Jump to content

Recommended Posts

Realistically, There's no conceivable reason why you would ever attack a position like that. You're attacking into superior numbers, who magically reinforce themselves when they die with no resupply route. The best thing you can do is build your own FOB and try to match numbers, but the game really devolves at this point, you're no longer fighting squad-for-squad, you're fighting team-for-team in an indefinite battle. It just grinds the game to a halt.

Share this post


Link to post
Share on other sites
38 minutes ago, Good-Try Greg said:

Realistically, There's no conceivable reason why you would ever attack a position like that. You're attacking into superior numbers, who magically reinforce themselves when they die with no resupply route. The best thing you can do is build your own FOB and try to match numbers, but the game really devolves at this point, you're no longer fighting squad-for-squad, you're fighting team-for-team in an indefinite battle. It just grinds the game to a halt.

*HAB Disabling

*Ticket Bleed

*Rush Meta (prior to v10)

*Persistent Ammo

*Non-Medic Revives

*Buddy Rally

*RAAS

 

All these factors plus a few more minor ones are constantly working against each to make for some very strange AAS matches. The only thing that makes reasonable sense at this point is RAAS.

 

Think about it. A few patches ago prior to the reimplementation of ticket bleed you could use a strategy where you super fobbed your first flag and drew the enemy in. Sure they would gain tickets for capturing flags but this was offset by the fact that you wouldn't lose a bunch of tickets by attrition. Then go back to v9 where you could rush the enemies second or maybe even first flag and stall their advance out for quite some time, maybe even the whole match.

 

Both of these scenarios made for interesting and unpredictable gameplay. What we have now however is dumbed down linear gameplay designed for the low IQ snowflakes that pissed and moaned enough on Reddit that they got their way. RAAS is the only mode that is even playable at this point because HAB disabling has ruined Invasion gameplay as well. I'm not even going to mention TC, Insurgency or Destruction because they don't even appeal to me and are hardly in anyone's rotations anyway.

 

To recap.

No - HAB Disabling

No - Ticket Bleed Whatsoever

Yes - Rush Meta

Yes - Persistent Ammo

Yes - Non-Medic Revive

No - Buddy Rally

Yes - RAAS only (remove AAS from the game entirely)

 

This will make some interesting matches again.

 

 

 

Edited by Zylfrax791

Share this post


Link to post
Share on other sites
7 hours ago, Zylfrax791 said:

No - HAB Disabling

No - Ticket Bleed Whatsoever

Yes - Rush Meta

Yes - Persistent Ammo

Yes - Non-Medic Revive

No - Buddy Rally

Yes - RAAS only (remove AAS from the game entirely)

For me, the mechanics that would lead to interesting gameplay would be...

 

HAB disabling - YES                   (and more easily 4 nmes100 mts/ 5 nmes 150 mts)

Ticket bleed - YES                       (not really that important but a mínimum ticket bleed would be ok)

Rush Meta -                                 Not really somehting that can be implemented per sé, just a consequence of other mechanics.

Persistent Ammo - YES

Non-Medic revive - YES

Buddy-Rally - NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

RAAS only - YES                          (Remove AAS from the game entirely) Completely agree with you there.

 

Share this post


Link to post
Share on other sites
2 hours ago, Nightingale87 said:

 

Rush Meta -                                 Not really somehting that can be implemented per sé, just a consequence of other mechanics.

 

Its just a simple field in the parameters of the flag in the lattice of the SDK. Every neutral flag used to be blockable by having at least one more person in the control radius zone like it should be in a sporting man's game. Now millennial baby's get a perfectly heated bottle, warm tummy rub and a gentle burp with only needing one to capture.

 

The new system was only implemented a few patches ago because of a tiny minority of server owners that were running "No Rush" servers cried loud enough which was ironically hilarious in retrospect because then subsequently the leading one got his license revoked.

 

So yeah, with a few mouse clicks it could be reimplemented easily. Its really boring and linear to not have this risky yet rewarding tactic available as an option.

Share this post


Link to post
Share on other sites

Rush is still the meta. Slightly more challenging but totally worth the risk. In fact if your team don't rush then you are far more likely to lose.

 

On 9/16/2019 at 12:00 PM, Guan_Yu007 said:

Make rally points temporary unless placed close to a fob or apc. Either 30 seconds or 60 doesn't matter, as long as it's not permanent. Fobs need to become the main spawn points.

This is interesting. I would go further and only allow a rally near a vic but make it disappear once the vic moves out of a generous radius instead of the expiry timer (as a regular SL, retreating to place a rally every x period was a big downside)

 

In a compromise to the buddy rally this could even replace it. Allowing a SL to spawn in on a stationary vic which had another SL in the area (or inside) and use it as it if was his squadmate. The rally would be next to the vic so the magical wave issue is reduced.

 

Vics become linked to rally points so are far more valuable, we would almost certainly need more available but good management of your squad vic would show who was the better squad. Destroying a vic would prevent a rally in the area so there would be less abandoned disabled left laying around except where an enemy was actively holding it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×