Needing to get health/armor/ammo does a little more than people think in comp play. It prevents soldiers from being able to consistently rocket jump back to position on a lot of maps before the o has a chance to really do anything.
In FF this creates a weird dynamic where it's actually better NOT to kill the soldier, but rather to get him down low enough that one nade will kill him next run or he'll have to reload before suiciding (usually enough time for you or teammate to beat him to his spot). Killing him and getting out with very little health left actually helps the enemy team, you've just respawned the sol with full health (-rj) and nades, you're too weak to do anything, and the backline knows exactly where your team is and can probably hold for the 3 seconds it takes the sol to get back even if you have support. This is why the plays in ff that actually get work done usually involve concing by a preoccupied frontline.
Bags created an interesting dynamic for sol in tfc, you COULD skip the bags and rocket jump back if the situation demanded it, but you would have basically no health and risk starting the flood gate effect. Skipping the bags and RJing back every time was not sustainable like in FF, you had to choose when it would benefit your team. A smart soldier on a team with good comms would know when to rush back and when to let the backline handle it.
Last edited by the_cake; 06-23-2014 at 03:12 AM.
|