Re: Improving Squad play
I also agree after reading this post. I'm not big on specops yet, it is something I'm really looking forward to trying too, but not for points.
I do think it should be more points though.
Why? (since I don't care about points).
It would cut down on arty. Right now with all the UCB rules in a lot of servers, and the point conscious players only getting measly points for destroying assets it's pretty much an arty attack everytime the things recharge.
It would give the point getters some big time incentives and help gameplay at the same time. I really think DICE didn't set up the recharge times with UCB rules in mind, if so it would have been a longer recharge.
I mean let's face it, when you take Intake at Kubra, the first thing that should be done is take the assets out. Same with GateHouse/Factory (depending on map size) and so on and so on in diffrent maps/cappable spawns. But with maps with UCBs in combination with UCB restrictions the arty/UAV/Radar are just available for too large a percentage of the game. And only because of the status of the spawn itself.
I think arty is a great part of the game. I just don't think it makes the game better when it's available for a majority of it's recharges for the entire length of a round. Far too many fanstatic firefights are ruined by arty attacks because of UCB restrictions. A good way to counter that would be to make the pionts for taking them out much larger.
Of course I wouldn't doubt servers would start to restrict even SpecOps, I've seen em make rules for just about everything. But it would be pretty hard for them to try and justify making rules against the very concept of an entire kit/class.
Originally posted by xxCaptainBlackxx
I do think it should be more points though.
Why? (since I don't care about points).
It would cut down on arty. Right now with all the UCB rules in a lot of servers, and the point conscious players only getting measly points for destroying assets it's pretty much an arty attack everytime the things recharge.
It would give the point getters some big time incentives and help gameplay at the same time. I really think DICE didn't set up the recharge times with UCB rules in mind, if so it would have been a longer recharge.
I mean let's face it, when you take Intake at Kubra, the first thing that should be done is take the assets out. Same with GateHouse/Factory (depending on map size) and so on and so on in diffrent maps/cappable spawns. But with maps with UCBs in combination with UCB restrictions the arty/UAV/Radar are just available for too large a percentage of the game. And only because of the status of the spawn itself.
I think arty is a great part of the game. I just don't think it makes the game better when it's available for a majority of it's recharges for the entire length of a round. Far too many fanstatic firefights are ruined by arty attacks because of UCB restrictions. A good way to counter that would be to make the pionts for taking them out much larger.
Of course I wouldn't doubt servers would start to restrict even SpecOps, I've seen em make rules for just about everything. But it would be pretty hard for them to try and justify making rules against the very concept of an entire kit/class.
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