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Old 09-25-2006, 08:35 PM   #1 (permalink)
 
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PRMM - MNM 09/25 - AAR and Mod Feedback

Lets get this thread started. As usual post your AAR but also post your thoughts about the mod. What did you like, what didn't you like. For those that play TacMod let us know how this mod compares favorably or unfavorably to TM.

Thanks for your feedback!
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Old 09-25-2006, 10:08 PM   #2 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

I had to get off to do some work, but I loved the maps most of all. The maps were great. I only played TacMod once since 1.4, but I enjoyed this more than TacMod. There's some wierd changes, like Support doesn't have ammo, Assault does. WTF? I don't think I ever managed to pick up any of those ammo bags.

Delays on throwing grenades and more powerful grenades I like. Do not like delay on throwing smoke grenade. You need two to be effective and the delay on throwing the second really sucks.

With more people these maps would be a blast. As it was we had to pick a flag to fight over.
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Old 09-25-2006, 10:16 PM   #3 (permalink)



 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

i LOVE the weapons modeling.. feels like i'm firing a real weapon... higher recoil and lower rate of fire + new sounds = yummy.

also love the reduced HUD info.
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Old 09-25-2006, 10:42 PM   #4 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

I really enjoyed the small team action tonight, and the maps I played were really well done. CP's are a blast to attack and defend. Weapon handling is much more realistic, as Whiskey said. What did bother me, was that I seemed to spawn in front of enemies MUCH more than in Vanilla or PoE. I also heard my squad members spawning and dying right away. Perhaps it was just bad luck, perhaps they just covered the spawn points, but it did seem to happen more frequently. One other thing, while I like not knowing how much ammo I have left, a real soldier knows how badly he's wounded. You have to pass a certain health point before you start bleeding, and unless a medic sees your health bar, you're liable to walk around with 60% health and not even know it.

Props to my squad (asch, eflight, aculle, missing someone) for that great defense at the desert map. All those ladders proved critical to a successful defense. Also a big shout out to the rest of the guys who passed through: Dirt and Dirty, Squinty, Dark Viper, Whiskey, Sumluv and others I may be forgetting. Great work and a great mod.
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Old 09-25-2006, 10:49 PM   #5 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

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Originally Posted by WhiskeySix View Post
i LOVE the weapons modeling.. feels like i'm firing a real weapon... higher recoil and lower rate of fire + new sounds = yummy.

also love the reduced HUD info.
Ditto.

This is promising!


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Old 09-25-2006, 10:51 PM   #6 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

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Originally Posted by Shafik View Post
I really enjoyed the small team action tonight, and the maps I played were really well done. CP's are a blast to attack and defend. Weapon handling is much more realistic, as Whiskey said. What did bother me, was that I seemed to spawn in front of enemies MUCH more than in Vanilla or PoE. I also heard my squad members spawning and dying right away. Perhaps it was just bad luck, perhaps they just covered the spawn points, but it did seem to happen more frequently. One other thing, while I like not knowing how much ammo I have left, a real soldier knows how badly he's wounded. You have to pass a certain health point before you start bleeding, and unless a medic sees your health bar, you're liable to walk around with 60% health and not even know it.

Props to my squad (asch, eflight, aculle, missing someone) for that great defense at the desert map. All those ladders proved critical to a successful defense. Great work and a great mod.
I noticed the same. Also, flag capture seems slower.

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Old 09-25-2006, 10:59 PM   #7 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

I think the logic behind the slow capping is to get you to cap with at least 3 on the flag. It's too slow otherwise.
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Old 09-25-2006, 11:34 PM   #8 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

This was awesome with small teams work. It's comparable to Tacmod in that you cannot run and gun. You have to move slowly as I'm sure you would in real life. I got a little disoriented when everyone was asking me for ammo when I was the assault. That's kind of weird. Asch mentioned the support guns were extremely powerful. I really love the bleeding effect. You have to retreat and get healed. That's awesome because you don't really have to kill the enemy, just get a few good shots on him and he'll bleed to death. You've forced them to change their position, whereas in Tacmod if I had a few bars of health I might be able to get in a last kill or two before I was killed myself.\

And yeah that flag capture radius is small plus the time it takes to actually cap it. You need at least 3 people on the flag to raise it in a decent amount of time.
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Old 09-25-2006, 11:52 PM   #9 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

The spawn points, especially on that city map were right beside the flag. If the other team is sitting on the flag, they effectively stop it from being used as a spawn point.

All of the maps were infantry maps, which is good. I don't know if that was luck or what. Last time I played PRMM, a long time ago, there was a bunch of cool armor modifications. Maybe because we were playing the smaller map versions?
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Old 09-26-2006, 01:01 AM   #10 (permalink)



 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

I very much enjoyed the rounds tonight.

I do like the way the weapons work. They are pretty accurate but the recoil is greater. They moved the ammo packs from support to the assault because the support has a power weapon they should be using for suppression. They also have frags. The assault is more the generic kit.

I do like the bleed effect, but I can see where a player would know how badly they're injured. I'll talk to them about that.

I'm also talking to PR about their flag capture logic & radius. They have loved and taken some features directly from the tac mod... they may also use the flag capture logic so that you're battling over an area instead of a flagpole.

There were times I spawned in on the enemy but that's because I spawned on flag they were assaulting.

Squadmates really have to communicate and work together. A squad on defense can really do damage if the assaulting team doesn't take care to scan the surrounding areas.

The delay in the nades is to stop nade spamming and simulate the "re-arm" effect. Once you toss a nade, it takes time to grab that next one and throw it.
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Old 09-26-2006, 01:38 AM   #11 (permalink)



 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

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I do like the bleed effect, but I can see where a player would know how badly they're injured. I'll talk to them about that.
i LOVE that the periphery of the screen turns more and more red as you bleed out... perhaps they could increase the opacity on that effect and make that your health meter? half injured == tunnel vision from red... 90% injured = blind.
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Old 09-26-2006, 01:51 AM   #12 (permalink)
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

So many acronyms in the thread title

I like it a lot, the weapon changes are for the most part positive and the sound effects are great. My major complaints come in the form of spawn point locations - there's the Square flag on one map where the spawn points are almost all on the central fountain, which is the area most likely to have enemies in it. I think it'd be good to spread the spawn points out a bit.
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Old 09-26-2006, 01:55 AM   #13 (permalink)



 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

other thign i like is no death messages... you just die. you don't know who shot you or with what... at first i wasn't thinking i'd like it - you know - for camraderie and all that... but honestly, i loved it. both when dying and when killing some unknown opponent.
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Old 09-26-2006, 07:24 AM   #14 (permalink)



 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

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other thign i like is no death messages... you just die. you don't know who shot you or with what... at first i wasn't thinking i'd like it - you know - for camraderie and all that... but honestly, i loved it. both when dying and when killing some unknown opponent.
Agreed. It is fun to know who you shot and who shot you... but I found it much more enjoyable to have to communicate with the squad where you saw an enemy and then call out when he's down. There was more communication between squadmates last night than I've seen in a long while. We were actually counting out how many bogies we saw and then counting how many we downed.
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Old 09-26-2006, 07:38 AM   #15 (permalink)
 
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Re: PRMM - MNM 09/25 - AAR and Mod Feedback

You can kind of cheat a little on that by just hitting tab to see if they're all dead.
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