![]() |
![]() |
|
#41
|
|||
|
|||
|
Spawning on SL is important and I believe that it is fine the way that it is. I agree that it may be problematic given certain map types:
It is generally a necessity in larger maps with open spaces (spartanovka, fallen fighters, etc.) and mostly a problem and arguably ridiculous in a smaller map such as apartments. I must say that I was not aware that they had opened up the spawning rules for SL and I'm still not sure that they have. At any rate, I agreed with them restricting spawning on SL by no spawning if SL is in line-of-sight of an enemy, or in an engagement. I do think, however that players should be able to spawn on an SL inside of a cap zone. If the SL is doing a good enough job of holding their own in there vs. hostile forces, they need backup. Remember, you always have the option of spawning back farther, should you need it. For me, I do not feel that spawning on SL is a major problem at the moment. |
|
#42
|
||||
|
||||
|
Quote:
It's just that hiding on a corner and serving as a "broodmother" has become a common tactic for squad leaders, even on the tiny stock maps we have now. Some squad leaders just stay hidden while his squad spends minutes spawning on him and attacking their enemies form behind. I don't mind it much on small maps, but it takes away all the pacing of a large map. Regardless of its effects, you still think giving the option for mappers to do as they like with this functionality is a bad idea?
__________________
|
|
#43
|
|||
|
|||
|
Quote:
Then it's not working as it should, IE, having restrictions. Instead of going all bandage-classic-treatment on a feature again, maybe just fix it. And not sure, though mappers should have control over how their maps are played out. Mekhazzio: not if you play competetively :P
__________________
Proud to have gone from 3 red squares to 6 green and back to 3 red again for stating the truth. |
|
#44
|
||||
|
||||
|
All we need is a checkbox to indicate bSpawnOnSquadLeader on or off in MyMapInfo.
__________________
NEMO ME IMPVNE LACESSIT |
|
#45
|
||||
|
||||
|
Quote:
Yep. That's all I'm asking for in this thread.
__________________
|
|
#46
|
||||
|
||||
|
Quote:
I hate when SL hide behind the enemy lines and keep pooping endless waves of enemies on our back :$ I call that cheap tactics.
__________________
|
|
#47
|
|||
|
|||
|
Hardly a simulation approach really. Hard to imagine what SoSL is supposed to represent... The whole squad system doesn't tie in very well to the respawning design, though I'm not sure I have any better ideas myself.
|
|
#48
|
||||
|
||||
|
I had. In my Authentic Mode thread in Ideas and Suggestions.
Almost the same idea TWI was on, but got backwards: Instead of Squad Members spawning at the Squad Leaders's vicinity, Squad Members that are killed in the vicinity of their Squad Leaders, spawn more quickly but at the normal spawn point 1 or 2... of their choosing. Promotes Squad play, removes the magic factor, makes Spawn on SL not break many maps, makes upcoming transports vehicles more useful, preserves the same capping power increase effects intended for the Squad Leaders.
__________________
♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
|
#49
|
||||
|
||||
|
Something feels off with the SL in RO2, in ROOST it played an important role not only with the smoke but they weighted in the capzones.
Everytime a SL entered a capzone you noticed it right away in the capbar, what had dramatical consequences on the way things unfolded. I remember the first thing I did when entering/heading to the capzones was try to spot the enemy SL and neutralize him (what, depending of the conditions of the battle, would mean to let him out of action for at least 3 minutes). In RO2 I barely pay attention to this anymore and even if I manage to neutralize the SL he'll be back to the front in under a minute.
__________________
Last edited by >F|R< Sarcinelli; 08-11-2012 at 01:25 AM. |
|
#50
|
||||
|
||||
|
Quote:
__________________
aka Wakke |
|
#51
|
||||
|
||||
|
Quote:
__________________
|
|
#52
|
|||
|
|||
|
Quote:
Infact, calling it not popular is an understatement. Its pretty dead. And yet, despite clearly and resoundingly losing the popular vote (player count says more than any forum poll ever will), you have people trying to bring elements of classic mode into realism. You (the Classic mode advocates) got what you wanted. Unfortunately, most of the playerbase does not like what you like. Deal with it rather than whining about it like petulant children. |
|
#53
|
||||
|
||||
|
Quote:
Quote:
__________________
aka Wakke Last edited by Proud_God; 08-11-2012 at 08:26 AM. |
|
#54
|
||||
|
||||
|
Quote:
Don't think what Nezzer suggests or what I suggest is good enough for squadplay? Fine! But do not trash our suggestions because of this. They are steps towards the solution. If TWI wants a spawn bonus related to squadleaders, the way to do it is the way I suggested or some other way no one thought about yet. Classic's way was turning the damned thing off, so if you advocate for true Squadplay, you'd also want it off, since it is currently a pure magic incentive bonus, that has no basis on rewarding any type of teamplay. So do not self defeat your own argument while trashing our criticism of it. It is highly hypocritical and inappropriate of you two
__________________
♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
|
#55
|
||||
|
||||
|
I like the way project Reality does it....The squad leader sets a rally point and then moves away towards the objective...The rally point or spawn point cannot be set up within a capzone.... i dont remember the distance parameter but it may be several hundred yards or more.....All spawning for that squad leader`s troops takes place at the rally point.....
The rally point can be destroyed by the enemy.....The squad leader can set new rally points but only one can ever be on the map at any one time...If the rally point is lost, all spawning takes place at one of the base spawn points... I would prefer to refine the spawning on squad leader versus dropping it completely.... |
|
#56
|
||||
|
||||
|
Quote:
Quote:
Besides, I don't think spawn on SL improves squad play AT ALL in RO2. I've never liked it in the Battlefield franchise and I like it even less in RO2. It worked on BF2 because most of the time you and your squad were isolated from the rest of the team due to the size of those maps, so you wouldn't have much of a choice. Thing is, BF2 is a squad based game, while RO2 is a team based game. In BF2 you'd rarely see the whole team attacking an objective together, because everyone is scattered across the entire map, with kilometers between each squad. That's what might happen if we have spawn on SL on larger maps in RO2. BF2 is like that because it was designed to be like that, with several objectives being capturable at the same time in most maps. RO2 is much more focused, with no more than three objectives open for cap at the same time. You just can't have a game that is both team and squad based at the same time working perfectly. What you can have is a team based game with some small incentive to squad play or a squad based game with some small incentive to team play. RO2 tries to be the first, while ArmA2, PR and BF try to be the latter. I personally think team based combat suits WW2 better, when most major battles had hundreds fighting each other at the same time in open battle, instead of the insurgency kind of battle we see these days, that requires a more squad focused type of coordination.
__________________
|
|
#57
|
||||
|
||||
|
Quote:
We want pretty much what you want, a tactical 3D voip based experience, with more freedom to explore the maps. But the current spawn on SL is not helping at that. And why is it that we need to spawn close to our SL to be able to properly engage in squad play? This concept, does not fit our tiny maps. And the possibilities it provides for larger maps also helps break them. Reducing a travel distance of 300m to a mere 5 meters, if your squadleader finds a nice place to hide and no enemies are in his radius affecting his ability to give birth to friendlies. Why take a Sonderkraftfahrzeug, when you can simply teleport to where you want to go... We are trying to fix the game by not being ever on the the mercy of the dreaded Spawn on Squadleader. A terrible feature that has nothing to do with squadplay.
__________________
♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
|
#58
|
|||
|
|||
|
The game is fine the way it is. Move Along.
only focus should be more maps, and vehicles to keep it fresh. The map makers are putting up their end of it. All this trivial they should've, or could've stuff really is pointless. I personally really really hate the "war nervousness" or whatever it is called because it makes me miss a shot when i have it perfectly lined up and at the last milisecond my soldier "shakes in fear". And of course there are people here that like it. Is it a game breaker for some people? perhaps. but no game ever pleases everyone. Do i want TWI to change that or does it bother me to the point I don't play? nah, I don't care. |
|
#59
|
||||||
|
||||||
|
Quote:
I did read the "OP" and I was not replying to it. For the record, I do agree with the sentiment that mappers should have control over spawning on SL on their maps (see what I did there?) because certain kinds of maps are not suited to spawning on SL. I was replying more to the general sentiment of the thread. Statements such as these: Quote:
Quote:
Your suggestions are "steps towards the solution" and if I "truly cared about squad play" I'd want spawning on SL off by default (presumably that's your solution, right?). Looking past the condescension in that sentence, if I read that correctly, then congratulations! You got what you wanted! Classic mode! Spawning on SL is not "gamebreaking" as you put it. Its a good feature that does promote teamplay by helping squads stick together. Should the mapper have control over this? Yes. Should the server have control over it? Yes. However, the fact that most realism servers operate with the feature ON does suggest something, wouldn't you agree? Now, as far as your actual suggestion is concerned (the one that you want everyone else, who does not play classic, to have to endure): Quote:
Quote:
Quote:
|
|
#60
|
||||
|
||||
|
Quote:
It takes away the penalty of death also, I have had plenty of times where I died from being an idiot but then I can easily just spawn on my Squad Leader and be back exactly where I am. Basically making what that enemy did useless and me not really caring about death. Even not removing it and making it a mappers option is a good idea, on Grumstation today (which is like Baskova for those who haven't played Grumstation yet), the beginning the Russians have a great defensive position where they can force the Germans into running around the edges by placing artillery, and can lay down fire with tons of Riflemen far away with a sniper and some MGs. Even making it into the trenches you have other Riflemen and Assault troops. With Spawn on SL, having an SL get into there by chance, I can easily skip right by the Russian defence and spawn right into trench safety which isn't really rewarding as I think anyone can agree, escaping death by getting to those trenches with team work is a lot more rewarding then teleporting in. The Russians are trying to defend against advancing Germans, not teleporting ones. Last edited by bobsynergy; 08-11-2012 at 08:40 PM. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|