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| PR:BF2 Suggestions Suggestions from our community members. |
| View Poll Results: Should squad rally points be removed? | |||
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Do it! |
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29 | 13.18% |
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Don't do it. |
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191 | 86.82% |
| Voters: 220. You may not vote on this poll | |||
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#101 | |
![]() Join Date: Dec 2007
Location: new jersey
Posts: 123
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#102 |
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You could have it only X ammount of spawns on the rally point. As in you could only spawn 15 times on the rally, before it disapears. This way squad leaders would have to really think about what he tells his teammates to spawn in as.
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#103 | |
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Well, you can, try playing a whole round with a full squad without the use of rally points. Have fun. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]dbzao: My head Rhino.... (long pause) My beautiful head [R-DEV]Rhino - If you want to spam do it in the tester area please. Control the Media, Control the Mind. |
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#104 |
![]() Join Date: Jun 2007
Posts: 1,800
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This mod is allready sometimes very hostile to the average grunt with only a shovel and rifle, these are the majority of players in any normal game.
I dont think gameplay would gain overall by punishing people on the ground. Transport should be used but sometimes it doesnt work, transport helis on kashan for example are a cannon fodder disaster Make rally points more vunerable and obvious, I would support that idea. The radio noise should be turned back up for example. But if a squad holds control of an area, a rally point is a reasonable concept. Its not realistic at face value obviously but Im more interested in realistic tactics then absolute factors |
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#105 |
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PR Community Faction Lead
![]() Join Date: Nov 2007
Location: NJ USA
Posts: 3,637
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Rally points are already VERY easy to find. Make a straight line between you and the people who you keep shooting, follow that line until you hear radio sounds, then knife the nearest bush. IRL it's just going to be a pile of packs and ammo, I think they're already quite obvious enough.
Also, the guys popping out of mid-air near it are a dead giveaway. |
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#106 |
![]() Join Date: Jun 2007
Posts: 1,800
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If they have a bunker or firebase then the rp is not always obvious in its disuse
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#107 | |
![]() Join Date: Aug 2006
Posts: 713
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Seriously, RP's create a dynamic battlefield where we dont always fight over the same stupid flag. The hill 100m to the south of the objective might be extremely important to safeguard the objective, and that is realistic! IRL you would NEVER just sit on the objective your defending, you would have pushed your defenses forward to create a buffer. Fishing village on Qwai is a very good example, the hills to the west of it are almost as important as the flag itself. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran: "The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come." |
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Last edited by Gyberg; 02-18-2008 at 08:37 PM..
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#108 | |
![]() Join Date: Jun 2005
Posts: 1,078
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In my particular scenario, the fishing village was attackable, an enemy squad discovered us and chased us all around the west region. Instead of simply being able to eliminate us, we were able to rapidly deploy a rally point at every new position. Same thing with them, I imagine their casualties simple respawned on their respective rally point. My point being, the rallies create this sort of sporadic fighting over virtually worthless territory. Just yesterday, I had the same issue where my squad (I wasn't the SL here) was trying to establish a rally to attack west tower on Mestia. The militia were on to us, and we found ourselves getting chased all the way up to the NW corner of the map (Dangerously close to the Militia Main). In fact, not once were we able to attack the west tower because we were too busy trying to find a safe location for our rally. Rallies create these prolonged engagements where the only victory conditions come with the termination of all hostiles within the enemy squad, and the destruction of their respective rally. I believe with just firebases and bunkers, team's will be able to concentrate more of their effort on capturing the next flag rather than trying to find the next good spot for your rally point. Unlike rallies, it would take a lot more effort to destroy your firebase/bunker as opposed to a single man knifing it a few times. And considering that probably half if not more people will be operating out of these assets it would take a concentrated effort to destroy an enemy firebase/bunker. | |
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#109 | |
![]() Join Date: Nov 2007
Posts: 339
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You can kill all but two, or the SL. Generally it's not a problem as you should be sending a soldier or an entire squad to flank their rally and kill it. In the meantime they're attacking whatever objective and they'll likely get killed off before they even realize the rally is down. | |
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#110 |
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Really? I disagree. I think they will be focusing more on the inanely long run to the next flag, only to get cut down by the defenders who've had ample time to set up. Commanders will be desperately trying to get enough people to cooperate to make a firebase in a place that isn't in the defender's line of sight, if that it, they even attempt to make one.
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| Tags |
| points, rally, remove, squad |
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