would give you RPG, then you would for sure get some sort of handgun.
Herbiie wrote: 3) How can you call people who trip friendly mines/traps noobs? Usually they are not marked and tbh I have better things to do than constantly look where I'm walking -
If you want play a game about realism, you should do this.

...

Re: Important

Posted: 2009-09-04 12:21
by Alex6714
The pilot respawn time has been said before and just won't work unless heli spawn times are less than 1 min because people can reconnect to the server easily before they respawn at the moment.

Re: Important

Posted: 2009-09-04 12:27
by Tirak
RPG-Gunner wrote:Suggestion

1. Kills
Every time enemy was shot down it should count as kill because after revive the soldier is in hospital and cannot fight, this is another soldier that took his place.
This would be more realistic and would be fairer to the player because nobody can sit 5 minutes around and wait until the enemy will be dead dead.
There is also a unrealistic tactic people use, enemy medic hide himself and wait until 2-4 minutes after firefight, after all enemies gone, he revives his squad.
Sometimes you take 2-5 enemies out but don’t get any kills.
Disagree. The advantage of reviving is that you save your team tickets. Without that benefit, it is faster, simpler and more effective to respawn at your rally, and aid your squad in combating the enemy.
2. APC/Jeeps - LAT
I think it’s unrealistic how that assets used now. In reality apcs stay back and give fire support over distance. In game the apcs and jeeps simply hunt the soldiers. Trucks try to overdrive soldiers... My point is to give LAT to a squad as spawn kit like Medic or LMG. In real armies there are no squads without RPG/LAW in action.
Disagree, the LAT kit is too specialized to be given on the spawn screen. Use teamwork to hunt marauding APCs.
To Taliban and insurgents please give a pistol or carabine or mp for self-defense, there are only two kits on cache that always take a random guy.
Is the AK-47, AK-74, G3, Shotgun and other weapons available to Insurgents incapable of this task?
3. Insurgents
a)
Please do something against people who walk over traps and drive over own mines.
They simply don’t care about that assets because no one sanction them, more they can punish mates.
It’s very hard to defend any cache with such teammates.
The solution is simple, in insurgents mode if you run over own trap or mine you should get punished with many negative points or 1 death or as message for all like "player XYZ is a traitor (idiot or whatever)".
Only with such sanction people will take care.
Disagree, you placed the mine/trap and either did not mark it, or placed it in a location where friendlies will traffic. If you lay a mine field in PR, you are responsible and should tend to it to ensure friendlies are not caught in your mine. Laying and leaving is an unrealistic and selfish tactic indicating you do not care about the assets, not them.
b)
Insurgents should have a medic like Taliban have, the civilian guy should used as scout, for example give him a small uav function for 50-150 m or whatever around him.
There are 2 ways to interpret this. 1, the civi has a radar around him like the vBF2 UAV, in which case highly disagree as it was gamey, unrealistic and will never return. The other way is the civi can launch some sort of UAV, which has been suggested, rejected and implemented in a different way.
c)
Give coalition forces faster respawn times for trucks and jeeps, they should be able to pressure the insurgents and Taliban because of better supply ability of the regular army.
It would make insurgence mode often less boring.
If a squad is careless with their vehicle and they lose it, there is a consequence. Removing that consequence will only lead to unrealistic and spamming gameplay, similar to vBF2.
4) Ralley Point
Both suggestions will bring more action to PR by let enemies meet each other more often.
a)
I think it’s a big problem, you can do what you want, the time will come where some enemies simply walk near and your RP will disappear.
I think a Ralley Point is a HQ and should be taken by firefight, shoot the guys down and then knife the RP.
Or let RP only disappear if enemies are 5m close to them.
The problem of spawn kills, this is the problem a squad and every player should deal with, now you can spawn rape too if you alone...

So please let RPs rest until they were really fought down.
The RP is not an HQ, Firebases represent a more permanent HQ. Rallies are reminiscent of a fall back position, and if said position becomes compromised by enemy activity, it would be very foolish to fall back to that location.


b)
There is a lack of squadleaders, so I suggest you, let squadleader make RPs with one man in a squad but nobody near him!
Nobody want forever beg mates to come to that position or to another position, they play and you wait and wait. Make a squadleader stronger, let him be creative in his tactics without beg squadmates. So a good player can stay alive and make RPs for his squad in the end best careful players will be best squadleaders because everyone want be in a squad with action and not in one on the carrier.
Highly disagree, RPs are a benefit you gain from using teamwork and working with your squad. All this would lead to is a multitude of one man squads getting close, laying down a rally and then just spam attacking. If you do not work with a squad, you should not have the advantage of a closer spawn point.
5) Points and Firebase
There are people who try to spam firebases in open because they want get points for statistic, they don’t care about safety.
Lower points for building and transport and so on, give more points for taking or defend flags/caches, taking mg out/revive people.
Firebases are not placed in the open because people want points, they're placed in the open because it can be difficult to place them anywhere else. But since this suggestions is about point, I couldn't care less.

6) Pilots
Pilots are careless, how often they lose again and again helis. How often they try to land troops in front of my rifle/mg/apc whatever.
They don’t think about stealth and safe transport.
People will learn only with sanctions.
Please let a pilot who lost his heli get many negative points and (!) double spawn time of the heli he just lost, so other guy can try himself as pilot.
A carrier should have faster spawn time for boats so noob pilots would not be able to destroy a game play.
To be fair to pilots, too many SLs request extraction and insertion into areas they know are hot and tell the pilot nothing. Good communication is required to have a truly successful Helo Transport squad. Penalizing the pilot because the SL insisted the area was clear when he knows there's a tank rolling around near by (which is why he wants extraction) is coutner productive. Additionally, a spawn time that long is not possible with the engine. As to the boats, see my comment on your Humvee suggestion.
7) MG
Undeployed MG should be less accurate.
MG is for fire support and for room clearing.
Contradiction, MG should be less accurate, but accurate enough to clear a room. That's how it is now.
8 ) Tanks
I want big tank battles with 20-30 tanks on each side. Now kashan desert is boring but if you let everyone handle own tank/aa (like USI) +1-2 helis/jets, it would be nice. Kashan desert, kozelsk would good for that.
This Suggestion needs to be killed with fire. No. Tanks have been made 2 man operated for a reason. It requires team work. This will never revert back to the 1 man tank system. The change was made very early on in the development of PR.
9) Maps
Need more maps with buildings, place on maps like mestia (baraccuda...) simply more buildings, something like 3 villages to capture!
The typical response to suggestions like this is "Do It Yourself", so I will be typical, Do It Yourself.
10) Mines
Make mines like FH2 and let people mark them like there!
Mine flag markers have been suggested many times. Use the Search Function.

It seems what you really want is vBF2 with some PR features. If that's the case, go play vBF2 and imagine the better looking weapons and maps and vehicles, as this mod is not for you.

Re: Various gameplay suggestions

Posted: 2009-09-04 15:12
by terenz
Tirak for president! Also think about, most of your suggestions apply to public servers, and would make it alot harder for the private CW/PCWs. Think about a pilot squad that has been briefed and planned, they get shot down and suddenly, the pilotsquad is incapable of doing their job?

Re: Various gameplay suggestions

Posted: 2009-09-04 15:39
by Tarantula
I dont like your suggestions Tirak and others have given the reasons

Re: Various gameplay suggestions

Posted: 2009-09-04 15:42
by HeliaXDemoN
Transforme RPG7 in a limited kit!

Re: Important

Posted: 2009-09-04 16:46
by Herbiie
RPG-Gunner wrote:Only on this forum I’m 2 years longer than you, how can you insult me as noob?
And yes, I care about my action.


If insurgents would give you RPG, then you would for sure get some sort of handgun.


If you want play a game about realism, you should do this.

...
A noob is not a statement of how long you've played merely of how you play. You want to know if you've done well, has your team won? Were you and your squad important in that victory? Did you use good team work and would it have made a difference if you weren't there? The answers to all these questions can tell you if you did well. Not a silly little number.

It seems in those 2 years on the forums you haven't learnt anything about PR :roll:

Also - by better things, I mean sort of fighting? Or do the Taliban go around looking at their feet all day?

Re: Various gameplay suggestions

Posted: 2009-09-04 16:54
by arjan
Why is everyone alwas so negative towards eachother =\

Re: Various gameplay suggestions

Posted: 2009-09-04 16:56
by Herbiie
arjan wrote:Why is everyone alwas so negative towards eachother =\
If someone thinks that Points matter in PR they are a noob. Simples.

Re: Various gameplay suggestions

Posted: 2009-09-04 17:08
by frrankosuave
if you spawn as a sapper, you have a mine and two grenade traps. this version of the mod allows you to mark one of them, so unless you put all three in the same place, how can you possibly mark them all? not to mention if you go reload your mines or traps. people get all pissy about not marking your traps/mines, but how the heck are you supposed to when you are only allowed to mark one?

eventhough it is not "realistic", I am a fan of a floaty-skull-crossbones symbol. let this be a "metaphor" for somebody getting on an all ears communicator and saying, "mine/trap in this location".

Re: Various gameplay suggestions

Posted: 2009-09-04 17:11
by arjan
Herbiie wrote:If someone thinks that Points matter in PR they are a noob. Simples.
What do you care about, its his live xD no need to be hostal against other people.
who says you cant teamplay while also caring about youre KD ratio, watching youre KD ratio is good, becouse it spares tickets.

Re: Various gameplay suggestions

Posted: 2009-09-04 18:50
by EazyCurrE
b)
There is a lack of squadleaders, so I suggest you, let squadleader make RPs with one man in a squad but nobody near him!
Nobody want forever beg mates to come to that position or to another position, they play and you wait and wait. Make a squadleader stronger, let him be creative in his tactics without beg squadmates. So a good player can stay alive and make RPs for his squad in the end best careful players will be best squadleaders because everyone want be in a squad with action and not in one on the carrier.

I can see now, being in a full squad in which everybody dies except the squad leader, and him saying "ok guys now everybody leave the squad and come back so i can set a rally" lolz

not a good idea there.

Re: Various gameplay suggestions

Posted: 2009-09-04 19:29
by Herbiie
frrankosuave wrote:if you spawn as a sapper, you have a mine and two grenade traps. this version of the mod allows you to mark one of them, so unless you put all three in the same place, how can you possibly mark them all? not to mention if you go reload your mines or traps. people get all pissy about not marking your traps/mines, but how the heck are you supposed to when you are only allowed to mark one?

eventhough it is not "realistic", I am a fan of a floaty-skull-crossbones symbol. let this be a "metaphor" for somebody getting on an all ears communicator and saying, "mine/trap in this location".
Is this in the right Thread?

Re: Important

Posted: 2009-09-04 19:38
by RPG-Gunner
Tirak wrote:Disagree. The advantage of reviving is that you save your team tickets. Without that benefit, it is faster, simpler and more effective to respawn at your rally, and aid your squad in combating the enemy.
Reviving people help keep them alive, so they stay in fight and don’t get 1 death more.
Tickets should be affected by tactical success, taking objectives.


Tirak wrote: Disagree, the LAT kit is too specialized to be given on the spawn screen. Use teamwork to hunt marauding APCs.
LAT is standard in every modern army squad since WW2. The point is to get LAT at RP if there are no supply around. One mg and one Lat in every squad would be realistic.

Tirak wrote: Is the AK-47, AK-74, G3, Shotgun and other weapons available to Insurgents incapable of this task?
RPG guy got only stones, you didn’t get the point…

Tirak wrote: Disagree, you placed the mine/trap and either did not mark it, or placed it in a location where friendlies will traffic. If you lay a mine field in PR, you are responsible and should tend to it to ensure friendlies are not caught in your mine. Laying and leaving is an unrealistic and selfish tactic indicating you do not care about the assets, not them.
Since you can mark only one mine and marked traps people can’t see because they don’t have mini map your statement is something like a comedy. In reality you should care not to drive over a mine, this mod is about it.


Tirak wrote:
If a squad is careless with their vehicle and they lose it, there is a consequence. Removing that consequence will only lead to unrealistic and spamming gameplay, similar to vBF2.
This is a bit unthinking since nobody spoke about spam transport vehicles but only increase a rate of respawn.

Tirak wrote: The RP is not an HQ, Firebases represent a more permanent HQ. Rallies are reminiscent of a fall back position, and if said position becomes compromised by enemy activity, it would be very foolish to fall back to that location.
Again unthinking, first you said RP is a fallback position, but then you said it’s foolish to fall back on RP because your compromise it…
RP is a HQ of a company f.Ex. and Firebase is a base of your regiment… Whatever I don’t see any argument why RP should disappear so easy.



Tirak wrote: Highly disagree, RPs are a benefit you gain from using teamwork and working with your squad. All this would lead to is a multitude of one man squads getting close, laying down a rally and then just spam attacking. If you do not work with a squad, you should not have the advantage of a closer spawn point.
I wrote that for RP should be 2 men squad needed like now.
Only to place one, SL should not need a guy direct near him.

Tirak wrote: Firebases are not placed in the open because people want points, they're placed in the open because it can be difficult to place them anywhere else. But since this suggestions is about point, I couldn't care less.
It is possible to use hidden position, think about it, before you place one.
Tirak wrote: To be fair to pilots, too many SLs request extraction and insertion into areas they know are hot and tell the pilot nothing. Good communication is required to have a truly successful Helo Transport squad. Penalizing the pilot because the SL insisted the area was clear when he knows there's a tank rolling around near by (which is why he wants extraction) is coutner productive. Additionally, a spawn time that long is not possible with the engine. As to the boats, see my comment on your Humvee suggestion.
At the end the pilot decides where to land.

Tirak wrote: This Suggestion needs to be killed with fire. No. Tanks have been made 2 man operated for a reason. It requires team work. This will never revert back to the 1 man tank system. The change was made very early on in the development of PR.
You can achieve tactical teamwork and benefit much more from that, since you will get real tank battles and not two on two engagements.

Tirak wrote: The typical response to suggestions like this is "Do It Yourself", so I will be typical, Do It Yourself.
Did I said personally to you to do something? I suggested to Devs to retexture the mine like in FH2, what is your problem?

Tirak wrote: It seems what you really want is vBF2 with some PR features. If that's the case, go play vBF2 and imagine the better looking weapons and maps and vehicles, as this mod is not for you.
You are very aggressive guy!

Re: Important

Posted: 2009-09-04 19:54
by Herbiie
RPG-Gunner wrote:Reviving people help keep them alive, so they stay in fight and don’t get 1 death more.
Tickets should be affected by tactical success, taking objectives.




LAT is standard in every modern army squad since WW2. The point is to get LAT at RP if there are no supply around.



RPG guy got only stones, you didn’t get the point…




Since you can mark only one mine and marked traps people can’t see because they don’t have mini map your statement is something like a comedy. In reality you should care not to drive over a mine, this mod is about it.




This is a bit unthinking since nobody spoke about spam transport vehicles but only increase a rate of respawn.



Again unthinking, first you said RP is a fallback position, but then you said it’s foolish to fall back on RP because your compromise it…
RP is a HQ of a company f.Ex. and Firebase is a base of your regiment… Whatever I don’t see any argument why RP should disappear so easy.






I wrote that for RP should be 2 men squad needed like now.
Only to place one, SL should not need a guy direct near him.




It is possible to use hidden position, think about it, before you place one.


At the end the pilot decides where to land.



You can achieve tactical teamwork and benefit much more from that, since you will get real tank battles and not two on two engagements.



Did I said personally to you to do something? I suggested to Devs to retexture the mine like in FH2, what is your problem?




You are very aggressive guy!
Tactical Success = Killing the enemy. When it comes down to it that is what you want territory for. To kill the enemy.

No -The point is that your squad should be able to cover you and therefore you don't need another weapon :roll: also the Taliban RPGs do get weapons.

Tbh you shouldn't be placing miens anywhere NEAR where your own team will do. That doesn't happen in real life.

No - He says the RP is a fall back position. But IF it is compromised then it is a foolish place to fall back too.

Yes then that SM could be on the other side of the map lone wolfing...

Possible yes, but hard.

THe Pilot only know what the squad has told him, and generally a pilot will try to land as close as he can to the Co Ords the squad give him. Squads give Pilots abuse who refuse to land where the squad wants them to land.

On kashan desert there are around 12 tanks in total by the end of the game, they respawn when they die - new tanks ;)

N he said that's the typical response. Also it's a resuggestion.

You're not too nice yourself bub.

Re: Various gameplay suggestions

Posted: 2009-09-04 20:04
by single.shot (nor)
Mine markers will be unlimited .87 IIRC.

Taleban L-AT has an AK47 if im not entirely wrong, insurgent RPG-ists have a rock as a secondary weapon, this is OK IMO, but an ak with 1+2 mags wouldn't hurt, however the kit is OK as it is now.

now, i don't agree with any of your points. your suggestions will in my foreseeing opinion give negative gameplay consequences. especially the civi-uav, and the fast spawning BLUFOR assets. these are very "arcadey" elements.