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Posted: Fri Apr 01, 2016 7:25 pm     Super secret spam barrier
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The respawn time for armour on the public missions right now is usually:

120 minutes when the vehicle is abandoned
30 minutes when destroyed.

I think the respawn time itself is decent but when you compare it with the number of vehicle we usually have it seems a bit unbalanced. Usually we have a single armour which is usually a warrior. If you compare that to all type of helicopters thats twice the ammount of time for destroyed vehicles. When a helicopter is destroyed players who play whiskey can usually grab a different vehicle. If the armour is destroyed it usually means that the players who play whiskey cant play their role for about 30 minutes. It is also worth mentioning that we have two zulu "sections" so if both would be online only one could actually play their role.

I suggest we make sure we have 3-4 armour vehicles on the maps and also make sure only the zulu slots can take the seats in these vehicles which are not passenger seats.

There is no war to end all wars.


Posted: Fri Apr 01, 2016 10:06 pm     Super secret spam barrier
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3CB are not an armoured unit. It is amphibious/expeditionary light infantry. As NOFg said above, too much armour destroys the fun factor for the rest of the guys.


Posted: Sat Apr 02, 2016 10:16 am     Super secret spam barrier
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I think some points I made were ignored or misunderstood here. :)

I would like to have crew slots for zulu limited to the crew roles. This means that in general we have two armoured elements online at the sime time at the max. As a matter of fact you probably see less armoured units on maps like Red Vanguard, because you limit the ammount of people who can use these vehicles.

A lot of times vehicles like the warrior are not used correctly. They are APC's/IFV's and not tanks. They are used to transport infantry and support them when needed with fire support and logistical support.

Like all assets they work the best when they are play "together" with the sections or are under the command of a 1-0. But that is a general issue that applies also to air units which can do a lot of unwanted damage when not used properly. If members spawn additional armour with zeus it is another issue, but it also shows that people instinctively try to fix something that appears to be a bit broken right now like the fact we have two zulu crews but only one vehicle.

There is no war to end all wars.


Posted: Sat Apr 02, 2016 11:20 am     Super secret spam barrier
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The number of armoured vehicles available has been considered carefully for each mission to provide balance on the public server missions for the reasons others have given. Likewise, the number of helicopters with CAS capability is limited, although not to such an extent, as they tend to be more vulnerable to pilot error than an IFV.

The units available for play are standardised across all missions to make maintenance easier, so yes, there may be a mission with 2 Zulu crews but only 1 IFV. It's not like that takes away infantry slots, so just pretend that 2nd crew doesn't exist.

Zeus's should not be spawning in additional vehicles for Blufor if it upsets the game balance - players need to learn to value the armour asset's that they have and use them more wisely. As you say, they are there to support the infantry, not blast on in and take all the action.

There may be some benefit to restricting driver/gunner/commander positions on armour to Zulu slots only, but I think the lack of flexibility this would bring outweighs the benefit and that there isn't sufficient of a problem to warrant it. Not dismissing your points without thinking about them Mefirst, just not fully in agreement.


Posted: Sat Apr 02, 2016 11:26 am     Super secret spam barrier
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Well I suggest we delete the second Zulu Crew. I dont see any point in having something that is or cant be used. There are better options for these slots like having a mortar section with a gunner, loader, commander and forward observer.

About role restrictions I dont think you get less flexible. If you follow that logic we should also have pilot and co-pilot seats avaible for all players since you might not always have a whiskey online when you want one. The ability that right now everyone can take crew slots in armoured units makes the not just one but both zulu slots broken plus people it creates a gap in the entire structure when 3 guys of a section decide they want to use that vehicle.

There is no war to end all wars.


Posted: Sat Apr 02, 2016 11:55 am     Super secret spam barrier
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On Red Vanguard when the BTRs take infantry and stay close to support them, that is some of the best and most enjoyable gameplay I've had on ARMA. APC's should be embedded in the section to provide physical cover as well as fire support with the added bonus of carrying all the extra gear and becoming a rally point for the medic etc. Obviously the big plus with them is being on hand to transport the section to the next objective/AO.

As soon as the APC/IFV starts blatting everything in sight it ruins it. 


Posted: Sat Apr 02, 2016 4:56 pm     Super secret spam barrier
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Mefirst wrote:
I think some points I made were ignored or misunderstood here. :)

I would like to have crew slots for zulu limited to the crew roles. This means that in general we have two armoured elements online at the sime time at the max. As a matter of fact you probably see less armoured units on maps like Red Vanguard, because you limit the ammount of people who can use these vehicles.

A lot of times vehicles like the warrior are not used correctly. They are APC's/IFV's and not tanks. They are used to transport infantry and support them when needed with fire support and logistical support.

Like all assets they work the best when they are play "together" with the sections or are under the command of a 1-0. But that is a general issue that applies also to air units which can do a lot of unwanted damage when not used properly. If members spawn additional armour with zeus it is another issue, but it also shows that people instinctively try to fix something that appears to be a bit broken right now like the fact we have two zulu crews but only one vehicle.

I think legacy is a big part of that. When I first joined the Zulu teams would only use it for the Challenger and never the Warrior. I think that was because it was a four slot unit rather than the three it is now. So now a full section can't go with a Warrior as 3+8 doesn't fit into 3+7 whereas 3+5 did.

Suggestions:

  1. Remove Zulu entirely.
  2. Add the loader back to Zulu and have Abrams on appropriate missions
  3. Turn Zulu into armoured infantry sections

Also the Public Server is a sandbox. The players can do as they wish within the rules. Your enjoyment may vary.

And paragraphs man, paragraphs.


Posted: Sat Apr 02, 2016 5:29 pm     Super secret spam barrier
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@nofg.
Sorry but I wont really read your second reply. I will try it again if you add some paragraphs. It took a lot of time to read and understand your first post about this and I wont spend that time again.

The issue I wanted to raise was the following.

We expect people to play the rules they pick. If you pick as section commander, we expect you to command a section. If you play a medicm we expect you to act as one. If you are a pilot, we expect you to fly etc. I dont see why Zulu should be any different. If you take these slots, it should be expected to play them as what they are. This is not really possible at the moment with the current settings on the server that have influence on:
- respawn time
- accessibility
- numbers of vehicles.

1. The respawn timer is very high with it's 30 minutes after the vehicle is destroyed. This is especially high if you compare it with the respawn for all type of helicopters which is 15 minutes. It doesnt matter if you wreck a Apache or a Little Bird.

2. There is a good chance that you take a slot as Zulu and you wont have a vehicle to use. The reason is that the crew seats (not passenger seats) are not restricted and right now everybody can use them.

3. On most maps with some very rare exampled (red vanguard is one), there is usually only a single armoured vehicle avaible. That means that you will spend a lot of time not being able to play your role because somebody else has maybe used the vehicle and it got destroyed, or it got destroyed when you were using it. If that happens you are in most cases unable to play the selected role for 30 minutes. No other role has to face this at the time being.


The combination of these three things makes the current system broken in my opinion and possible solutions are:
- Restrict the crew to related slots.,
- Increase the number of avaible vehicles
- Reduce the respawn

Deleting Zulu slots is not exactly solving these issues in my book. However I agree that we can easily get rid of one of Zulu crew slots and leave them out completly or add something else (mortar teams, engineers etc.).


Posted: Thu Apr 07, 2016 12:40 pm     Super secret spam barrier
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Posted: Thu Apr 07, 2016 12:45 pm     Super secret spam barrier
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