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View Poll Results: Should squad rally points be removed?
Do it! 29 13.18%
Don't do it. 191 86.82%
Voters: 220. You may not vote on this poll

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Old 02-14-2008, 06:23 PM   #51
Tef

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Man maybe everbody should just stop bitching if you want total realism go join the real army. The devs do as best as they can and remember they do it for free.
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Old 02-14-2008, 06:26 PM   #52
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Removing rally's posses a few problems, the first being that its hard enough to keep your squad together as it is, if there are no rally's and you have no commander your entire squad ends up scattered all over the map, this happens enough as it is.

Rally's are not as important if you have a commander (unless you attacking a flag) you can easily spawn at a fire base and you only have a 2 min run to your defense post but without a commander rally's are your only way around the map.

If I wanted to be in a squad where I was on my own and my team mates were all over the map id play vBF2.
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Old 02-14-2008, 06:34 PM   #53
M1126 Stryker
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So dying, losing whatever kit and vehicle you had and waiting 30 seconds (excluding the unnecessary bonus time that only helps the tankers/snipers/pilots in the end) is not enough punishment for a game?

The fact that you keep dying to begin with and are not accomplishing much should be enough punishment.
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Last edited by M1126 Stryker; 02-14-2008 at 07:11 PM..
Old 02-14-2008, 06:40 PM   #54
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*Top Cat just blinks in awe at such a suggestion*

"because of the excellent Prussian rifle, the Prussians will never expect us to attack frontally"
Not Black Adder but some inspired Austrian General in the 60's
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Old 02-14-2008, 07:21 PM   #55
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Quote:
Originally Posted by $kelet0r View Post
The more I think about it, the less I like spawning on rally points ingame. Ultimately I'd prefer the spawning feature removed completely and revert to its actual function - ammo and weapon selection point ... or heavily reworked in a way that it has a finite and very small spawn limit or time to depletion, or better require some method that simulates evacuating the injured/dead by requiring a squadmate or manned vehicle be in the RP radius to respawn...

You know what would be truly awesome - a server that rotated big maps, had no bleed and 32 tickets vs 32 tickets (or even less but 32 tickets makes allowance for you to screw up just once) and enforced realistic tactical teamplay (and in an ideal world could remove the defibs, health bags, ammo bags, rally point spawns, magic maps and all the other experience hurting features). I'd play there, hell I might live there.
Join the military. Seriously, they have everything you desire and more. No? Too hard? Don't want to die?

Quote:
Originally Posted by $kelet0r View Post
What I'm seeing and hurting from is that the combat sim that PR could be is constantly being undermined by players who want to pick and choose what parts of real combat they want to deal with as if they were sides of meat on sale in the supermarket.
PR will *never* be a completely realistic sim, lets just face it. What the DEVs are trying to do is trying to make it as realistic as possible, while trying to implement gameplay without completely nuking it. Which is why they don't have the Javelin in is because it would completely rape any tank on the map. Sure it's realistic, but does that seem like good gameplay to you? Same with the AC-130 Spectre Gunship, it takes boots from the ground and if placed in the most realistic mode possible, would rape atleast half the map.

Not trying to insult you or anything, just reading your reasoning for the topic makes me go WTF.


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Old 02-14-2008, 07:58 PM   #56
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Quote:
Originally Posted by Reapermac
Not trying to insult you or anything, just reading your reasoning for the topic makes me go WTF.
Maybe then you know how I feel when I read superfluous posts like yours - merely an observation. I want more, others want less, the world keeps turning ...
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Old 02-14-2008, 08:27 PM   #57
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Quote:
Originally Posted by $kelet0r View Post
Maybe then you know how I feel when I read superfluous posts like yours - merely an observation.
Meh not really, the other posts' arguments about rally point removal seem to make more sense to me than yours ultimately, but whatever.


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Old 02-14-2008, 11:06 PM   #58
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Skeletor is wanting a near 100% tactical combat game. That could be fun but A LOT of changes would have be made to accommodate that style of play and the closer it reached 100%, the fewer PR players there would be. Right now, PR is about 50/50; 50% tactical and 50% rambo and this balance seems to fit the masses as evidence by PR's current popularity being higher than ever.

So it's a delicate balance.. how much is too much before the mod itself is so specialized towards one type of player that nobody else plays.... or maybe that's how it will be?
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Old 02-14-2008, 11:26 PM   #59
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Quote:
Originally Posted by ReaperMAC View Post
Join the military. Seriously, they have everything you desire and more. No? Too hard? Don't want to die?
I know this was directed at Skeletor, but you people need to get off this "You want realism, go join the Army" BS. I know there are people here serving in the Armed Forces, and I myself have already enlisted within the USMC (Going 0311, Infantry).

The devs themselves said they don't intend on PR appealing to the masses. If I'm looking for pure, mindless fun I simply load up the 360 and hook up with my buds. What I like about PR is that it's as close to a real war scenario as I can get to. I personally want to see PR become a much more slower paced, well thought out, strategic game.

In this case, I find rally points detracts from the strategy element as most squads will set these things close to an enemy CP, and mindlessly rush it until they can overrun the enemy position. For once, I would like to plan out our assault on a CP. Like what should be our point of entry, or identifying how many hostiles and what defenses are currently on the target position. Maybe even have to coordinate a simultaneous assault with another squad, or request additional armor and/or air support in order to gain the upper advantage.

Also like I said earlier, it's a pain to have to chase a squad across the dang map because they keep setting up a new rally point. Often times, you can spend over a dozen minutes fighting some squad out in the forest, having to constantly find and destroy their rally point.


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Old 02-14-2008, 11:55 PM   #60
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Quote:
Originally Posted by Terranova View Post
In this case, I find rally points detracts from the strategy element as most squads will set these things close to an enemy CP, and mindlessly rush it until they can overrun the enemy position.
This was exactly the reason why APC, commander truck, and SL spawning were removed. And although there was a huge uproar about removing them, it wasn't a major issue because rally spawning still remained.

If rally spawns were removed, what happens when a squad member dies and/or is un-revivable? Spawn back at a bunker? Or main? Not a huge issue for some maps, but on larger maps it would essentially bring that person's game to a halt. How does that squad member rejoin his squad? Does his squad wait until his return?

Not saying I'm against this idea, but let's be realistic about how to achieve such a thing without breaking the game. It cannot be done without serious consideration to other areas of the game that would be dramatically effected by such a move. Thus far, there hasn't been any solid argument made to that end.
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Last edited by Wolfe; 02-15-2008 at 12:01 AM..
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