@DanielRyki39612@dpmndave@WARDOGS The fob is $7500, the ural of supplies almost always brought is another $5k+$800, early match even a fobbit should have some basic gear +$2k hammer so figure another $5k. Most top spots for fobs are covered in enemies before I can get that to the cz. $18,000+ and major risk.
Also, please spell out which devices a feature actually works on. "Mobile" isn't always both, like checking my messages on Android vs iOS. Just say Android, iOS, desktop, whatever it is.
Big fan of grok bot, but as an avid changelog reader it drives me nuts when the update, the changelog, and the actual feature rollout all land at different times. Just ship the changelog with the update and say what's still rolling out please.
@zironicdk Pinging isn't as bad as what I'm referring to.
The issue with what I'm talking about is you can put the thermals crosshair dead on someone's head in smoke or cover, swap to sniper, and as long as you haven't moved your aim, you always have a perfect headshot (dialed in range).
The biggest reason that I see going around that people don't want to carry that stuff is because even with a completely empty kit as soon as you add any AA/AT you're super heavy, there's prob a solution there.
But as far as ground vehicles I see no shortage of AT, I run into maaws, mines, and RPG fire probably every 3-5 runs. I think a lot of people struggle to hit helis with them, so they just conserve them for ground fights, since it's already expensive and slow to bring em. The only thing people seem happy to put up with heavier weight is with armor.
Most assault bags I look in seem to just have the basics for one role, rarely well thought out to include recon tools, medical supplies, breaching supplies, AA/AT, etc.
On rare occasion I'll see some, and those people usually carry way too much, trying to fill almost every role.
@The_Easter__Egg@GHBSmith You can set pallets where you know a fob should go. Logi players do this all the time so that the moment a fob is taken from enemy or a fob is put up, there's a surplus of supply to get rolling for the fobbits and defenders to consume.
This fixes pre dropping for fobs as opposed to the other suggestions. Driving exp is also just really stale, there aren't a lot of options for drivers.
One issue this creates though, many fobs, already expensive, get wrecked before they get running smooth enough to grab all the crates, so logi would be dumping crates places for zero reward.
The regular drop is already just a nice little reward, it's the pallets getting consumed that is the big bonus anyway. I think this worry about the random crates is a non issue.
I've dumped crates on random roads in the CZ while being chased by humvees to have them crash, it works, and is worth the loss of $400 plus the 1-2k for the loss of fob consume.
If I get there before a FOB is going to be taken or if I get there before a FOB is going to be built, it's ideal that I can drop my pallets off before the FOB is ready for the team to consume the pallet. Not a simple fix.
Another note:
The longer I have to wait in the CZ the more I'm at risk. We already start each round in the red now until we make it back, sometimes not even until 2 trips back if we buy armor and such. Enemy players love to gank logi at the start, and by mid game I'm already seeing mines and other things which can end the streak and also put me back in the red.
Had a guy who didn't wanna get kicked for afk, so he set something on his mouse so he'd keep punching our bunker corner, almost took it and all the expensive defenses we built on top with it so I had to hammer him. People kept rezzing him. Thankfully he came back before I had to do it again, but it's a big concern.
In my logi runs I realized, if you're driving forward downhill, you still can't go faster than "top speed" even with gravity assisting. Now I see videos of players driving backwards to almost double the top speed of the logi truck by rolling downhill backwards and never hitting reverse.
I assume that's unintended, but I'd personally really like to see the limiter taken off forward speed. Though I suppose it does give an unfair advantage to some teams based on hq terrain... Imbalance vs fun vs design etc.
I'm loving it, support structures are more fun, love the browning, I do wish there was a bit more of a "fun" track to get decent driver exp earlier in progression. Pure logi all the way to the wolf, and honestly even to the first tank "feels" like the only logical route.
The return bonus and streaks definitely feels better than what we had before, though I do miss going on killing sprees after each drop off to run over as many enemies as I could manage before getting blown up or driving back. The streak does make it feel like I have to be waaay more cautious which is a different fun, trying to be sneaky in the biggest loudest clunkiest vehicle.
@HumbleDesklamp@GhostGamingG I'd be curious to see this graph while considering the roughly 2-2.5km distance each way at 80% of each vehicles top speed