Hi, I wan't to complain about the unbalance in this map, and what you did to the only good weapon Militia has, the Anti Tank tow, why did you put it to disable when moving?
It's so unbalanced with UK having Tanks and APCS at the begining and Militia don't.
Please undo the change of disabling when moving, like with the Bradley.
Thanks
Re: Complaint on fools roads
Posted: 2011-05-07 03:54
by Rudd
why did you put it to disable when moving?
I honestly don't understand how it all works, but all I know is that its to do with the different of wire guided and laser guided missiles iirc. Another poster can explain it better I think, but understand its a realism thing not a arbitrary gameplay decision.
It's so unbalanced with UK having Tanks and APCS at the begining and Militia don't.
the tandem RPG can destroy a C2 (ingame) in only 1 hit, there are AT guns avaliable at 3 locations to block British armour. Once you are fighting in the forest itself, its very hard to see you with thermals, rending Armour useless, and suddenly you have an extra 6 guys fighting the Brits since they have at least 6 guys crewing vehicles that cannot enter the forest effectively (usually means they die)
So when you look at it, its actually reasonable.
imo its like when on insurgency the insurgents complain that an APC is sitting out in the desert sniping them off a building, some say thats an arguement to remove the APC, for me its an arguement not to go on that building until the APC is gone
I'm unsure how effective the SPG techie is against heavy armour, but I'm sure its reasonably effective.
imo adding a single tank to the Militia side might be a good gameplay move, but I'm unsure since it was changed from that to what we have now.
Re: Complaint on fools roads
Posted: 2011-05-07 03:56
by PaveHawk
I ask you this. Can the anti tank tow that the militia use fire while moving in real life? Now I don't know what the name of the tow is, but I bet you do a little research you may find your answer.
Re: Complaint on fools roads
Posted: 2011-05-07 04:01
by rushn
show me a source where you can drive and shoot TOW at the same time
firing a TOW while moving in a vehicle will certainly mess up the wire system dont quote me though
TOWs use a guided wire\
you can see the wire there
crud i got ninjad
Re: Complaint on fools roads
Posted: 2011-05-07 04:31
by Xavo|xXx
Rudd, the problem lies in the fact that the Brits always target the AT Guns (since they know where they are) and destroy them in one hit (C2) since the AT Gun can't one hit a C2. Once those are gone, the Milita have to rely on two soldiers with a single Tandem each, with the tandem you have to be relatively close and have to be really still to kill anything at a semi-decent range. Meaning you are well within Thermals, standing still and quite close. Sure I've taken out armour, on that map - usually after they've decimated our teams logistics and firebases and then make some stupid move to rush our main or something.
And you've got to admit, the Brits have quite a lot of armour on that map, for just 1 SPG which is basically an RPG mounted on a techie, and a TOW BRDM which can't even fire on the move.
Re: Complaint on fools roads
Posted: 2011-05-07 04:41
by Jorgee!
Ok I assume its a realism thing, but waiting 15 seconds to reactivate?
Maybe that's wrong, once we move, when we STOP it should take 2 seconds to get ready to fire not 15..... my driver moved just 5 meters and it deactivated, I felt so powerless when hearing the tank coming and I waited up to 10 seconds but still couldn't move, and got killed.
Re: TOW movement waiting time feedback
Posted: 2011-05-07 05:48
by Rudd
taken the liberty of moving this to the vehicle feedback section and renaming it, please lets keep the discussion on the TOW movement stuff only.
If you want to talk about asset layouts on maps, I 100% encourage you to do so in the Maps feedback section
Your Feedback is the only way that we can get another perspective on assetlayouts, we love feedback and want as much as possible.
Re: TOW movement waiting time feedback
Posted: 2011-05-07 06:54
by Pronck
The SPG isn't good enough, since the elevation isn't good enough.
Re: TOW movement waiting time feedback
Posted: 2011-05-07 07:56
by splatters
The Spandrel (TOW wagon) is only good for ambushing the enemy armour, but it's really good at that. It's not an assault vehicle.
Fools Road isn't supposed to be balanced asset wise like Kashan Desert for example. The Brits won't win if they don't have decent infantry no matter how much armor they have but also the Militia will suffer a serious blow if the Spandrels don't take out any armor and are taken out themselves.
Even though it's not one of my personal favourites I don't see a problem with the assets.
Re: TOW movement waiting time feedback
Posted: 2011-05-07 11:35
by Germanius_GER
In my Opinion, Fools Road is a good balanced Map, each Side can achieve Victory. But Militia has clearly a disadvantage on this Map. The Militia's only Trump is the Spandrel, which is in the moment to ineffective due
the to long Reactivationtime.
Maybe the Solution is to reduce the Time to reactivate the Maingun?
Re: TOW movement waiting time feedback
Posted: 2011-05-07 12:40
by Saarna
This video has been posted somewhere on the forums before on the subject:
As you can see it takes its sweet time unpacking in reality, full 20 seconds from hatch open to operational.
Re: Complaint on fools roads
Posted: 2011-05-07 12:44
by AquaticPenguin
[R-DEV]Rudd wrote:I'm unsure how effective the SPG techie is against heavy armour, but I'm sure its reasonably effective.
As far as I could tell after hitting one on the back/roof area, pretty useless. However the SPG does enough damage to harass tanks, making them go back to repair and keep them out the game.
Re: TOW movement waiting time feedback
Posted: 2011-05-07 14:24
by Nixy23
Saarna wrote:This video has been posted somewhere on the forums before on the subject:
As you can see it takes its sweet time unpacking in reality, full 20 seconds from hatch open to operational.
While that is true if the TOW launcher is inside the vehicles hull, I can imagine that they do not retract the launcher completely when relocating 50 meters..
Re: TOW movement waiting time feedback
Posted: 2011-05-07 15:23
by Germanius_GER
echo wrote:Totally disagree.
Setup the Spandrel in an ambush position. Job done.
Ambush the roads coming from British main. Job done.
Where before you had Spandrels moving around and going on the attack, while these vehiclesshould really be setup on one position to protect a road or position. .
Thats one aspect how to use the Sandrel. But sooner or later you must move to get in a attack or defence Position. You should also be able to support our Team on the Flags.
Even if you camp a Road, there always gonna be someone who gonna make it through.