New spawn system ducks
Posted: 2010-02-08 00:08
Ok I dont know why my post was merged with .9 rally stystem=Loving it, I dont love it and am trying to suggest a way to improve it because team play has gotten worse in my opinion in .9 because squads are more split up. Anyways.
I think this is one of those good idea, bad execution situations. The rallys at there current state have made FOBs way more critical, which is good but also bad. This has ultimately pretty much destroyed squad play, because you spend more time walking and catching up with your squad than you do fighting and advancing on a flag as a squad. When you meet contact 2 or 3 will go down, and if you happen to beat the opponents then you press on but then have to wait 3 or 4 minutes for the rest of your squad to catch up before you can do so.
Also in order for this system to really work is you have to have a good team, and the majority of pr players are not in a clan so a lot of times noone uses team work and drops off crates and/or builds. Now I'm not saying that NO ONE helps out with crates and YES I have had really good rounds where this system is really effective, just the majority of the time you don't get a very organized team, thus resulting in split up squads and no progress on the map.
Now I have a solution to this, I say that you allow the squad lead to still drop 1 rally and have to refill it (1 rally per life). BUT the rally should stay and have a capped spawn limit. Say 5 squad spawns. And after those 5 spawns are spent then the rally disappears. This would also make the FOBs as important as they are now. In order for a team to win each squad must play there part and they cannot in the current state that the rallys are in.
This isn't another excuse for being lazy and not wanting to walk 500 meters or anything like that, I'm just stating that in pr squad play is ESSENTIAL for victory and now I'm finding myself being more of a lone wolf, dodging bullets, outrunning APC's and such all the way across the map just to find myself getting shot and dying once I get to my squad, rather than returning fire and destroying those APC's as a squad. All in all I think this system as some real potential, just needs a bit of tweaking.
I think this is one of those good idea, bad execution situations. The rallys at there current state have made FOBs way more critical, which is good but also bad. This has ultimately pretty much destroyed squad play, because you spend more time walking and catching up with your squad than you do fighting and advancing on a flag as a squad. When you meet contact 2 or 3 will go down, and if you happen to beat the opponents then you press on but then have to wait 3 or 4 minutes for the rest of your squad to catch up before you can do so.
Also in order for this system to really work is you have to have a good team, and the majority of pr players are not in a clan so a lot of times noone uses team work and drops off crates and/or builds. Now I'm not saying that NO ONE helps out with crates and YES I have had really good rounds where this system is really effective, just the majority of the time you don't get a very organized team, thus resulting in split up squads and no progress on the map.
Now I have a solution to this, I say that you allow the squad lead to still drop 1 rally and have to refill it (1 rally per life). BUT the rally should stay and have a capped spawn limit. Say 5 squad spawns. And after those 5 spawns are spent then the rally disappears. This would also make the FOBs as important as they are now. In order for a team to win each squad must play there part and they cannot in the current state that the rallys are in.
This isn't another excuse for being lazy and not wanting to walk 500 meters or anything like that, I'm just stating that in pr squad play is ESSENTIAL for victory and now I'm finding myself being more of a lone wolf, dodging bullets, outrunning APC's and such all the way across the map just to find myself getting shot and dying once I get to my squad, rather than returning fire and destroying those APC's as a squad. All in all I think this system as some real potential, just needs a bit of tweaking.
