yes ... but still GAME... so backdooring is realistic tactic in game.
Bingo!!! We have a winner!
Upvote
0
yes ... but still GAME... so backdooring is realistic tactic in game.
But its unrealistic tactic. Isnt Red Orchestra goint to be realism game?
Actually, despite its other glaring flaws, one of the best things about BF2 is its squad system. I think if anything, you'd do better to provide RO players with the TOOLS they need to play more realistically, rather than FORCING them to do so. So, if you want folks to play in squads, give them a reason to do so other than "Well, it's more realistic that way."
Agreed. All in favor say aye!In a CW or with balanced teams you have no player available to send to cap HQ/Tower. if you send it you will never cap App/Square. If you manage to cap it with -1 means that the opposing team is weaker and you will cap anyway the rest of the objectives.
So .. no restriction from my side.
What do you think about situations, when someone going to objective that cannot be captured right now to have advantage when it will be aviable.
For example, at Odessa:
Someone going to HQ or Tower, and wait, when it will be aviable, so he can easily capture it without any fight (all axis are near grecheskaya sqr at this time)
Its break realism in real life, there should be defending soldiers but, due to game limitations (player limit) player can run to this place.
My opinion, these places should be protected. If someone entered location around unaviable capzone, he should be killed (not by magically appeared mine, maybe by magically bullet from nowhere )
Same for non-recapturable objectives. It has no sence, HQ / Tower (Odessa) already capped but these continuse fights.
Another example, Tula Outskirts (custom map) What is point of capturing bunkers if enemy can easily re-enter it and continue defending.
yes ... but still GAME... so backdooring is realistic tactic in game.
In my opinion, one of the biggest mistakes they made with BF2 was the way the squad system worked. They SHOULD force everyone to join a squad and answer to a leader. Then if you get a leader who has some tactical sense, he can actually do some good in getting everyone in his squad in the right place at the right time. To me, this "join a squad or don't" crap just shows the developers have no spine to make a decision and stick to it. Adding a squad system could have potentially made massive improvements to the gameplay, but then they worried what casual players would think and made it optional. For Christ's sake, if you join a real armed force they won't let you just play lone wolf.
So for RO, if they make a squad system they damn well had better make it mandatory and provide the tools to make it effective. In the mean time, I will play for my own personal score and personal bragging rights. It's only natural.
how would they decide who's the leader? That sounds needlessly complicated to me. I don't want to "follow orders" from some jackass who doesn't have a clue.
That's basically all that needs to be said (and understood). I don't "get" all this endless complaining about what tactics people want to use. Any area that isn't a minefield is fair game at anytime to me. "Hey guys can you wait till you capture this spot first before you try any crazy 'planning ahead type stuff' Thanks". "Let's conduct this battle in an orderly highly predictable fashion please." "Code of honor, no nades, no hipshooting". I've never seen a tactic that can't be countered but it's up to the player if he wants to continue operating in the same rigid mode and losing or adapt his tactics fluidly.What it comes down to, really, is that if the attacking team wants to sacrifice an attacker or 2 to send them on a flanking mission, the defence should be able to hold the initial objectives more easily, and essentially negate the advantage of having a capper in the zone as it becomes active.