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  • Posts

    • You don't think paras have enough issues already?   We were trying to find more reasons for paras to be used, not trying to put people off spawning them. I agree that landing injuries for paras would be more realistic, but I don't see this as helping game play.    Anyway, with the new group cap timers we sort of have "fast cap paras", or fast cap anything. Don't cap alone, always take a friend with you!     Ian 
    • Any FMS more than 500m from target already gets berated in chat by players spawning in, for being "too far" from target, and they then despawn having jogged far enough away from the FMS to waste the unit as MIA. I can see Xoom's point, though I am not sure that it should just be a perk of HC and RATs, especially when the UP side probably sees 6 or 8 hours per day without either in game (more in the final days of a map). There are only a few available, so make them Rank 10 spawnable, and leave them at a handful per flag/garrison. Are the numbers rifles/smgs available to be spawned limited? I seem to recall reading that the HC walking MS was limited to just 17 rifles? The biggest issue is that 20 players can work together to set a ZOC, either on Attack or Defense, and one "HC" can wander off on a solo run, and sneak in silently behind the ZOC, plop down his magic beans and then up pops some smgs and rifles to undo the hard work that the team has put in to set their ZOC and protect their FMS - 4 rifle satchels, and bye bye FMS. (FYI I think 4 is probably about right, possibly make it 5 to require more then one engineer, but in an attritted flag, having no engineers left in supply, it gets to be a ballsache getting a EFMS down, even without the EIs spawning in.   Ian     
    • But 2 Matties (me and Gretnine) firing 50+ AP rounds (all they have is AP) and 300+ rounds of MG cannot kill one. They are not "easy to kill" to British  tanks with only AP,  which is just nuts.   Ian  
    • You can test it yourself offline. Duplicate your aircraft in air and watch them dissapear around the distance the black circle becomes full.
    • Expected consequences:     •    Weaker "manned" mobile spawns = increased fear of death near targets, forcing more combined arms coordination     •    Replaces continuous floods of uncoordinated infantries by higher density battle team waves     •    It gives UP defenders a better capability to face OP attackers     •    Attackers would more likely require real squads to capture and hold flags     •    FMS at 1 km = better chances for truck to survive, faster MSP delivery and faster armored support from FB, survivability of FMS improved and risk of FMS camping drastically decreased     •    Heaviers AT/AA at FMS offers higher ranked players more opportunities for open field battles, balancing the current lack of drivers     •    1 person can drop a FMS and continue its ride to the target. If he dies he can jump back into the action faster. This will motivate more players to spawn trucks and organize hotdrops from the FMS to the target.     •    Initial stage of an AO could be a rural battle between fire squads (DFMS vs EFMS)     •    As soon as attackers captured a facility, defenders would meet the same restrictions, requiring better defensive preparation     •    ML-focused spawn allows to better make use of the environment (windmills, farms, ruins, forests)     •    ML can regroup his men more easily for a real fire-team experience     •    It adds more objectives for engineers (build PPOs to provide safe reinforcment areas)     •    It adds critical targets for snipers and mortarmen (MLs and truck drivers)     •    It drastically increases the mean engagement distances, hence improving the game play for tanks
    • How much would you welcome the idea of mine to push back the FMS to 1km, but allow it to spawn heavy guns. in counterpart , « closer MSPs » would become weaker options, down to 200m: - manned trucks (with its engine ON?) - some kind of mission-leader deployment (similar to manned trucks but at the ML himself), not transferred through the makelead/takelead commands. Also, if do-able, make the FMS become a 1-step daisy chain for the weaker spawns: its model stays up and destroyable but is inactive for INF as long as a weak msp is available. Once the weak spawn is turned off, the FMS offers a safer backup spawn again. the purpose would be to trade continuous floods of uncoordinated infantries for waves of better communicating troops. This would also make deployment on the FB side more easy and meaningful, improving overall survivability.
    • just make it clear it's a temporary trial it already does that, a single satchel, 2 nades, or any 25mm+ cannon can take them out in 1-2 hits
    • Whatever a spawn with crates is called (FRU/HC/?), it needs to die if you so much as look at it, honestly. I'd dump the FMS object (because it looks really strong), and make all the MSPs die to a single magazine of MG fire (or as many rifle shots, or a couple nades, whatever energy 30 0.30 cals is). You should have to control an area to have a MSP of any kind. On-sides rules, and easy to kill, not hard to kill. If you want to make it strong, build some emplacements around it (which makes it protected from gunfire, but far easier to spot).
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