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#21 |
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I agree +1, this helps team players who aren't a part of a clan for a start.
I think delayed re-spawns on different vehicles from the initial briefing end would be good too. with Light Ground assault vehicles first,Then Trucks, then Heavy Ground assault Vehicles, and lastly Air vehicles. in this way the teams are made to rely on RP's till the trucks spawn(like a skirmish), then FO's are able to be transported to the frontline. After this Mechanized and then lastly Armoured. Overall this will break up the blitzkrieg style play you are experiencing. moreover it will hopefully stop people from waiting for a vehicle at base till the point where it does spawn. |
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#22 |
![]() Join Date: Sep 2011
Posts: 61
Location: Rapid City
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You could make maps where certain assets are objective specific..IE in order to get helicopters you must control the "AA site" objective
in order to get jets you must control airport objecive in order to get tanks/heavy APCs you must control armor base objective ^^ certain maps only obviously not on all maps as thatd get old +1 to the OP idea though. 2 minues to get lined up would be perfect, and intrepid i get what youre saying but this would improve team work immensely IMO and that makes it worth the slight imbalance as i want to play on a team work team against a team work enemy |
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#23 | |
![]() Join Date: Aug 2011
Posts: 301
Location: Disneyland
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#24 |
![]() Join Date: Sep 2011
Posts: 61
Location: Rapid City
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Also on A&D maps..defenders should get at least 4 minutes of time to set up Defenses before the attacking team gets vehicles.. not doing this defeats the whole point of this map
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#25 | |
![]() Join Date: Sep 2011
Posts: 150
Location: Toronto/Ontario
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Evidently you guys don't play enough Starcraft.
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#26 | |
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PR:BF2 Contributor
![]() Join Date: Jun 2006
Posts: 2,251
Location: Tokyo
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![]() Buddy, after a quick rescan of the posts in this thread, you're clearly in the minority being against this idea. Of course that's fine, you're entitled to your opinion... but talking down to people (the majority of people in this thread btw) is just downright rude and a pretty dumb idea if you ask me. Definitely not gonna get people on-side that way | |
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#27 | |||
![]() Join Date: Apr 2010
Posts: 628
Location: Pittsburgh
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I have a feeling that their is a miscommunication of ideas here.
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Imagine the 2:00 Minute mark to signify the actual beginning of a round, prior to that it was just pre-game-in-game briefing In effect I'm just asking that we replace Zerging with "Blitzing". The difference between the two is Zerging is mostly unorganized and Blitzing is organized. | |||
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#28 | ||||
![]() Join Date: Sep 2011
Posts: 150
Location: Toronto/Ontario
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I see us not agreeing on something, but from what I can tell... you're the one stooping to trolling, mocking me for being the only one of what... eight people who have actually posted in this thread that disagrees with the suggestion? ![]() Lets get around all the belittiling comments. Comparing a viable strategy and gameplay approach to 'tactical zerging' or 'simpsons: road rage' or calling it a 'tactical bum rush' belittles an argument without lending real consideration to its stronger points. Quote:
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My consistent "infantry squad leader" round starting line is "Forget kits! Forget kits! Gimme a medic for now. Everyone else get in my truck! Move to me, hop in my truck and if you don't fit get in that offroad/jackal/gun-truck beside me. If you can't find the truck I'm honking the horn. We're leaving time now! If you ain't with us, you are getting left behind." Then on the way I give a 30 second briefing roughly approximating my intent and our first objective. Fragmentary orders ensue. Does this mean we rush into the fight unprepared? Never. I move to contact with a rifle squad. We have all the equipment we 'need' with us. Once the FO goes up I dictate kits appropriately. Having a more efficient kit selection dialog for squadleaders to approve/bar kits from use like Charles Darwin mentioned elsewhere would go a long way to rendering your suggestion a lot less necessary. Following that it's either a) dig in and hold forward position or b) move bodies into a flag radius because for all the heavy weapons, fireteams and tactical bounding overwatch you want to get/organize what WINS and I repeat WHAT WINS (which is the capital objective of the game)... is the presence of enough men holding guns (to defend themselves) inside of a flag radius to achieve the necessary multiplier in order to secure the position to achieve the strategic objective. Quote:
This is the period in BF2 used for squad kicks, locks and mic-checks. Do we really want to be that kind of community? It will be just another wait to see who will steal what vehicle from who, smashing a carefully crafted plan into smithereens when you don't get this logistics truck or that gun-truck. 1. Mainbase comms are a disaster at spawn as it is now with everybody talking all at once. 2. Add to the tower of babel the general (true zerg rush) for 'tha stuffs' (mostly sniper rifles and apaches) on spawn. 3. Add to the hubbub and chaos the previously established importance of closing with the objective, not with the enemy. Look at spawning in as a race. A race to see who can organize the fastest, a race to see which team can get people moving quicker... we should encourage people to strive for excellence by making good decisions quickly rather than rewarding or directly supporting a plodding approach. If I can get out of the main in under 30 seconds with my squad and a plan and an enemy squad needs 5 minutes (or roughly 10 minutes from slot screen to briefing end) to kit up, sort out and begin trickling toward the objective, why should I have to fight them fairly? This will overall become less and less important anyhow as more people get good enough at this game that we won't even need a briefing time because people will (like a professional soldier in your 'structured military') have a fundamental grasp of what is needed and of what they can do. In short and addressing all complaints: If I or YT or anybody else can effectively rush, why can't the enemy counter-rush? | ||||
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#29 |
![]() Join Date: Dec 2007
Posts: 242
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It's really a matter of what you want out of a round of PR. I don't give a flying **** whether or not I win. I care about the gameplay I find within a round. I don't play PR to see two blobs of troops engaging because they rushed out of base and managed to blunder into each other. I want to play a game with organized squads fighting each other. Winning a round in 15 minutes is not fun IMHO and does not fit with the philosophy of PR. I think most PR players would agree with that sentiment to a large extent.
Intrepid, if you can get a squad off and organized in 30 seconds with no previous prep, great for you. But why would you not rather be able to organize your squad and form a plan of attack? Is it fun for you to meet a completely unprepared enemy and steamroll them? Is it any more fun to meet a blob of disorganized enemies? If I wanted that, I'd play vanilla A2! |
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#30 | |
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couldnt have said it better myself. ive played ALL the other "tactical shooters" and NONE of them even come CLOSE to the level of teamplay demonstrated in just about ANY server in PR BF2. but PR ARMA 2.......not so much. and "as you intrepid would like to call "tactical rushing" (you know i love ya tho) :P kinda ruins alot of the teamwork because i find that like more than 50% of the time if i join a squad in PR BF2 and the leader doesnt really care so much about planning, it will NOT be as good of a round as if i found an SL who plans the CRAP out of those 2 mins. so again we come back to yt's suggestion about the delay of vehicles for a min or 2 at round start. | |
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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. 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. Check out my Youtube Channel for great gameplay To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR ARMA II Name/PR BF2 Name: ![#]XxZIOIMIBIExX |
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| delay, round, spawns, start, vehicle |
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