Discussion in 'Events, Battles & Training' started by Arnoldio, Aug 10, 2017.
A unified thread for further One-Life feedback. Write your suggestions below.
serval was intense, only if you put better squad leads, and only if temur did brief squads to split in half and rush then defend airport, and coalpit, if they had established the defences successfully and could have stop the enemy from rushing those flags, then they can advance into other flags, that didn't happen tho, temur's plan was great, the only problem was that the squads didn't execute it properly. it was a nice one, time for a manhunt event!
over all, best event, loved it
I was the CAS squadlead on US. A10 timer was way to long. It spawned in when there was only 10 Taliban left. I think it's not really necessary to get the A10 at this stage in the game lol. It meant that we only cleaned up the rest of the insurgent forces. I think 45 to 60 min could have worked better. For balance: give INS one AAV. (Arnoldio make it a rule to only use the A10 once if the spawntimer-issue occurs)
Flagbug destroyed the round for Taliban I think?
Since CAS didn't do much it was a truck driving simulator for me but I think overall the event was a success. I would like to see another event where CAS plays a similar role just with a bit more "airtime".
Yes, many left after the flagbug, those who stayed didn't really coordinate after that.
Btw, anyone recorded the taliban VBIED attack?
I think it was a good idea to have a 100 ticket game start, with tickets gained as you cap flags. It means that games end without the opposing team having to hunt down the survivors.
We (MEC side) lost kashan because of this rule, but if it didn't exist, we would have just stayed at south outpost for another hour, without being able to move because we had to hold that flag.
I know, however to manually control the tickets, someone has to be on the server and not die/disconnect. I wanted to do it via prism, but it didn't work. Maybe next time if we find a workaround.
Goose green is one of its kind, this was probably one of the best events.
Just a thing, we were not able to see the capture status bar in the upper right corner when we were close to the "goose green" flag, so we had no idea if we were capping or not, overall the event was perfecto.
Cant do anything about status bars, they are derp sometimes.
Teamwork couldve been a bit better. We got rushed by enemies on Boca House from Squad 1 and 4's Location without them saying any word. Kinda made me mad for a moment there.
I found Goose Green a lot of fun, but a lot of people in my squad and on local complained about its lack of cover. (I feel like there is quite a bit of cover, but I get the frustration of never being able to control your sight lines). It was also quite difficult to defend anything that wasn't the village of Goose Green itself, due to the lack of places to hide on the objectives.
Would it be possible to do a whites-of-the-eyes CQB urban map next time? Maybe Operation Marlin, or Burning Sands?
We did fallujah, but yeah, i strive for different styles so everyone gets something they like. CQB is over quick tho.
Additionally, i will slow down captimes even further and leave capzones default size in order to evade the progress bar bug and keep to the mappers design more. I am also thinking about intruducing civie mechanic to all factions so people can surrender and not get blasted.
Make manhunt great again please arnold.
Goose Green Battle went really well other than the fact someone was using the Huey for cas. Would be cool to see a "Black hawk Down" save the downed pilot manhunt kind of game mode next time.
Prta did that twice years ago
And the goose green argantina trans cas was buttermilch and puden
And yes they killed me
Maybe onelife event on Falcon next time.?
We actually had BHD... Also, Falcon is quite top priority because it looks hella nice, so yeah, expect soon.
I take here to the forum a discussion in shoutbox with Frontliner, which I think is relevant and important to have.
Personally, I love One-Life events. I think it combines nicely the more try-hard attitude of events, with a certain degree of laid back mood in the background. It's halfway between inter-community battles and pub matches. Plus, the mechanics of One-Life are awesome for increased tension. For this reason, I will always be 100% grateful for people sacrificing their own time and energy to set up events for the rest of the community.
Now, looking at today's event in Op. Barracuda, I think some tweaks could be made to improve them. Personally, I am not sure that having tickets as the corner stone of the battle makes sense, since most of the time, what changes ticket count the most is the death of players. And having already the one-life mechanic in place, the number of possible deaths are limited anyways, so I feel it is redundant to have a ticket count on top of it.
On the other hand, a time limit and a specific objective set in advance could prove interesting. For example, capturing specific objectives within a time limit. This would urge the attacking team to actually take the initiative. Frontliner mentioned that defenders have the upper hand anyway, and I agree. However, if there are no tickets determining the premature end of the event, the attacker team could always keep pushing and replenishing its casualties with new players joining the event midway and going for the team with less players. I don't think this would encourage reckless gameplay either because from the point of view of players, the one-life mechanic will ensure that everyone plays as seriously as possible, because no one wants to be left out of the fun.
That said, yes, if it is only one objective to be captured, it would bottle neck the battle and favor the defenders. But if it is several capable objectives like today, defenders would need to thin out across the map, allowing for interesting movements across the battlefield.
It can be layouts like in AAS, leading to the final objective allowing a losing defending team to mount a final stand. Or, an ad hoc system allocating (even manually) "victory points" to different objectives, determining the winner of the round to the team holding the most victory points at the end of the round timer. This would discourage static teams that stay put.
In any case, I think we can all agree that today's configuration was not optimal. I hope all the opinionated minds here in PRTA can join in and leave their constructive feedback with concrete suggestions.
CnC 1life when
The problem is, at least in the CnC I have played, that the battle tends to be static and boring. Identic objectives: both teams have to find the other's FOB and destroy, so they both build super FOB and defend... against nothing.
Symmetric objectives though...
Defenders: Protect A, B & C at all costs |Vs| Attackers: capture Objectives A, B & C at all costs = converging, focused and dynamic fights
I don't know how the rest of 2. Jednostka Wojskowa Komandosów - Member feel about them, but for me, the mini events that VTRaptor organized for La-9 with that design proved to be pretty fun.
Add time limit and one-life for enhanced taste. Mix and enjoy.
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