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Good-Try Greg

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About Good-Try Greg

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    Fireteam Leader

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  1. Female soldier models

    The SDF do far more front line fighting in the middle east than the US military does
  2. Buddy rally poll

    If you're so enamored with FOB strategy you should SL more and participate in it yourself, the sheen falls off pretty damn quickly in my experience.
  3. Buddy rally poll

    This is basically an expansion of how FOBs work already, because let's be real, meatgrinder FOBs are the only ones that ever run out of ammo. I'd rather not see the resupply system exist to prop up meatgrinder FOBs in any way.
  4. Double Neutral and Ticket Bleed

    This doesn't make any sense. Why would you get ticket bleed for a flag you don't have? If you aren't able to secure enough caps to start ticket bleed without losing your own maybe you aren't on the "winning side" you think you are.
  5. Maybe we need more Mil vs Rebel layers, I guess they don't want to pit it against the T-72 or Abrams. Seems like a difficult vehicle to balance. T-62 vs 4x Warriors on Al Basrah Invasion reminds me a lot of 3x 30mms on Kohat to counter the Bradley, it's not a great situation when you are expected to field tons more vehicles to counter some really powerful one.
  6. Al Basrah RAAS @ 01:30:00 w/ delayed Spandrels as well Al Basrah Invasion @ 01:40:00 Gorodok AAS v1 Gorodok Invasion v2 Talil Outskirts Invasion v2 There might be more on delayed spawns I was primarily looking for rocket truck spawns
  7. Rocket Truck Feedback and Bugs

    Also we need an armored version for full Twisted Metal effect
  8. Quick Overview of this vehicle The rocket truck is a speedy and versatile artillery unit for Militia and Rebels. It delivers devastating bursts of high volume of fire over a large area. On the receiving end it's like having dozens of grenades detonate all around you with no warning. However, it can only fire off one barrage of rockets (+1 more after a reload in a13) before having to retreat and rearm. It only has a fraction of the sustained firepower of mortars, but makes up for it for it's ability to hit just about anywhere on the map at a moment's notice. It's currently only available on some Invasion and Insurgency maps. Current rocket truck layers are: Gorodok invasion (v3 only), Kohat Invasion, Mestia Invasion, Talil Invasion (v3 only), Kamdesh/Gorodok/Kohat Insurgency, Fool's Road Destruction. In a13 it was given an extra reload of rockets, a few degrees of gun traverse, and an elevation indicator. The cost of reloading rockets at FOBs was increased. Feedback 1. The range has been insane since a12. I don't know if the range is a problem in itself, but it does limit their indirect fire ability. Max range on Mortars may be 1500m, but with rockets, any range below 1500m is essentially direct fire due to the flat angle of the rockets. Because of this, Fool's Road and Mestia aren't ideal rocket maps - 2k maps are too small for indirect fire to work correctly. Good Rocket Truck Maps would be Al Basrah, Belaya, Gorodok, Kamdesh, Kohat, Talil Also it goes without saying but the lack of any in-game range table makes it pretty useless without out-of-game tools 2. The Layers. Rocket trucks are always restricted to the defense team, what is the reason for this? On the defensive artillery is all about guessing infantry movement and blasting them for ez kills. If you're purely reacting to the enemy, there's not much potential for coordination with the rest of your team. I want to use this vehicle offensively. they could be really devastating with the initiative on your side, using the quick setup and short flight time to support a surprise attack. It's possible that invasion isn't a good fit for this vehicle, since mortars bring just better sustained firepower. I would love to see these pop up in AAS again. To sum up, suggestions: Place them on larger maps, or reduce range so they are reasonable as artillery on smaller maps Add a range table Experiment with AAS layers again where they have a chance to be used in offensives Bugs / Exploits Rockets can be fired out of Main. You can park the truck at the repair station and fire rockets from complete safety. You can shell the enemy main. Main base protection isn't destroying the rockets for some reason.
  9. Marksman Changes.

    Test for yourself
  10. Marksman Changes.

    It's not as good as the US and GB DMR optics but it does have like double the magnification of the 1p78. 1p78, GB ACOG and SUSAT have the same (weak) magnification, the only true 4x optics are the SVD, US m150 and 1p29 SVD is the best DMR for most maps because of damage. For the other DMRs the optic is the only thing going for them.
  11. The killing power of cartridges 7.62

    It's a pretty safe assumption that they didn't mean to pick the unscoped rifleman class in the first place
  12. Buddy rally poll

    But it was still a meatgrinder? And my wider point is if the team was a little better coordinated and didn't end up mass spawning elsewhere, then it could have lasted all round. It often does! The key Word is coordination. Let´s say there are 4 SLs on squad channel. You talk it out. 3 squads are just going to hold the stalemate and fight PROBING ENEMIES DEFENSE, aka Putting pressure on one of the flanks of the enemy fob. While the other squad Not even the whole squad all u need is SL and 2 more men) sets up a fob on the other side of the pressure at around 400 mts from enemy. And that´s it, you have 2 fobs surrounding one of the enemy. These aren't solutions to the HAB war, these are suggestions on how to fight in them better. No amount of coordination or flanking changes the fact that there is no way to battle the sheer rate of respawns without massive amounts of respawns yourself. The only way out is through. Even if one team is rolling the other in skill level, opposing HABs that maintain equal infantry strength are more likely to turn into just a one-sided slaughter than the the FOB war actually ending conclusively. Absolutely not. The defining aspect of tactical shooters is that they don't have respawning at all! PR went a long way to ensure respawning into combat would not be possible under any circumstances. That's where squad needs to be.
  13. Buddy rally poll

    It's a common situation, wherever there are two opposing FOBs around a cap it's basically all the same. This was just particularly silly because both teams were spawning right across from each other. Flanking did resolve it in this case, but only because one of the teams was distracted elsewhere on the map and didn't have the numbers to hold back the pressure. Otherwise it's a sure stalemate. Re Vehicles: Any AFV driving into that mess would have to be suicidal, infantry may be able to get away with bashing their heads against enemy respawns but vehicles can't. It's smarter to play safe and try to rack up some insane killcounts from a distance instead. I think that's the best you can hope for when flanking as infantry as well if the FOBs are running at full strength. There's no shortage of guys to shoot at. In this case I think the vehicles were too busy fighting each other. The new AT cars were pretty much wrecking everything lol This can be risky. The FOB's greatest defense is numbers, by setting up more FOBs the enemy will have an easier time overrunning and destroying them. Same applies to doing really deep flanking tactics with rallies, if it involves pulling 9 infantry out of the battle then it's a risk to the FOB. "What is our team doing!" cries the genius SL as FOB and cap are lost while he takes 1/5th of the team on a nature hike. I don't like rallies, but I really hate FOBs. The epic battles are fun for like 5 minutes and then they get really repetitive and boring. If buddy rallies diminish spawns on FOB at all then they will be good for the game. Buddy rallies, combat engineers, and even removing permadeath (I've noticed there's more incapacitated bodies and less respawns when the FOB is getting pounded now) are all attacks on FOBs. Not exactly the way I'd like to see it done, but if that's the intention it's a good one.
  14. Buddy rally poll

    From a game today lol. Classic tactics and strategy only FOBs can provide, complete meatgrinder stalemate... goes without saying only pressure at the other cap peeling off infantry from bluefor broke the game out of this situation. Otherwise it likely would have lasted until the end of the match. You're nuts if you think this is the kind of gameplay worth protecting.
  15. Buddy rally poll

    FOBs are the main source of the endless firefights right now rather than rallies, if this ends up increasing squad cohesion to the detriment of FOBs it'll at least be an improvement. After a12 there's really nowhere to go but up.
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