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Showing results for tags 'rallies'.
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After playing around with the new helicopters, I've thought of some suggestions that could be applied to both the current conventional forces and the irregulars. The suggestions come from numerous play time in Squad from Kickstarter till now, PR, Battlefield and Rising storm. Situation Firstly, I understand why the game play choices were made during the development of Squad when vehicles were still in development, however now with the faster transport for larger maps and factions having equal balance in conventional force roster, I think that permanent rallies should be removed. Having rallies as a consistent spawn point takes away from the ebb and flow of combat, with no real defence, attack, silence and more of a run gun element without much silence, no real transport and less squad to squad game play. I spent a whole game as a helicopter pilot ferrying supplies (which is totally fine, it's what you do!) but not once as a transport after the initial rush, once squads placed their rallies, they were mobile from that point as it was a home brewed spawn. The issue with this is the fast paced flanking, where you eliminate a defence or counter attack but instead of having a rest, recoup and combat flow you become bogged down in a wave style attack, the same can be said for FOB's except their rearms from logistics, their large nature makes them easier to find. Feedback from taking a FOB also has that heroics game play that feels rewarding, I rarely know I've destroyed a Rally and often can keep looking for a while longer. Front lines exist less and more of an on point swivel even when large engagements are underway, which makes sense, but the ability to give up, spawn and run in from a different angle with such speed (even if it does take a minute+) is very different to the more tactical approach and slower movement. Since helicopters and now armoured transport is a thing, removing rallies persistence would better enforce team play and a slower style of game play, or at least force squads to work more with each other, compared to currently infantry and infantry, with heavier assets doing their thing. Who should get permanent rallies? Irregular forces are out gunned, out... well everything right? But that works for their play style. They are nimble, swarm and disappear style of game play. Previously this has been done in games by including tunnels within the map, however as players recognise and learn from playing each side, the Blufor forces know the tunnel entrances and choke points of the Opfor through months of play. This completely erodes the intention of playing as a foreign inva... peace bringer with less knowledge of the land. Battlefield Vietnam did a really cool concept to defeat this, they allowed the Opfor to 'place' tunnels with a kit, essentially these were mobile spawn points. Since this fits their style without giving a predictability, allowing Militia and Insurgents to utilise the permanent rally feature would be a neat way to keep them buffed (future conditions through testing could be applied, such as needing to rearm to place another one, akin to the ammo bag style of the riflemen) Conclusion I understand this approach to conventional forces would slow down their game play and potentially make it easier to steam role pub games, however like similar games with a dedicated player base, the general knowledge does get learn't over time and then from there, the base of standard is built. I do miss the times we would spend in game with a slow approach, chatting shit on a defence flag getting to know my squad before all hell broke loose, having to survive in a chaotic situation and then if you made it through, dumping a rally for those who couldn't be revived and then chatting, planning and having the silence to think and also actually become a bit nervous. Was it a Fob? Should we advance and try to get more info? Was it a Rally?? Or those amazing moments of flying in mid game in a chopper as transport, landing as the Canadian faction in the forest under smokes to get out, reinforce an already doomed squad in a desperate front approach, somehow pulling through and then, just then, a short rally dropped, then silence ensued for the next 5 minutes. As we tried to plan out the next move. Right now, you just keep running and it rarely goes without a gunshot. The trailer now states on the Steam page that it's combined arms with use of transport but that's not really the case after the first 10 minutes of setup... Thoughts please?