Arma Reforger

Arma Reforger

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o_smurf Aug 7, 2024 @ 9:55am
Spawn Mechanics on Conflict
Do you feel that spawning on the Command Truck is OK?
It doesnt depend on suplies, like the bases and the radio, you can come with a full kit with no cost (making the arsenal truck completly useless), is mobile and you can build it again once is destroyed.
Feels unfair and just a spam point.

The radio "meta" is much more fun, since you have to carry it, deploy it, and it relies on supplies.

Also, the ammount the supplies your loadout costs should be more on evidence. PPL comint with 2 weapons, full backpack, all the gear, just to get shot once might be a heavy tool on the team sometimes, and seems like some people doesnt even realize that all that gear costs something.
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Showing 1-6 of 6 comments
|H|H| Fr3ddi3 Aug 7, 2024 @ 5:54pm 
Nope and I don't like the radio either nor do I like players being able to spawn on a flag that is actively being captured.

Likewise I think team supplies being used for individual load outs and personal vehicles is a stupid idea, we should have preset class roles just for the sake of balance alone.
o_smurf Aug 8, 2024 @ 4:50am 
About the spawn on actively beign capture flags, I don't like it either. But a full block on that isn't a good idea either.
I say that, if you could destroy the radio relay would be a good solution to that.
Rick James Bish Aug 8, 2024 @ 5:14am 
Not sure on every aspect of the capture. If it is not already this way, I would like to see a ratio mechanic used so that the capture speed is based on number of attackers vs defenders in a radius of the bases capture radius. More attackers, faster capture. Also link the respawn time. More attackers within the radius capturing, longer respawn time for defenders trying to come back in at that particular base.
Last edited by Rick James Bish; Aug 8, 2024 @ 5:23am
Heinz Catsup Aug 9, 2024 @ 10:05am 
i don't like the command truck spawn either.

having something that has 0 cost, which people can keep infinitely spawning from until the enemy base is captured makes the game turn into a spam fest. early engagements between attacker and defender are meaningless, just rush them and then respawn with full health and ammo for nothing. base capture just becomes a slow burn of the defenders supplies until the last 10 tickets are left. the command truck has a supply compartment why not have it use supplies from that?

but at least you can blow up a command truck with c4 unlike the radio antenna at a base which is invulnerable to everything.
Last edited by Heinz Catsup; Aug 9, 2024 @ 10:05am
o_smurf Aug 13, 2024 @ 6:01am 
Still on this, Caracal once again make great points:

https://www.youtube.com/watch?v=JaeJ-olFRR8

He says that, on example of Montignac, that the fight usually happens around those barns and sheds outside the city, ont in the city and houses themselves, which would me much more sense and be much more fun.
That straight linked to the fact that the whole mode depends on tents, spawnpoints and whatnot.
Hammer O'Malley Aug 24, 2024 @ 10:08am 
Yes fighting over cap points are the most immersion breaking feature of the game. Watching enemies spawn next to you and you cant kill them for 2-6 seconds is so annoying. If they would just follow Sqaud or Hell Let Looses lead here, you cant spawn on bases being capped. Or you have to build a hidden back up spawn that allowed for defense spawns only with a handful of tickets. Base capping is easily the worst part of the game.
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Date Posted: Aug 7, 2024 @ 9:55am
Posts: 6