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Old 08-31-2008, 05:31 AM   #41
00SoldierofFortune00

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Default Re: Rallypoint System

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Firebases? Bunkers? Ive seen them used quite a bit more often at CPs just before the one being attacked. Rarely see them on Insurgency for whatever reason...
When you attack a base, you put your own RP down before attacking, you just don't go from a firebase to another flag. And right now, Firebases/Bunkers are not that prevalent, especially on maps where you have to depend on a pilot for crates like Barracuda or Muttrah and where there are actually good spots to hide your RP, but they disappear just because they happened to come within its radius. You are also using your RP 80% of the time when doing movements with just your squad.

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Old 08-31-2008, 05:40 AM   #42
Conman51

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Default Re: Rallypoint System

i like it the way it is....it kinda establishes a front line way of play by trying to control like areas of a neighbor hood where your rally is instaed of just defending the flag

"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain
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Old 08-31-2008, 06:44 AM   #43
cyberzomby
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Default Re: Rallypoint System

Sadist Cain had a good point. Co's should place a firebase near one of the places that needs to be taken. Set up half a squad to defend it, and let the rest spawn in there and attack. Place rallys on tactical positions once you find one and begin the assault.
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Old 08-31-2008, 08:11 AM   #44
[DVB] Avalon.ca

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Default Re: Rallypoint System

after playing last night for the first time i have to say that the slow pace combinded with the new maps makes an intence experience. and the rally point removal system may need to be tweaked at some point. the whole concept is great, however i think if my squad and myself are wandering through maatrua (sorry about the spelling) and we pass through a closed in fenced area where hidden from us is an enemy rally we take it out with even knowing it. if there was a way to show the intent of taking it out, be it a "spot" on the commo rose (don't know if thats possible) with say about 25m, might be something to look at.

over all i like it but blindly knocking out enemy rallies may need an adjustment.


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Old 08-31-2008, 08:42 AM   #45
Scot
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Default Re: Rallypoint System

Quote:
Originally Posted by stoobywon View Post
Well today when I was playing, I killed 3 guys near my rally, but it went down. So my squad couldn't spawn even though I neutralized the threat. So my compromise would be to have the rally go away if there are 3 enemies near it for a certain amount of time, maybe a minute.
Quote:
Originally Posted by tanky View Post
I deffo see why it has changed (it makes way more sense this way) but the suggestions i have seen would deffo improve the 3-man radius system;

either;
- 1 of the enemy has to spot the rally with the commo rose (i like this one, coz it shows they have spotted the enemy)
- the 3 enemies must wait about a minute for the spawn to dissapear
- disable spawning if the 3 enemies are in the radius, but they still have to wait a minute or spot the RP with the Commo rose.

or even all of them together...just my 2 pence :P

(p.s. this is still the best release yet guys so congrats! just some teething probs that a release like this is obviously not gonna see till mass testing).
I like these ideas, especially Tanky's first suggestion.


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Old 08-31-2008, 09:03 AM   #46
=]H[=TangFiend
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Default Re: Rallypoint System

Played all day yesterday on the new huge maps think the RP was only overrun once. Was not really that big of a deal.


I worry about sunshine city though we have not run that map on the server since .8 came out. The battle area is so small and there is no "Front line" in that tiny little city. 50 meter radius around RP might need some tweaking.


Understand the concept behind the changes though.
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Old 08-31-2008, 09:03 AM   #47
Pardalito69
Default Re: Rallypoint System

It´s important some kind of a spot to destroy the RP to prevent casual or lucky destroyers... a commo key like "enemy RP" should be added fast to some kind of a patch, as others matters talk in others threats.
I now the the ppl involve here try to do they best, but its important they ear the feedback from the players, from the admins of the servers..... I see some threat open by the Mods the ear the feedback, thats a great improvement from the last patch!!!!
For me it still the best game i had play, great work from all stuff involve on PR!!!!!!!!
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Old 08-31-2008, 11:59 AM   #48
Tartantyco

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Default Re: Rallypoint System

-Ok, guess what just happened. I was playing on Muttrah and we were fighting between East and West city(I think, can't remember new map flag yet). My squad was taking shelter from some gunfire coming from the south and straight past me whizzed a Vodnik carrying 3 people. They whizzed around the streets, ignoring any enemies(Passed two full squads, didn't get taken down by the enormous amount of bullets coming their way, and gone were our rally points. HAHAHASOMUCHFUN!

Make Norway OPFOR! NAO!

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Old 08-31-2008, 12:12 PM   #49
[DVB] Avalon.ca

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Default Re: Rallypoint System

that is a good point Tartantyco, this is a very dangerous tactic that could be used to diminish the quility of play. driving around aimlessly just to get rid of rally points out of pure luck could produce a number of issues, a side from getting rid of rallies that where never discovered in the first place. 1 is the use of vihicles would be greatly abused more so than ever. thus team moblity would be hampered 10 fold.


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Old 08-31-2008, 12:22 PM   #50
[R-DEV]Masaq
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Default Re: Rallypoint System

No. Wrong, both of you.

Your rallypoint didn't go because three people in a truck drove past it. We tested this extensively in beta testing to ensure it didn't.

At one point we had nine guys in three vehicles sat right next to a rallypoint for a minute.


Your rallypoint didn't go down because some guys in a vehicle went past, it probably went down because whilst everyone was firing at the Vodnik, some guys on foot snuck up close to your RP.



Only INFANTRY on FOOT on the GROUND count towards the RP destruction timer.


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