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One-Life Test feedback thread

Big thanks to those involved with the test event. I think it went really well.

 

I just want some discussion on what route you guys think we should take regarding certain rules as well as general feedback and your thoughts after doing the test.

 

So, it looks like revives are staying and there's no talking when incapacitated, which means we need to nut out the following points

 

  • 1 or 2 medics per a 9 man squad?
  • Does SL pass on the role straight away when he goes down or only when they die?
  • How many times can SL be passed down before its just free for all and chain of command is broken?

Additionally, do we allow optics or straight up disallow them? Or do we keep what we did only allow a certain number of optics for certain teams, dependent on scenario?

 

Do we allow resupply at all? And if we do, do we allow it at a fob or back to main for attackers?

 

Are there any other points or ideas anyone has?

 

Have a say guys and help shape this event into something you would really want to play.

Steez

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it would be cool if we like fight to hold a neutral compound on like sumari and the only ammo crate is in that compound put one for each team so they can both use it.

 

the objective would be to hold the compound for 5mins or kill the enemy team

I believe all kits should be pre-determined according to the scenario and enforced by squad leaders or admins. So for example on sumari perhaps one squad has one optic or a marksman kit, but on Gorodok perhaps, an optic a squad is allowed(These are examples).

 

When I run most of these questions through my head, I think much of it comes down to what kind of scenario you are trying to create. As a baseline I'd say at least one FOB per map, but it's all about how "real" or hard you want a scenario to be. On Gorodok it would be quite a challenge to capture and hold the bridge, without any resupply for example. However for most objective it is quite possible resupply wouldn't be an issue to the short nature of most encounters. I think the SL role should be passed on twice(Once fully dead or left the match) before it ceases to matter, squads should have a pre agreed heirachy before they start, so they can quickly reform in the event of SL departure or full death.

 

I might make up a thread for possible scenarios and objectives, so we can gather them there.

Was good can't wait to test with a full server.

 

I think the biggest thing for me is there needs to be a CLEAR objective - such as yes defend the ammo dump, but a fob must be taken down, or someone in particular must be killed or captured.

 

Why i say this is because when we switched sides, a few of us went out towards where the russians were coming from, to try get the early kills and advantage, however obviously there should be risk to this or teams could just advance and hide and wait for the attackers to walk right past and get killed. I personally think that is unfair, so if you create an objective such as a fob on that point, it means much more risk leaving the objective zone, and if a squad marches out and can't get back in time to defend it too bad too sad.

 

Gameplay from lastnight -

i will upload the US side aswell

The main problem I saw last night was it wasn't a clear objective. In future the objective needs to be more clear as Ting said fob on the point or defending team can only move one grid square away from the objective and so on.

 

As for medics I think one medic per squad. And squad leaders I can see two ways of doing. First is when they are dead the SL gives it to the next player who is alive in the list. Or the second is a squad member must go to the SL body to"pick up" the SL radio. Once the squad member is at the body the dead SL gives that player the SL role.

 

Optics should be scenario based as should resupply. But then again all of this falls into the scenario that is being created. But I did enjoy last night and I'm looking forward to seeing more.

Loved it loved it loved it, yess i would like to see scenarios. regarding the optics would like to play without them as i believe used in the right way they are bloody deadly. without them its more about skill plus long range firefights may be more fun with a chance to get away and relocate.

 

Cheers fellas for starting something amazing i look forward to the next one!

 

Aussie out!

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:) i7 8700k OC 5ghz - RTX2080- 16GB RAM :)

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