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About Ti0mat

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  1. V12 insurgency

    There's also an issue with how the INS spawn on the caches. Full ammo, and enemies close by do not block or slow down the spawns. Basically v12 made the game mode practically unwinnable.
  2. God I hate the new ammo setup. One essentially must spawn at a FOB or forever be significantly handicapped. Your LAT/HAT is next to useless without a FOB. I get the idea behind it... but when vehicles take so much to get rid of them as it is... not having these kits spawn with ammo, or your rifleman getting a fresh ammo bag (or a bigger bag)... your RP basically turns into a 1-2 shot attempt, and then you have to abandon it for a FOB due to a lack of ammo. This is even more so when the enemy gets the number of vehicles they do. And when the maps are so big (most seem to be getting bigger), or you're playing on Sumari or OP First Light where just moving a vehicle around is a major pain in the ass (good luck dealing with mines or stealth), you basically get your attempt... maybe a second one... and then are done. And it's even worse in INS game mode, when the SL (even when spawning at MAIN) doesn't spawn with a ****ing incendiary grenade. Twice now I've gotten onto caches only to realize that I forgot to reload at main to get that specific and very needed item. The first time I didn't even think about it until I realized I didn't have it, and the 2nd I just plain forgot because who needs to reload when they spawn at MAIN! Also, INS just seems completely broken. The insurgents can spawn with full ammo on the cache and it doesn't seem like there's a cool down timer when enemy (RUS/USA/UK) forces get close to it. I've had half my squad outside the building looking into windows at a cache only to have so many INS spawning on it, that they blocked the nade I tossed to burn the cache. The game mode is a fun concept... but it's really broken right now. And while the 60 minute time limit is fine... it taking what... 6 minutes for a new cache to spawn after you killed the old one seems wrong. Especially when added in with the issues in the game mode. I've lost more games due to the timer running out then running out of tickets.
  3. Little squads, many vehicles v12.

    Its a player count issue. 40v40 is great for infantry. The issue pops up when you have 2 fuller squads doing 'vehicle shit', plus a mortar squad. That can tie up almost half your team. Get things to 50v50 or 60v60 and then it's much less of an issue if you have 20ppl off doing specialty shit. I don't think it's the suppression system or anything specific besides there being new vehicles to play with and players wanting to use them (even if they're not very good with them). But that's me... someone who's never been in a Bradley, tank and only been in a warrior a very few handful of times. But then I also find that as a decent SL, I have a much bigger impact on the game by being able to wrangle 8 players to get them onto the needed points to cap/defend a flag.
  4. That's because it's a video game and players place little overall value on their lives. About the only time I really care if I die, is when I'm in a vehicle, or have just spent a long time flanking something while trying to scout out the enemy. That or my SL needed me for a RP and I let him down. Otherwise, while I'd obviously rather not die, it's not a big deal.
  5. And apologize. Saying shit, I'm sorry I didn't see that (or I messed up or whatever) goes a long way. Although if it starts to become a habit, then it would be an issue. The mines can be a bitch - especially when a teammate puts them in the stupidest spots where they're much more likely to hit you then the enemy. But it's no different then if you flip the BTR or striker or logi. Shit happens. Apologize and move on. Accept that you'll get picked on a little for the voice/age, but most SL's and teammates won't care if you're half decent, listen to the SL and willing to learn/know what you're doing.
  6. Ego play - what you do ?

    On the flip side, depending on how many people were in your BTR/squad outside the objective, having more bodies on the point would actually do a lot to help stabilize the point and ensure it's not capped. That said, as long as the vehicles in question can be effective and are doing what's needed, I do not really see the point at bitching at them unless they're just being completely retarded. 2 guys manning a vehicle is not even close to the same thing as a whole squad guarding against a "back cap". The latter, I would and have done the same thing (deal with it as an admin). The former? Meh, shouldn't be a big deal. Probably not the best idea if the player in question is an admin, and he's threatening to boot you from the server. Just saying. That said, it's a great feature that was long overdue.
  7. Is minecrafting ever effective?

    Gotcha! Yeah, that would make for an interesting experience.
  8. minecraft 2018

    Pretty sure it's because the range has alwaysvalidplacement enabled. This allows you to place a FOB without 2 teammates standing near you. It also allows you to really stack up things you're building. I built some massive massive castles back in the day with this feature turned on. But on a live server (that's not in custom) this isn't an option... and thus you're limited to the building rules the game has in place. Annoying at times.
  9. Ego play - what you do ?

    Never had that issue. Because A) I'm either on the attack/defend flag, and thus there's no reason for someone to be bitching at my play style. And B) if they are bitching, I can clearly communicate why I'm doing what I'm doing and why it makes sense and is logical based on the situation in game. And when what you're doing actually makes sense (aka not putting a FOB down 300m from the objective while blocking every other FOB placement), people won't be bitching about it. That said if someone is bitching, just quickly explain why you're doing what you're doing. As long as it's actually something useful that isn't hindering the team, it shouldn't be a big deal.
  10. Is minecrafting ever effective?

    What difference is from what we already have in a FOB? I think I'm missing something.
  11. Russian 30 mm too OP ?

    No it doesn't. It takes 2 strikers or 1 striker and an MRAP to handle the 30mm. Or you get a couple of LAT hits on him first. That's not a "ton of assets and coordination". Especially when for the most part, vehicles go along predictable paths. We frequently play maps with the 30mm, and while it's something we have to be weary of, it's not usually a big deal - you just need vehicle support. And as others have said... those in the video above were playing like idiots. At no point did any vehicle work together to handle him. The one that also killed him was working alone. That said the strikers should be wolf packing it anyway. I think the hardest map is Chora/Chora2 where the US just gets 1 striker vs the RU BTR and 30mm. Then you need to really be smart about it and hope that you get help (inf/MRAPs). But the rest of the maps easily give you enough assets to handle the problem - if you work together. But otherwise, you just wolfpack the strikers and you own everything on the map. Which is what you should be doing anyway and that includes RU with the BTR/30mm. Everyone breaks those off and sends them out alone. Keep them together with a smart driver/gunner and you're very very hard to deal with. Doc's office are masters at this on Yeho1 as the RU. Almost a guarantee that they'll own you vehicle wise due to how they wolfpack all 3 of those BTRs together.
  12. Russian 30 mm too OP ?

    They already do. Just not 1-1. But on every map where the RUS get the 30mm BTR, the US gets multiple MRAPs/Strikers. They just need to work together, either with other vehicles or with infantry support.
  13. Please Fix the visibility.

    And now we know why you're not on the design team. It's a video game. It's mean to be fun. So while that means balance isn't everything... to even suggest that it doesn't even need to be taken into account is completely asinine.
  14. FOB Building guide

    I think the separation between FOB/HAB really depends on the quality of competition you're playing against. The moment someone gets into the HAB (or near it - and eventually they will) and doesn't hear a radio, they start looking in all the usual spots. And the moment they suspect that there's more than 1 HAB down (such as the example above with the N/S FOB), they immediately know where to look, because the only way that's possible is with the FOBs placed in predictable spots. It might take them a little time, but 1-2 guys who are dedicated about it, will eventually find it.
  15. Is minecrafting ever effective?

    In my many hours in the game... I can probably count on 3 hands or so how often it's actually worked... Even if I just look at the hours I have in v9+, it still rarely ever works, and when it does, it's usually because the attacking team didn't take the time to step back and logically think things through and just kept tossing bodies onto the objective. Now between mortars (and how accurate they are), smoke rounds, the ability to boost/vault over walls that were never options before - especially with a rifleman's sandbag down... the idea that a FOB is completely defendable is - except for a very few select cases, false. And the only thing that changes the equation is the attacking team being stupid and ****ing up. There are a few cases where it can work. Tunnel snaking it on Fools Road, Tower FOBing it on Al-basra or Narva, or camping it out in the meta building on Yeho1. But short of that? It's almost always a waste of time. And even then, odds are that the time spent actually supplying the FOB and the shovel time could almost always be better spent. But the trick is, if you're actually going to do something like that: - To be ON the objective - To have a lot of room to move around within your 'area' - To be safe from mortars (either completely or just partially) - To have extremely limited entry points to protect - To have a good field of fire to keep enemies at bay - To have flat terrain, or to be on a hill - just do not be in the low ground And even with all of that, and with some time to build... you still need your team to be dedicated enough to sit and wait for the enemy to attack you. We once tossed wave after wave of guys on the meta building in Storage on Yeho1 - never even made a dent. So we collectively pulled back, waited 5 minutes without attacking... and when the other team got board of not engaging (yes they got board), they came out of their FOB and came to us... We killed enough of them to take the flag, and then as they kept attacking, we were able to take the next flag. We never once successfully took their FOB, but we won the round due to their stupidity.