dan1mall wrote:
land and repairing jets actually happened like 10 times a game in bf3
At some point Expandas came with the philosophy that its not worth your time, and that bailing over a backflag when your jet is almost dead is more efficient use of personell.
However not everyone agreed with that strategy, I know ID's strat usually is more conservative and just revolves around keeping air controll the entire game, in which case repairs happened a lot.
In bf4 im not entirely sure how the jet repairing fits in, because Ive hardly flown at all
Correct me if i´m wrong but since we played with 100% respawn time, jets spawn were on most maps at 40s±. Discount the 15s time to respawn and it wasnt too long the time you need to wait for a new jet.
I think its all about context and map. On a 5 or 7 flag big map, bailing to force a squad to go to a backflag is worthy.
On BF4 there is actually little to non repair places. Even worst, i think respawn time for air vehicles have increase.
Ontopic:
-I see how hard balancing armies and unless someone has a magic ball you wont know what will you be doing in the next 2-3 weeks.
But **I** feel that having a wider number of players should mitigate this. Depending on the same 2 o 3 guys flying/driving and an ace squad showing up shouldnt be so drastic.
-I see useful the "35% lose ratio" working if we have a smooth quick transition between campaigns. I think we all agree that no one wants to surrender before playing all it´s cards but sometimes its hard to draw the line between a definitive result and a possible comeback.
@MrBlue: this is just a suggestion (even if we dont have the numbers for previous campaigns).
** Instead of/adding to 100< ticket matches, why not %20± tickets left.
** What about looking into K/D or kill bleed in comparison to flag bleed.
(This is what i look for when pubbing and knowing if i should stick to a server without scramble).
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IDEA:
1- We choose HC - Captains - SLs. Let´s try to balance this first.
2- "Day of the draft 3 separate drafts are done - inf, armor, air. First pick determined by coin flip, each side pick one guy per turn untill draft list is empty."
3- We play for 2 BD n BOs. If both teams agrees that teams are fine, we continue as usual.
4- If one of the teams feels like a "new draft" should be made on a certain division, we switch half team to the other side. Either by even or odd in order of choose (the first, third, fith or second, fourth...). Repeat step 3.
5- If neither of both teams agrees on keeping either of both team setups, we divide it on 3 different parts. Each divided in order of players being chosen. All this with the team setup which both HC agrees was the most balanced one. Then each team has the chance to swap with the equal number player of the other team. 1/2 swaps per team allowed on each category.
Notes: i think air is kind easier to balance and from then on armor and infantry. Only a not minor thing is that you have to consider how well some armor or air guys might play on heavy or pure infantry modes.
2cents