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Of course, you're always going to have those players that say it offers 'TACTICAL OPTIONS' neglecting to understand that it's at the expense of battle coherence and overall atmosphere.
Recon should not be enabled to place Garrisons.
Spawn placement rules definitely need another look at from the devs. Unfortunately, not much has been acknowledged about the topic.
Sorry I should have been more specific. I do not think recon squads should be able to place garrisons either. But I do think they should still have free reign to harass the enemy anywhere on the map, with maybe the exception of main spawns.
Words of wisdom Lloyd... words of wisdom. This will change.
I am not sure to be honest. I like the feel of the game as is but I also see your point. The problem I see off hand is that your notion could make it very difficult to capture certain points.
What for example, do you see as "Behind" the lines? If the answer is hostile (marked red) territory? I'd say that without the power to build at least OP's many points would be pretty much uncapturable. And surely not a lot of players are going to love making a 400 meter sprint across hostile territory only to be zapped by defenders who's garrisons and OP's are right there.
So there would need to be a totally different system that creates the front line beyond which Garrisons and OP's can't be built. Maybe the garrisons themselves could deny the enemy from building nearby? That would create the need to identify enemy garrisons, destroy them and then build your own garrisons to claim a bit of territory.
That seems like something I'd be interested to try but it could turn into a giant, unfun meatgrinder if things get too static. Over an open field for example.
So I guess I'm unconvinced but interested.
Been discussed many times over.
Personally hoping we will see a change in the future with more vehicles making a debut.
first online debut of this game by testers a lot of things where different, if I recall correctly you had to have more than 2 people at least to place something.. black circle ? bigger map.. no tanks
lot more running to frontline..
Currently there are gameplay mechanics I'm hoping will be looked at.. imagine the developers are busy enough so just have to wait and see what the future brings and hopefully the developers will shed some light about their choices in gameplay mechanics as I'm curious to learn about it..
bright side, they are implementing physics to bullets so that is already something I'm quite happy about, but I'm biased as I lean more towards re-creating and re-enacting, teamplay kind of style instead of the run and gun no ♥♥♥♥♥ given if i die.
But for now, games are more about who can place the most garrisons and get his army to re-deploy the fastest while taking out the enemy spawnpoints..
m2c
Flanking is fine but not mass suiciding behind the other team to respawn. That's bad gameplay design .
I've noticed people that play germany rarely if ever do this.
Building in the red zones on the front line is fine. What I'm not sure about is going passed the points that are uncapped and building bases so that when the front line is capped, you can just redeploy and basically beat the defense to the point
My money is on the new supply mechanics after soft target vehicles are introduced, I believe we will see a major shift in deploy mechanics from there.
Agreed. Having only OPs in enemy territory would also make it easier to assign defensive vs offensive squads as well.
I do think recon should still be able to place garrisons in enemy territory. The only flanking garrisons would come from them and the required air drop would make it a decent risk/reward. The defenders would know approx where it is, so it would differ from today's: Surprise!!! The whole team is popping out of a ninja garrison!
This is an absolute must! GREAT OPINION, Hopefully this gets implemented
Edit: Recon should not have cap power so they can’t rush cap points from deep garrison spawns
You can argue that it's what you get for loosing the point, but at the start of the game after first zone is won or lost, its hard for the loosing team to get even again.
Dropping 100 supplies behind enemy zone and building a garrison is light work for the gains that it can bring if the zone is won, enemy loose everything they have built.
I second all of this PLUS:
- I would limit Airheads to ONCE per round, per team. Use it at the correct moment and make it count. If twice, then the second should cost at least 2x the resources.
- I also think one recon squad per team is enough and I would not allow them any outpost beyond the first/attacking sector. They are too often too powerful in the bigger maps as far as impact-per-man.
- More emphasis on SL role to build garrisons and perhaps they need an Engineer within X meters to do so. Make it less lone-wolf or SL+Supply guy popping up garrisons as fast as the supply guy can recharge.
- No deployments of any OP or Garrison beyond the first sector other than that one-use Airhead.
Too many times a team will loose a cap zone and before they can get reset in any position, it's being capped or heavily attacked. It just sets the entire team on it's heels too often. I see just as many hard-fought/see-saw rounds but when it goes bad, it's ugly fast usually due to deep deployments and the rush of just go-go-go without any thought other than beating the other guy to the next point.
A more defined front would help encourage more team work across the board and limit the impact or allure of lone-wolf single players or even entire squads.