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#41 | |
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PR:BF2 Developer
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3.2 = 10% the enemy aren't gonna not work together just because they aren't in the same squad (HOPEFULLY ANYWAY!) RPs aren't about stealth, unless you are putting them in a stealthy position, they are a metaphor, a gameplay facilitator | |
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#42 | ||
![]() Join Date: Feb 2006
Posts: 2,902
Location: US
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It doesn't make sense if they are a metaphor because they can be put in absurd places that reinforcements would never be able to reach IRL. They are simply meant as an alternative to SL respawns, flag respawns, and to keep the game fun so we don't all have to respawn back at main. If you want to make a "realistic" respawn point, then we would only have firebases. By trying to "define" them, you are making the game too "elitist" rather than fun. Hell, I could make an argument for why you shouldn't even be able to place an RP within 50-100M of a flag zone in the first place, even if it is clear because it is technically a hostile zone and you wouldn't get inserted into a hostile zone when there is clear zone 100M away. | ||
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#43 | |
![]() Join Date: Oct 2008
Posts: 78
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you can always leave one of your navy seals to kill all 3 bumbling enemies before they get close. | |
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#44 |
![]() Join Date: Apr 2008
Posts: 1,017
Location: Helsinki
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The idea of rally points, if I've understand it correctly, is to be the spot where reinforcements arrive, drop their unneeded gear and head for the battle. Soldier spawning at a rally is not the same guy who died on the field a few moments ago, but a fresh grunt sent from home base to help you. This means, that the reinforcements must have safe path from home base barracks to all the way up to your rally point.
If you think rallies from this point of view you might understand why a rally can be overrun and why it cannot be placed into too hot areas. If there is three or more enemies in less than 50 meters away from the rally point, it's highly unlikely that your reinforcements will ever get there alive and unharmed. |
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Last edited by clueless_noob; 11-19-2008 at 08:14 AM..
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#45 |
![]() Join Date: May 2008
Posts: 270
Location: London
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I dont mind the rally idea apart from when its used on maps like Muttrah. If your squad is in a building and you have a rally inside/ontop the enemy sqd just needs to get under you and jst slowly pick you out one by one.
Which shortens my favorite style of combat, rooftop combat. I love nothing more than trying to clear out a occupied building or defending a building. However with the new rally point system, these battles are very short and somtimes fustrating. |
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#46 | |
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PR:BF2 Developer
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in this situation the rally point system is favouring the team that has you pinned from marksmen positions while at the sometime sending a fireteam to smoke you out. edit- i forgot to make my point, the enemy are using superior tactics, don't punish them for it gotta watch those approaches, if my squad is pinned, in the back of my head I know that they are about to come up those stairs I like taking and holding buildings too, when I was on T&T we spend around 1/2 hour hiding in the shower when the enemy BTRs came to get us while we were screaming at the cobra that we need help. But think about it, if you have a rally point in that building, and keep spawning off it despite being sniped and despite the enemy fireteam coming up, then you are straying in to vBF2 combat with people spawning here there and everywhere just...because, it feels random and arbitrary and worse, you'll probably lose another 5 tickets or so trying to find that sniper when you should have just took cover/moved back after informing the relevant parties of your situation (the shower is good place to hide | |
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Last edited by [R-DEV]Rudd; 11-19-2008 at 01:16 PM..
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#47 |
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We all know about your shower antics in muttrah Rudd, but yer, rally points are rally points, not to be confused with spawn points :P
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Gaz - Robbi you're a twat |
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#48 |
![]() Join Date: Sep 2007
Posts: 3,066
Location: Blighty
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My 1337 uber solution:
When 3 enemies are within 30m, 'disable' the RP; it still exists but like a half-built bunker it can't be spawned on (red dot). If the enemy are repelled, the spawn reactivates and allows the squad to regroup and GTFO of there. If the squad is crushed, their rally is easy stabbing meat. That incorporates old-school RP hunting (fun), but also eliminates the endless line of enemy troops coming from it, and the frustration of losing your RP when a squad of enemies wanders past oblivious to your presence; you may not be able to spawn for a while but if they don't know you're there, the RP reactivates and all is well. RP knifed = 2 minute 'overrun' wait. Cannot deploy RP when 3 hostiles within 30m. I see no down sides. |
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The original gun freak gaymer geek
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#49 |
![]() Join Date: Jan 2007
Posts: 1,058
Location: Fryslan
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That sounds good.
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If you can read this the bitch fell off.
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#50 | |
![]() Join Date: Oct 2007
Posts: 180
Location: Atlanta, GA
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Secondly, it was already pointed out that Navy Seals are part of the Marines, but IRL aren't the Marine medic's really Navy Corpsmen? The point I was making was: 1. Navy Seal = Bad Azz Soldier = Jesse Ventura (a la Predator). What's the marine equivalent or are all marines supposed to be bad azzes? If you are in my squad, you are already thought to be a super person, that should have high self esteem. 2. If the bumbling enemies are already in bumbling proximity and I have 5 guys around, why should my spawn immediately disappear when there hasn't been a chance for engagement/overrun (that was described in the part you didn't quote. I described a "timer"). Perhaps there is a timer related to spawn overrunning after spawn placement. I dunno | |
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| close, destroyed, enemy |
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