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Release: Alpha Version 8.9

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Will we have dedicated roles in this game? And when? I think there is no any uncompleted part in order to release these roles?

We can have , 2 logistics crew

6 APC crew (gunner + driver) in a  80 player map. There should be a rule , logistic crews only get logi or transport vehicles. APC crew will get APC only

 

 

Edited by Togisan

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7 hours ago, Togisan said:

Will we have dedicated roles in this game? And when? I think there is no any uncompleted part in order to release these roles?

We can have , 2 logistics crew

6 APC crew (gunner + driver) in a  80 player map. There should be a rule , logistic crews only get logi or transport vehicles. APC crew will get APC only

 

 


most established community servers will have rule sets like those you have said only governed by regular members and enforced by admins if need be.. usually go's in the way of first to start a squad with designated squad name gets the assets..e.g "logistics" gets a logi truck 

the thing to be mindful of there are alot of new players coming by so just be friendly and let them know whats up if they dont listen ask for an admin.

Edited by Bigsmokeee

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On 12/14/2016 at 7:48 PM, C-Money314 said:

Nice! Now we finally have Kokan and hookers ;)



Kok-an hookers*

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On 12/19/2016 at 3:19 PM, Togisan said:

Will we have dedicated roles in this game? And when? I think there is no any uncompleted part in order to release these roles?

We can have , 2 logistics crew

6 APC crew (gunner + driver) in a  80 player map. There should be a rule , logistic crews only get logi or transport vehicles. APC crew will get APC only

 

 

 

Not sure what you're getting at, I take it you mean having specialised squads for transport, mechanised, etc.? 

 

If that's the case, it's something that will come naturally as time progresses. PR had that system without any forced mechanics in-game. You just need to wait for the playerbase to mature a little (not in terms of attitude but just learning optimal strategies and what not), and the logistics and FOB mechanics to be fleshed out more (at the moment resupplies aren't really particularly important outside of the initial one to activate the spawning, since there's no truly effective static emplacements yet to warrant all of the tickets from logi runs. Superfobs aren't really effective because the only real emplacements available are machine guns with limited range and leaving the gunner exposed. Typically building anything at a FOB is a bad idea because it makes its position obvious, with no real advantage (discounting insurgency, ofcourse)

 

In terms of other vehicles, I think APC and IFVs are better suited to infantry transport and support, and so should be attached to their squads (having them in a dedicated squad would just confuse communications, needing your squad leader to communicate with their squad leader in the middle of a firefight where they might be spread across the map and have other APCs/squads in combat as well, when you could just be in the same squad and communicate directly)

 

In the future with different vehicles, perhaps dedicated 'platoons' of those vehicles might be advantageous, as it was in PR, and the tactics would evolve naturally.

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Great update as always! Territory control is so much fun now. I would wish TC mod for more maps and more often on map rotation!

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On 12/22/2016 at 3:36 AM, Kerri said:

 

Not sure what you're getting at, I take it you mean having specialised squads for transport, mechanised, etc.? 

 

If that's the case, it's something that will come naturally as time progresses. PR had that system without any forced mechanics in-game. You just need to wait for the playerbase to mature a little (not in terms of attitude but just learning optimal strategies and what not), and the logistics and FOB mechanics to be fleshed out more (at the moment resupplies aren't really particularly important outside of the initial one to activate the spawning, since there's no truly effective static emplacements yet to warrant all of the tickets from logi runs. Superfobs aren't really effective because the only real emplacements available are machine guns with limited range and leaving the gunner exposed. Typically building anything at a FOB is a bad idea because it makes its position obvious, with no real advantage (discounting insurgency, ofcourse)

 

In terms of other vehicles, I think APC and IFVs are better suited to infantry transport and support, and so should be attached to their squads (having them in a dedicated squad would just confuse communications, needing your squad leader to communicate with their squad leader in the middle of a firefight where they might be spread across the map and have other APCs/squads in combat as well, when you could just be in the same squad and communicate directly)

 

In the future with different vehicles, perhaps dedicated 'platoons' of those vehicles might be advantageous, as it was in PR, and the tactics would evolve naturally.

you have never gone against one of my fobs then.

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20 hours ago, StrikerC123 said:

you have never gone against one of my fobs then.

 

Your FOB's are easy to overcome. It's merely a distraction. A well organised team will destroy a super FOB team any day of the week...

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2 hours ago, IWI-GALIL5.56FA said:

 

Your FOB's are easy to overcome. It's merely a distraction. A well organised team will destroy a super FOB team any day of the week...

They're easy to overcome, but need an organized team to do so? But what if the superFOB team is also organized?

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