#Overpowered strategies and how to fix them

2 messages · Page 1 of 1 (latest)

pulsar harbor
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  1. Consecutive flag capture can be exploited by hiding small 3 people groups near points, that will only enter point when flag becomes sword. They should just sit there without firing shots because killing and camping is too useless.

Solution: Add reposition timer that will restrict small group captures from instantly entering empty points sneakily. After capture of sword next capture point should turn into sandglass icon that displays time until it’s capturable. Reposition timer should take 40 seconds at least. Since there’s no conventional frontline, this measure will prevent free captures.

  1. Ammo box is overpowered. Explosives plus fast reloads result in spam of rockets/grenades in very large area. Effects of ammo box and M113 (from mod) stack, creating 2x reload for infinite rockets spam.

Solution: Add resupply timer for explosives and smokes. After full resupply of utility it should delay next resupply by 15-30 seconds. Battlefield has fast timer for consecutive resupply that helps prevent this abuse, but it’s much faster so timer is low. Stacking effects from ammo boxes shouldn’t happen at all.

  1. Hiding vehicles for camping from large distances.

Solution: add spotting markers on map to let team communicate exact vehicle positions. It mustn’t update live, and should only stay where it was placed manually.

north meteor
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TL:DR - Yes to all of this, but more.

  1. I've actually got no problem with this. I feel like if the game was more advanced a dynamic capture requirement (number of players needed to capture changes with the current server population) but the game is far from being there. Everyone just seems to rush whatever flag is easiest and tests the strategists and people who prioritize sword deal with the rest
  2. There was a placeable ammo crate feature in a FP mod at one point that solved this well. Limiting the infinite ammo issues with riflemen and increasing ammo consumption/cool down based on type would definitely give RPG spam a much needed nerf (I will admit, I have personally abused this mechanic with my AT buddy on multiple occasions). This also kinda falls under the logistics principles some others and I have asked Ponchovie about regarding FOB building. A similar mechanic for unit ammo would work wonders. However the player base wouldn't get trained enough to utilize it and the game would likely wind up reverting to a 1916 bolt action rifle shoot out at 500 meters
  3. Not even just for vics. We NEED map markers to communicate with mic/audioless players quickly. We NEED map markers if we're going to utilize game mechanics like artillery, mortars, and even ultra long range sniper fire. Map markers are a must and it sucks without them.