pasik wrote:
Radio towers and comms trucks do the same + when destroyed
Yep, I know for this so called aftereffect(+ when destroyed) so that I wrote "for real players", because if there are only 2-3 of them, they can cap/hold the area against ~20 or more bots, regardless if they have markers on the map or not.
pasik wrote:
One of the arguments for removing them from PvPvE was that as they have so much impact, most PvPvE matches end up being just comms hunt once both factions have players who know it's the key to success.
But the game also has the opposite side - both factions can destroy enemy towers, so if they could, let do it if they can.
Btw think
halp won't like that part

pasik wrote:
Is there actually that much RP in play in PvPvE to make calls play a significant part? Isn't it played with restarted profiles each match?
A couple of reasons:
- according to the tactics(which should be) applied in PvP matches 1 or 2 calls(=8/16 airbornes) might help a lot to cap the area
- if you're wounded(esp when you carry a rare wep+you don't want enemies to get it) air support is the most(and only) important thing that you can rely on
- if you play(smart) after, lets say.... 2 hrs you're able to get a quite lot RP(sometimes I've reached 5-7 K at the end)
Settings are/were as usual - resetting the profile after a new map begin
------------------------------------------halp wrote:
I left before trying to cap the last base since that's usually pretty boring, but I had something like 1800RP left even after capping the entire map so I'm pretty sure I could have taken it.
You couldn't, cuz I was already there

BTW sry,
halp, but after you left
seeadragoni joined as a gray, so we were 3 vs 1 and we won after all
