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Pvt. Pogo

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  1. Pvt. Pogo

    Warlords

    I guess that'll surely work. Thanks for the consideration!
  2. Pvt. Pogo

    Warlords

    Thanks for your reply and thoughts on this! I can absolutely see your point and even what kind of experience you'd like to give the players in these sorts of situations. And while sometimes your recommended strategy there works out, more often than expected it doesn't. In that particular case the OpFor was in a position that was too strong to be really countered by simply harassing them through fasttravel. Mostly because of really nicely dug in infantry troops close to our fasttravel-spawn with the support of some skilled gunships going about, which were simply out of reach of our MANPADs (or didn't give us sufficient time to find them and apply our weaponry). As for my idea of taking green sectors instead, you're absolutely right that we would've lost in less than 30 minutes if we wouldn't have split up the team so that one part would've tried to slow down the OpFor's advance while the other half took additional sectors. Also that would've forced the OpFor team to decide if they would like to take some green sectors too, instead of attacking right away to have some sort of safety net if things go south. I also agree that we shouldn't have gone straight for the confrontation at the airport but I guess players were quite keen on some PvP action there. All things considered if you want to have players work for their victory and would like them to be persistent about it, this could be achieved if you placed a cooldown on the re-selection of the attack-zone, so they'll still have to make smart decisions. But this is just me throwing in ideas there. Kind Regards Pogo
  3. Pvt. Pogo

    Warlords

    Hi everyone, I’m probably a bit late to the feedback party but here goes. I’m a member of the German group FJB49 which participated on Friday and first of all I’d like to thank you guys for staying in touch with your community by doing these kinds of events. Also thanks to FlashRanger who offered us the slots on a really short notice. All of our players were happy we could participate in this stress-test and we surely had a lot of fun. As for the balancing of the game mode there surely are some discussable points like whether there should be thermal equipment or not but I feel this wasn’t much of a dealbreaker for our players. Also I liked the parachute vehicle/equipment airdrops because it mostly prevented people to call in heavy equipment too close to the frontlines. The lack of mortars and artillery was very welcomed since that could have easily spoiled the fun there. My main concern with this gamemode is the handling of the immediate-death-zones and the attack selection. I can see how the selection of multiple attack zones can cause trouble, especially in those big games. However, the inability to change your zone of attack gives you a serious disadvantage in this gamemode. Like you could see in the big 40v40 game both parties tried to make their way to the airport quickly to gain the air superiority advantage. This led to a glorious fight for about half an hour but once it was clear OpFor was going to take the airfield, BlueFor was basically done for. I played on the BlueFor side and noticed how we got absolutely obliterated after the fight for the airport was lost. Since the OpFor side had the upper hand resource-wise and equipment(-accessibility)-wise, they could easily hold the airport (which was the zone we were still trying to attack) and throw tons of tanks and actual bombs at the next zones we were desperately trying to defend. This was also the time I noticed a significant playerdrop on the BlueFor side even though the match wasn’t nearly over yet – the players were simply waiting to be finished off from that point on. What could have gone different? If we had the ability to change the attack zone we could have tried to split up and take some of the greenzones in the western part of the island to gain more ressources and be able to build up a working defence line; maybe even afford some fastmovers to at least weaken the OpFor airforce. Aside from that if your fasttravel is blocked that is kind of a big deal. Sure you can go into the desired zone by car/helicopter but the opposing team can just port there in seconds once they notice your assault force. If they’re killed they’ll just travel right back and call in more AI paratroopers and you’ll quickly be facing and endless force without the ability to fasttravel back once you’re killed. If you don’t like players to change their attack zone every minute maybe give them a disadvantage by doing so. For instance, re-enable immediate-death-zones for the team that changes their attack zone so they’ll have to think twice. Aside from that this really is a very cool gamemode that I can see my group playing on a regular basis. Kind Regards Pogo
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