krazydog

Why are the Rats adding SMGs to HC FRUs?

85 posts in this topic

12 hours ago, ZEBBEEE said:

Think about it differently, a non-movable spawn results in endless attempts to place it as close as possible, which ends very badly most of the time. 

If we limit the hard spawn further of town, the setup will be much faster, safer and it will get more support, making its camping and ninja sapping much harder. 

And if this works as a backup spawn for moveable (weaker) MSPs, the cohesion and sustainability of attackers will be improved. In counterpart trucks and MLs can set up close to town as long as they have a real area control 

Or we make trucks not set off ews, but a fru does, as well as inf and guns, tanks etc...? 

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10 hours ago, tater said:

I hate the fact that the spawns are from every direction, even if it benefits me on attack.

The game where the town is overrun, and ei (not counting paras) are literally everywhere (or even possibly everywhere), should be the very end of a battle.

I like the @ZEBBEEE idea, only thing I would add is a better on-sides sensibility. Under the current play, seems like the setup would be the same, you'd move the FMS out to surround the town (and I do mean surround), then start placing closer spawns, all this before setting the AO. The supposed defenders would apparently all be asleep or at the bar til they are call to defense, then the first responders are supposed to set up a defense, with ei likely already hiding in the attics of buildings next to the CP.

You know EWS is displayed in game right? You can spawn at a town when ews goes active - so no eis all over town. If you ignore ews and it goes heavy, then yeah you have a problem.

The Big Fru + little fru with 180 degree front has some merit.... mmm need to think.... :)

 

S! Ian 

Edited by ian77

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2 hours ago, ian77 said:

Or we make trucks not set off ews, but a fru does, as well as inf and guns, tanks etc...? 

Trucks make noise we can hear, so why wouldn't the many hundreds of troops supposedly in town not hear it, particularly when they should be out of town, anyway.

If anything, EWS doesn't go off soon enough. The entire point of EWS is for defenses to be prepared---because in game defenses are manned after the fact, when in RL they would be put put in the dirt around town long before the attack. That's what EWS is for. The notion of "surprise" only makes sense in a WW2OL world where literally every single unit in a brigade is spawned into the game world, and stays where it is ordered, 24/7/365. Not some of the units, all of them. In that world, no EWS is needed, you stare ate nothing, and when the tank or group of guys a few yards away explodes, you know the enemy is around.

 

2 hours ago, ian77 said:

You know EWS is displayed in game right? You can spawn at a town when ews goes active - so no eis all over town. If you ignore ews and it goes heavy, then yeah you have a problem.

Yes. I did. I was in game in another AO. I happened to check neighboring towns (things calmed down at the CP I was guarding), and noticed the light EWS. A minute or 2 later I despawned, and made a mission at that town. I was the first, and for a while only player there. I heard an opel from the instant I spawned in. It drove around out of town, sopping a few times. I briefly got eyes on it, and heard what I thought was a JU 52, so I RTBed, and spawned a CAMLE, and shot down the JU, and 1 para (I had explosions on 3 paras, but only got 1 kill). Maybe 5-6 other than the one I know I killed. I RTBed before they hit the grouns, and sapwned a rifle, and started defending the spawnable. 1 other player showed up, then another. By the time the third player was there I sent out a side chat saying that the town had 3 defenders, and full EWS.

As I said above, the point of EWS is really to allow ffor at least a cursory prepared defense. If the total number of possible defenders was to be 10 people, that means time for those 10 to be in the field. ATGS and MGs where any rational CO would put them---with the enemy coming from where they MUST come, not from behind (short of paras).

We need persistent MSPs and defense missions. So when a town settles down, players can spawn in, and leave defenses outside of town. If there is a nearby hill commanding the town, that's where a bunch of your troops will be sleeping tonight. You won't start thinking about defense only after the enemy takes that hill. Even with those persistent spawn points, we need players to man them BEFORE the enemy attacks. If there are many 1000s of players, that's easy. If there are 30? Non-trivial.

Edited by tater
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*** If anything, EWS doesn't go off soon enough.

Agree, should prolly be 1k for trucks.

A truck racing in, sets off EWS at 700m, kills engine and can glide the next 300m nearly before anyone can spawn into town.

Suddenly, the enemy has an MS 400m out of town with zero chance to intercept, or even know which direction it came in from.

I know attacking hard, but think the 700m EWS range of trucks is too short too.

 

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If we add these two constraints that might help keep the action on the FB side, or at least the ones with the most armored support:

-limit the upgraded FMS deployment to road tiles only, 1000m out of enemy facilities (so you have basically North, East, South, West directions). It would spawn heavy AT/AA, and we could increase its damage threshold. No stealth for these but longer lasting. Heavier tank battles and CAS would also be more focused along the roads, consequently.

-limit the moveable « baby-MSPs » (manned trucks and ML-centric-spawn) to 1000m of the FMS (no constraints regarding enemy facilities), offering more stealth, flexibility and repeatability but as long as you have your backup FMS up

if you sum up the constraints ( deployments circles), you get a more localised higher density action, more easily deployed on the FB side, but still an organized squad could deploy behind at the cost of no stealth,

But wouldn’t this be too complex to understand? This would also force attrition battles. Spawnables should then really pushed 500m out of towns to support attackers in counterpart.

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*** But as some have said, wouldn’t this be too complex to understand?

Possibly, but these are just ideas.

 

It would seem to me, if a line was drawn from between friendly front line towns, then that is basically where the frontline is.

There would be an axis line (all the axis frontline towns line) and an allied front line (all the allies front line towns connected).

There, there would be the no-mans land that existed between those two lines. (have to look closer to see if any weird lines could happen as a result of this)

The rule is simple, FMS or baby MS (or any MS) can only be placed in your territory or in no mans land; not in enemy territory.

 

An interesting aside to this, is with how garrisons work, you could maybe allow the town to not be considered friendly when the AB was taken.

(would have to use controlled, not owned)

Then, upon AB capture, the friendly lines would be redrawn as the current town isn't controlled anymore (but is still owned).

This would allow attacker MS to be moved FAR closer, as the town with captured AB would then be in no mans land.

Not sure this is a great idea, but it would be possible.

 

Edited by delems
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*** This would also force attrition battles.

Kind of.

It would force more engagement frontal battles, but allow for flanking; w/o that feeling tater and others get (even I) that the enemy can appear from anywhere.

It would also reward attackers with towns that had more than 1 link to defender, as your no mans area for putting MS would be a larger area around the town.

Note, you can still para anywhere in town, or drive a truck full of squaddies around to the rear for action... you just can't sustain it.

 

Edited by delems

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2 hours ago, tater said:

If anything, EWS doesn't go off soon enough

the first year of the FMS had 1-2 spawns up per 3-5 hours.

the 3min build time, 1.5km audio, EWS, and AO made it way to easy to kill activity.

 

game went from ninja attackers to super-ninja defenders. it was very boring

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I got a good idea:  

 

Just eliminate the damn HC FRU!

 

Gameplay was better without them. 

Cheers! :)

 

 

 

Edited by krazydog

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