09-13-2010, 06:07 PM
Quote:Might have been too harsh in my judgement, have to say noone from Basecamp was online, and noone I could recognice from when I played with you Zwobot. Gyess it's kind of player-related too.
It definitely is player related and also mission related. Some maps attract more snipers and campers than others. Camping snipers do not win AAS matches, players who actually attack and conquer enemy bases in an organised manner win AAS matches.
If only public players are around who do not join the voice server it is very unorganised of course. As soon as some regulars are on and coordinate via voice server it becomes better.
Yesterday was the first test match for the upcoming AGW campaign and I can tell you the gameplay is completely different than on the public server. It is ten times more focused even if many regulars are playing on the public server.
In AGW everybody is organised into squads which are ordered by the commander to defend or attack certain objectives and which type of vehicles they are allowed to use. After an objective has been conquered or the enemy defence is too strong the attacking and defending squads may be rotated. The players inside an individual squad try to stay together just like in a Coop game to maximise their chances of success.
Quote:But that's a minor issue compared to all missions is really unbalanced, bluefor has all the goddies and opfor need to meet armour and air with FNL??? Ex. lots of rockets laying around but no launchers.
Yes, Blufor has better equipment but I tell you what: in the test match yesterday, Redfor won three times in a row - once winning the mission before the timelimit was reached. It all boils down to quality of the players and how they work together. An M1 tank is nothing but cannon fodder if it is crewed by fools who rush into a well defended enemy base without any supporting units whatsoever.
Regarding your problems with the kit selection: You are an AAS newbie , so was I a few weeks ago. It's only a matter of experience. AAS has a set of predefined classes with corresponding gear loadouts. They are customisable to some extent but not too much. You can also use a custom loadout, however you will lose your special ability if you do so (e. g. can't heal or revive players as Medic). Unfortunately there is no English version of Cat_Toaster's AAS guide yet, it explains all of this very well...