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PostPosted: Mon Jan 05, 2015 6:16 pm 
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DIO wrote:
I think there is no big difference for real players(actually I have not noticed what bots are doing when their towers/jammers are destroyed) between towers & jammers - both disabling enemy radio calls in the area.

Jammer towers just disable enemy calls within some range around them.

Radio towers and comms trucks do the same + when destroyed
* reduces owner's soldier capacity
* stops owner's commander AI from functioning (soldiers won't attack or reinforce bases other than by spawning there)
* disables owner's calls and
* doesn't show all the info in the map view for the owner.

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.

I guess the radio tower is a much more tough target given the number of protectors, it staying still so the protectors don't get left behind, and that it takes a C4 to destroy most of the time, so I guess it could've been left in still.


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PostPosted: Mon Jan 05, 2015 6:29 pm 
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DIO wrote:
...and another idea for PvP servers(like Beerdrinkers) - how about 2 towers/jammers(located in main bases) and 2 comms vehicles(like as Jack said - to use them near front lines to jam the enemy calls)?

If the comms truck would be changed to not have the owner penalties on destruction, then there could be several of them, and then it might make sense to bring one to front lines to jam enemy calls, maybe.

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?


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PostPosted: Mon Jan 05, 2015 7:48 pm 
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For the past two "matches", RP and XP haven't been reset between map changes. This really sucks if you come in late and you're going up against people with vests, mortars/arty, paras, etc., when you've got almost nothing. It also means that people don't go all out on defense since they want to save up their RP for the next round instead of spending in a futile defense.

The only reason it worked out ok for me when I came in late last round is because the map changed right after I logged on and then as browns it was easy to pick off defenders with SVD until I could take their wall and then snipe for the rest of the game. There were a couple times when street and someone else managed to take some other walls but they had zero chance of holding them since I had SVD and they had regular guns so I just shot at the walls until they died. They probably died 5x or 10x getting up there behind walls, basically for nothing, since SVD is OP.


Last edited by halp on Mon Jan 05, 2015 8:17 pm, edited 1 time in total.

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PostPosted: Mon Jan 05, 2015 8:00 pm 
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I suppose Beerdrinkers has something custom going on then with that, at least by default Classic is played with profiles that reset each map change.

EDIT: Gears running a bit slow today; certainly Beerdrinkers had persistent profiles at least yesterday, given how the 3-faction -> 2-faction change didn't work.


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PostPosted: Mon Jan 05, 2015 8:13 pm 
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I don't know what's going on with that. It doesn't normally run with persistent profiles, but that's how it's been set up for the scheduled matches. With that setup last week, I basically won an entire map single handed after most people had left despite my team being down 4v2 with the dominant psuedo-backdoor 8x para call strategy.

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.


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PostPosted: Mon Jan 05, 2015 9:34 pm 
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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 :P


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

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PostPosted: Mon Jan 05, 2015 10:09 pm 
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Hahaha yeah I figured "we" might have lost after I left. Taking the last base on any of the fort maps is too boring for me to actually want to play it out, though.


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PostPosted: Tue Jan 06, 2015 2:10 am 
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Jack, on that having players switch teams to balance them, it failed again, as usual. I played two unbalanced games in a row against the same team. On my team was a noob who was worse having no teammate. As usual, there are more players who want to stay on a winning team than who will switch to balance teams.

I won the first game because comms is stupid and I took out comms multiple times to win. The second game my teammate followed me around without a silenced weapon while I tried to take out comms. I told him to go back and defend, but maybe he didn't understand English or something so it was hopeless.


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PostPosted: Sun Jan 25, 2015 12:06 pm 
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What about today's event? At the same place at the same time? :roll:

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PostPosted: Sun Jan 25, 2015 12:17 pm 
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OK Gents, sorry to shit on your cornflakes, lol, but just seeing this thread and I am afraid a weekly event on a Sunday on the {SAS} Servers just isn't practical for one main reason - I do have a life, lol, and by committing to this it means I have to be sitting in front of my PC every Sunday night for a few hours and although I do spend a lot of time on my PC (don't we all) I don't spend that much.

Feel free to organise something amongst yourselves, I mean the servers are always up anyway, but I would be unable to do anything requiring changes to parameters, or closing down other servers for example.

Saying that, since we first started running RwR servers, I think I have only been unable to run an event that was requested once so it's not too bad. But yeah, a special session every week is a no go, but one every two or three, yeah, that's doable.

*oh, and during the special events, profiles are normally set to persistent on Beerdrinkers, and the profiles are run separately from the normal ones ;)

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