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Kerri

Which PR mechanic(s) increased main spawn usage?

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Kerri   

I might be misremembering, because I never did play an awful lot of PR (my two biggest issues were manually updating the game since I only played it sporadically, and not having a server queue, which are both fixed now with Squad), but from what I remember, there was always lots of activity at the main spawn point, but I didn't play enough (and it's a long enough time ago) that I can't remember what mechanics in PR made this happen, or what mechanics in Squad currently prevent it.

 

Just wondering because I'm playing an awful lot of Basrah right now, and after the initial spawn at the beginning of the game, typically as US loses vehicles, they aren't replaced. I'd initially put this down to vehicles simply not being very effective at city fighting, but parking them outside of the city and hitting any superfobbed apartment complexes with the CROWS guns is always helpful, and once US gets to refinery they can be used to lock the insurgents at their first cap point. Not only that, but the same issue with vehicles not being replaced happens on other maps where vehicles are far more useful because of larger maps and more open terrain.


I never played enough to understand the logistics mechanics properly, and so am not sure if it was a difference in the logistics system (as of now, ofcourse, everything is subject to change) that makes FOBs and Squad far more easy to set up and so there's no need for main spawn.


Or if it's perhaps the vehicle locking system needing multiple people at main (unless this has changed, I believe it needed 2 + squad leader, or 2 + squad leader's approval via radio) that creates a disincentive to spawn at main and take a vehicle (whether it be logi, transport or combat). I understand that squad leaders using mics is mandatory on almost every server, but it's infuriating the amount of times someone does spawn at main and they can't get their leader to approve a vehicle after multiple requests (written and spoken)

 

I also remember in PR there were even dedicated transport squads, and I can't think of a mechanical difference between squad and PR where it would be viable in one and not the other (although I'm sure there's a reason, since it's quite prevalent). Same with logistics being handled by a dedicated squad rather than a volunteer (or no-one) in a squad, and even vehicle usage like IFVs were often handled by their own vehicle squad at a platoon level, rather than by the infantry they were transporting at the squad-level like they currently do.

 

Again, not saying any of these ways are more viable or preferable, I'm not sure if the devs want to go in a particular route or not, but I'm just wondering what the mechanics were in place in PR that incentivised this kind of meta, and what mechanics currently disincentivise it.

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Smee   

There tended to be helo pickups and drops for infantry. The main bases where active because of Heavy asset. Squad is moving in that direction.

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suds   

yeah no-one is going to spawn main if they have to walk for 5-10 mins.

Heli insertion (not the sexy kind) will make it less of an issue as will more reliance on regular supply runs and the increase in ambush tactics which that brings - escort requirements (not the sexy kind).

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Crowmium   

From what I remember FOBs and rallypoints were harder to use/defend and tended to get overrun more quickly. It's a double-edged sword however because in Squad if you only have one FOB and it gets destroyed then your team basically just loses outright (generally).

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farna   

We need locked squads. After implementation of this we will see more dedicated squads (APC, trans, logi), wich means more activity in main base.

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Paint   

i imagine if Air vehicles will be present in the game, Main spawn usage will be upped. Since people will be able to get at better positions flanking the enemy with the Transport Heli Pilot beeing at base if not on a Transport mission. 

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SHO-SHIN   
On 21/04/2017 at 1:36 PM, suds said:

 

yeah no-one is going to spawn main if they have to walk for 5-10 mins.

 

not true, I do often as I need some peace and quiet in my Squad life. LOL

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+++++   

Way, way, way back PR had the ability for SLs to drop RPs with unlimited respawns. That created a larger battle dynamic and generally increased the level and intensity of the action. It also greatly increased Squad sustainability on the front line. Then, there was a release that limited the RPs and they took a backseat to FOB placement. The entire meta then shifted to purely finding and destroying FOBs (as you see in Squad). That made the game much more all-or-nothing and often less experienced teams would always end up spawning main purely because there was no other way to sustain a front line.

 

Additionally, Heavy Armor squads, Logi squads, sabotage squads, CAS squads and trans squads would often sit in main and take a break while they waited for their assets to respawn.

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