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#1 |
![]() Join Date: Jan 2008
Posts: 1,099
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I’m posting these together because they are related, if one was changed without the other I think it would actually tip the current balance where as changing both would be even and keep the intended game play for Insurgency.
Part 1 Currently artillery for Coalition forces can be used to destroy Insurgent caches when a direct result cannot be made due to a good defense by the Insurgents. What this often means is on Op Archer, two or more caches will end up in the C4 city area. The Coalition will camp in the hills around the city and call in artillery until the cache is destroyed instead of having to control the city and remove the caches by hand. This ruins game play as it makes defense of the caches worthless once the artillery is available, and removes the area control that is part of the Insurgency game mode. Solution: Make the caches invulnerable to artillery. This would allow the Arty to be used to destroy buildings and clear out infantry but still require the troops to go in and secure. Part 2 I also believe that vehicles that spawn in main should not be worth points until they are used. A chopper/humvee/command truck, etc should only give points once it I used, allowing assets to be left in main and not in danger of having Big Red come in and score 60 free points every 20 minutes. If the vehicles are used and later returned to main they should be worth the points even if abandoned there. Solution: Tie the vehicle’s point value to whether a soldier has entered the vehicle. If the vehicle has had at least one person hop in and out it would count, but if the Choppers were grounded the whole round they would not be worth points. Insurgents could still kill them to keep them from being used, but they would not be a liability while unused in main like they are now. This could also be solved by having safe locations in main (bunkers etc) to hide the vehicles in but I think having them safe at spawn would keep the foot soldiers out in the field instead of having a parking attendant. |
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#2 |
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Banned
![]() Join Date: Mar 2009
Location: Montréal Québec Canada
Posts: 2
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Well, real artilery shell would destroy anything in its path. If its raining 155mm shell on a village, you can be sure that if a shell fall very close to a cache, it will destroy it. Dont understand why you complain, especialy since there is only 1 ARTY strike each game.
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#3 |
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I'm sorry but this seems kinda Pro INS with out helping the Coalition side at all.
The Arty was made to do what your talking about Its made to hit a spot where INF just won't do If you get 2-3 cache in a small zone your going to get arty call down on you. I would suggest you try and ask the [R-Dev] to make it so two or more cache can't spawn with in a arty strike zone. Making it to where arty did not kill the cache but giving the INS 1 spot for there full team to be at is not fair as there are no armor or atk heli to support the INF like in real life and would just waste bluefour ticks. |
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Twisted Helix: Yep you were the one tester that was of ultimate value.
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#4 |
![]() Join Date: Jan 2008
Posts: 1,099
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If the US did not lose tickets for unused assets at their main they would often have an extra 50-100 tickets based on the battles I have been in. That favors the Coalition in my opinion.
So the team would be looking at a higher amount of tickets to mount an assault with. The whole team would then be attacking a single area, and 32 Coalition > 32 Insurgents. Artillery is not required to destroy the caches without entering the buildings, calling an arty strike in first to clear the area for infantry assault would work. For hotrod: what map only has a single arty strike? There might be a long wait between strikes but I've had multiples brought down on the same map destroying multiple caches at different times. |
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#5 |
![]() Join Date: Jan 2007
Location: Bloomington IN
Posts: 1,649
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Part 1
Currently artillery for Coalition forces can be used to destroy Insurgent caches when a direct result cannot be made due to a good defense by the Insurgents. What this often means is on Op Archer, two or more caches will end up in the C4 city area. The Coalition will camp in the hills around the city and call in artillery until the cache is destroyed instead of having to control the city and remove the caches by hand. This ruins game play as it makes defense of the caches worthless once the artillery is available, and removes the area control that is part of the Insurgency game mode. -- Realistic. What would you rather do, send in troops that can get shot up from an ambush or call in direct/indirect fire on a known enemy position. Easy answer. No. Part 2 I also believe that vehicles that spawn in main should not be worth points until they are used. A chopper/humvee/command truck, etc should only give points once it I used, allowing assets to be left in main and not in danger of having Big Red come in and score 60 free points every 20 minutes. If the vehicles are used and later returned to main they should be worth the points even if abandoned there. -- Again, Realistic. I can't account for the frequency but I know Coalition forces had to deal early on and sporadically now with mortar attacks by insurgents on their bases/FOBs. If your team chooses not to have a ::basic:: base defense team, than that's your own fault. If you've got an insurgent team camping the hills calling in fire, I'm pretty sure it's the coalition's fault for not choosing to secure the area directly around their base. The problem with caches is the fact that one cache can spawn where another cache just got destroyed, thus getting 2 caches for the price of 1. This is more or less a coding issue. With my severe lack of coding experience, I would just say, that if a cache is destroyed another one should not spawn within X-meters of the previous cache location. could easily solve that problem. |
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#6 |
![]() Join Date: Jun 2007
Posts: 1,755
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Leave it the way it is, you should not have a bunch of your team crowded around the cache anyways, so if it gets hit by artillery that is your fault.
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#7 | ||
![]() Join Date: Jan 2008
Posts: 1,099
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Quote:
Quote:
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#8 | |
![]() Join Date: Jun 2007
Posts: 1,755
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Quote:
If artillery is destroying your caches you need to stop having all your teammates stand directly on it so the enemy won't drop artillery on your cache. The simple fact is if you guys were not standing on the caches spamming rockets reloading your weapons constantly the enemy would not have called an mortar/arty strike on your and the caches would not have been destroyed, this is something you have to think about while your insurgent, we can make all weapons inert to certain things and soon the game will be crap. Besides what your describing rarely happens anyways everyone knows you are here because something happened in game that made you angry like everyone else who makes a ridiculous request. | |
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Last edited by nick20404; 03-30-2009 at 06:56 PM..
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#9 |
![]() Join Date: Jan 2008
Posts: 1,099
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Using arty to kill caches is rare? Happens all the time on the TG server.
Destroying idle vehicles in main? Happens all the time. I was the one who called in the three cache arty kill, all three were marked on the map from intel collection. We had been attacking the other possible cache areas and just got the intel to tell us where they were, we didn't even have to see anyone on the caches. Two cache kills happen regularly on a server with teamplay, but even a single arty cache kill is against the point of insurgency. I don't feel like I'm taken advantage of when my cache gets artied, I think that it is bad gameplay on either side, and it happened multiple times before I even posted the suggestion. But you are just a troll suggesting unrelated items (rocket spam/friendlies on the cache) when the point is: an indirect attack allows the Coalition to kill a cache without the need to clear it on foot. The arty should kill the defenses, not kill the defenses and also kill a cache or two. Even APC fire spam killing caches is bad gameplay, they should be destroyed by hand held items like incendiary grenades to show the Coalition has controlled the area. And the Coalition shouldn't lose points for unused vehicles such as choppers if they are grounded and unused. I'm not trying to bump up one side over the other, just pointing out bad gameplay. |
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#10 |
![]() Join Date: Oct 2008
Posts: 234
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err.... arty is ussually thrown at civilian villages?, I think you guys have your priorities wrong
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| Tags |
| artillery, caches or vehicles, destroy, insurgency, main, safe |
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