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Old 08-14-2005, 08:16 PM   #31 (permalink)
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Re: First Impressions on Project Reality Mini-Mod

good discussion Lionel,

Quote:
Originally Posted by Lionel-Richie
It's not a mod I'd like to see TG servers become.
TG can easily make both sides happy. There are three servers running BF2 right now and it can be arranged for vanilla/modded BF2.

Quote:
Originally Posted by Lionel-Richie
And yes, healthbar is one thing. You have no idea how close to death you are
damage model is increased and you always know when you are hit. so it is not that difficult to know that next time you take a hit, you will die. It is that simple, we really dont need a health bar.

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Originally Posted by Lionel-Richie
The # of clips number just looks kinda out of place, like an FPS meter or beta run.
agree. it should be improved for better look and fire mode indicator should be added.

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Originally Posted by Lionel-Richie
Also, there's bleeding in it right? Where you bleed until a medic heals you? I'd give a "bleed" icon so a player knows instead of thinking they are getting randomly shot at.
didnt know this. yep you should know if you are bleeding.

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Originally Posted by Lionel-Richie
Or I could count my clips to see how much I have left (Or Ammo in the SAW's case...it's a pain to not know if you are running out and then all of the sudden your belt ends.
as you mentioned, you can see it in the mod but it should be visually enhanced.

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Originally Posted by Lionel-Richie
+Realistic Encounters- This is directed at tanks. Tanks are something to be feared in combat. Tanks died a lot easier (from what I tested) and basically would just take one AT man to take it out. While that can be realistic it encourages players to mass AT class on heavy armor levels and make them utterly useless. This, in turn, deviates from reality as the US Marines aren't going to throw 30 AT troops into battle :P
In real life, tanks are vulnerable against AT and they never get into a city with narrow streets without cleaning the enemy infantry first. armor works from a distance. it is basically a support unit when working with infantry. armor does not chase enemy infantry on streets. So from a realistic and gameplay point of view, I see no problem in armor vulnerability. armor personnel in game, should know their strength and weakness and play accordingly


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Originally Posted by Lionel-Richie
+Realistic Damage- When I shoot someone in the head, they are supposed to die (unless it's a pistol round to the helmet, but that's an extra hitbox). I think the damage problem in vanilla BF2 is related to network coding and hitboxes. (That is, unless bots have lower HP than a player. It's also evident by the missile-going-through-the-chopper hitbox issue) If Dice fixes that there may be no need for realism in this department.
nope the problem is not hitbox bugs. it is intentional. Dice reps openly stated that the reason for unrealistic vanilla BF2 damage model is to make the game more arcade and fun. They also stated that they are leaving the rest to mod community.

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Originally Posted by Lionel-Richie
The problem I see here is increased Vehicle TKs. You cannot tell if an enemy or friend is driving that tank. *shrug* That is realistic I guess, except it's a lot harder to steal an M1A1 tank in real life than in this game.
solution is to disable steal. I hope they can manage that.

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Originally Posted by Lionel-Richie
+Realistic Vehicles- Let's see...someone said choppers were a lot harder to fly in this, I haven't tested it myself though. Why would you do this?
I havent tested choppers. I had no realism/gameplay problem with chopper flight model in unmodded BF2.

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Originally Posted by Lionel-Richie
+Realistic Sniper- Snipers are infantry disablers. I'm assuming the mod ups the damage of it and perhaps increases accuracy (usually in BF you have to let your sight "settle" after aiming, didn't have to in this mod). While this is realistic (like the AT argument), it encourages more and more snipers. Like I said, the US Marines aren't going to send our a bazillion snipers to fight off infantry.
Let them be snipers. As long as your squad knows the ABC of maneuvering, you should be ok.
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Old 08-14-2005, 10:35 PM   #32 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

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I would also have a "feel" for where my weapon is pointed without raising the iron sights.
It's called the center of the screen.
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Old 08-14-2005, 10:37 PM   #33 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

Yeah, good points. I'll watch the mod to see about changes (though I hate not having a sidearm on my AT...), but I do hope they add crosshairs back to certain things (namely the passenger guns on the APCs, you CANNOT iron-sight with this and you have NO idea what direction you're pointing your "gun")
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Old 08-15-2005, 02:40 AM   #34 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

Quote:
Originally Posted by John CANavar
TG can easily make both sides happy. There are three servers running BF2 right now and it can be arranged for vanilla/modded BF2.
I fear that this is probably incorrect. Most of the time there is only one full TG server. If you split to a modded server and an unmodded server, you would split the community. Some people would go to the modded server because they like it better, and others would go because some of the people they like to play with went. You might get an even split, or the theory of critical population mass might kick in and cause the unmodded server to empty. Either way, you get lots of unhappy people.

I'm all for realism if it doesn't take away from the GAME I enjoy so much.
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Old 08-15-2005, 02:49 AM   #35 (permalink)


 
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Re: First Impressions on Project Reality Mini-Mod

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Originally Posted by icky
I fear that this is probably incorrect. Most of the time there is only one full TG server. If you split to a modded server and an unmodded server, you would split the community. Some people would go to the modded server because they like it better, and others would go because some of the people they like to play with went. You might get an even split, or the theory of critical population mass might kick in and cause the unmodded server to empty. Either way, you get lots of unhappy people.

I'm all for realism if it doesn't take away from the GAME I enjoy so much.
Yeah, I worry about this, too. This happened to TG with JointOps and the expansion pack. TG went ahead with installing the expansion pack, but only about half of the JO players bought the expansion. Later we went back to the original game and the Reality Mod, but the server was never full again...

Of course, JO wasn't nearly as popular here, nor elsewhere, as BF2 is... We might be able to add a reality server and fill it. Especially if the devs for the reality mod point to us as their official server.

We're discussing this in the admin forum right now, BTW...
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Old 08-15-2005, 08:56 AM   #36 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

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Originally Posted by DuckCommander
It's called the center of the screen.
Except that you can point at the center of the screen a dozen times and get a dozen different locations.
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Old 08-15-2005, 09:02 AM   #37 (permalink)
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Re: First Impressions on Project Reality Mini-Mod

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Originally Posted by TEMM
Except that you can point at the center of the screen a dozen times and get a dozen different locations.

Place a tiny spot of blue-tack in the middle of the screen and hey-presto!







I am only joking of course
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Old 08-15-2005, 09:07 AM   #38 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

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Place a tiny spot of blue-tack in the middle of the screen and hey-presto!
I am only joking of course
Yknow whats funny, alot of people probably would do that. Talk about realism!
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Old 08-15-2005, 12:02 PM   #39 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

Quote:
Originally Posted by icky
I fear that this is probably incorrect. Most of the time there is only one full TG server. If you split to a modded server and an unmodded server, you would split the community. Some people would go to the modded server because they like it better, and others would go because some of the people they like to play with went. You might get an even split, or the theory of critical population mass might kick in and cause the unmodded server to empty. Either way, you get lots of unhappy people.

I'm all for realism if it doesn't take away from the GAME I enjoy so much.
That's during day hours. Any evening, and both Server 1 and Server 2 are full. I don't think a mod would split us up. We have enough player base right now.
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Old 08-15-2005, 12:05 PM   #40 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

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Originally Posted by CingularDuality
Especially if the devs for the reality mod point to us as their official server.
Official server? That would be a nice idea. Would ensure that enough people are around to fill the mod server.

My question would be, if it is the official server for a mod community, do supporting members lose their right to bump non-SM members?
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Old 08-15-2005, 01:53 PM   #41 (permalink)


 
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Re: First Impressions on Project Reality Mini-Mod

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Originally Posted by Telorn
Official server? That would be a nice idea. Would ensure that enough people are around to fill the mod server.

My question would be, if it is the official server for a mod community, do supporting members lose their right to bump non-SM members?
We'd have to work that out, but I would say no if it was my decision.
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Old 08-15-2005, 02:48 PM   #42 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

So your 'no' is for us not losing our bump ability, I assume? I worded my question in an odd way
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Old 08-15-2005, 03:18 PM   #43 (permalink)


 
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Re: First Impressions on Project Reality Mini-Mod

Naturally...
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Old 08-15-2005, 03:34 PM   #44 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

Then I'm all for it
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Old 08-15-2005, 05:53 PM   #45 (permalink)
 
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Re: First Impressions on Project Reality Mini-Mod

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That's during day hours. Any evening, and both Server 1 and Server 2 are full. I don't think a mod would split us up. We have enough player base right now.
Over the past week or so I haven't seen Server #2 have more than 2 people during prime time...
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