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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#21 |
![]() Join Date: Jul 2006
Location: Michigan, USA
Posts: 500
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Well lets see...
Rallies are only a fall-back point FOBs are more abundant and closer to eachother Spawn time is decreased Wounded to death timer is from 60s to 2min ( Right? ) So getting shot will more likely result in death, and more than likely result in spawning on a FOB fast - meaning were going to see a lot of "We need to take that FOB out!" moments instead of "Spread out find that rally point" So expect some serious rage to those who waste log trucks during the release :P ( Hur de derp I got a big truck wonder what its for /bail out at full speed in enemy territory ) |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "FAIL" - Right after you drive on the grass in Gran Turismo 4 Playing PR since Halo dropping spec ops and SL spawn To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ( .3 To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ) Proud Member of the ~6 player PR clan StrkTm |
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#22 |
![]() Join Date: May 2009
Location: Yorkshire
Posts: 16
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I think the Rally changes is a great idea. It should help concentrate engagements around FOB's which in the servers i've played in tend to generate some of the most fun firefights between infantry.
The only thing more fun than holding a FOB is storming one sucessfully as a team. |
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#23 |
![]() Join Date: Feb 2009
Posts: 1,462
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#24 |
![]() Join Date: Apr 2008
Location: Cologne Germany
Posts: 2,832
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You can build like 6 FOBs, so BUILD THEM. I hope it leads to a drop in the let somebody else do it, mentality.
As a squadleader if I have an objective, I will spend some time setting up, aka build an FOB or even 2 fobs, then move in on the objective. |
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#25 |
![]() Join Date: Apr 2008
Posts: 162
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Lots of good suggestions about how to adapt to the rally point changes in terms of BLUFOR strategy. Have not seen any however on what these changes will mean for insurgent strategy.
As an insurgent, I for one will be trying to pull off coordinated attacks on FOBs, where I'll have some of my squaddies engage FOB defenders (assuming there are any) in a long-range firefight, while 1-2 others sneak up behind them with bomb car/ied. I have seen some insurgent teams pull off this kind of distract-and-backstab strategy to great effect on seemingly unstoppable armor squads back in the day on battlearena... I don't think people are fully appreciating how difficult FOB defense may be against a capable insurgent team |
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#26 | |
![]() Join Date: Nov 2006
Posts: 126
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Quote:
As an insurgent I LOVE when bluefor builds FOBs. Bombcars, bikes, mortars, infantry sitting in sandbags... It is an insurgency goldmine that is sure tto cost bluefor tickets, even if it is just the one guy that spawned in when you are about to destroy it. I remeber fighting this whole-team-convoy on Karbala ( Generally: Bluefor don't build. | |
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#27 |
![]() Join Date: Dec 2009
Location: Bucks
Posts: 84
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Not too fussed about the change.
Only negative is in some situations there will be a further foot-trek.. but nothing worth complaining about. |
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| Tags |
| adapting, rally, system, tactics |
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