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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#31 (permalink) |
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Join Date: May 2007
Location: England
Posts: 1,339
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Re: Use of armor
I'd personally prefer to see SL spawn stay and APC spawns go.
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#32 (permalink) |
![]() ![]() Join Date: Mar 2007
Location: So. California
Posts: 473
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Re: Use of armor
You havent faulted me yet so I will wait and see.
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#33 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 555
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Re: Use of armor
support weapons - yes they suck bad right now. they are best for CQB right now which is not their proper use... although IRL they DO make excellent CQB (especially the m249) theyre primary function is long range fire support, so much so that the small unit organisation of US Army and other militaries is completely based around these weapons.
Using these weapons at range right now is just an invitation for riflemen, marksmen, prety much anyone with a rifle to get a nice easy headshot. the change we have made to hopefully help suppresive fire (especially for support weapons) is to give all weapons much more deviation initially. the longer you stay motionless, the more accuracy you will get (to simulate breathing and steadying your weapon). after about 5 seconds of staying motionless and without shooting, your shots will go exactly where you aim. without that pause, your shots will have a small amount of deviation so you will not have pinpoint accuracy initially. so sprinting, seeing an enemy, proning and headshotting all in one motion in less than 2 seconds wont be possible. it will take a bit to get used to, and will feel a bit strange without any visual weapon sway (heres hoping we can wrestle the BF2 engine to get this in hehe). This change will DEFINITELY stop the pop up, locate target, pop down: pop up again, headshot target, pop down syndrome that is now all but common practice on the servers, negating alot of teamwork and realism tactics and focusing the game more on individual mouse skills, something PR has never been strongly about.
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#35 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 555
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Re: Use of armor
yea well i dont want anything to sound too official cause most of what i post is just my opinion and im not trying to speak on behalf of the dev team.... just im the dev that plays on your server the most and reads these forums so i throw out the thoughts of the dev team on here so you get an idea of where we coming from... believe me the dev team has just as many (if not more) different opinions about tackling problems in PR as these forums do....
anyways to bring the tactic back on topic, what do you guys do about lone wolf tankers?? i know its not really a reason to kick a player... but sometimes it can be VERY frustrating... for example last night on gulf of oman, i had made an armor squad and invited people on chat to join if they wanted to fight in the armor. so anyways the first 15 minutes we defended one of the beaches while waiting for the armor. our team was in bad shape and losing the beaches rapidly. as our squad got killed off we got a jeep and moved quickly to the armor spawnpoint in prep for its spawn. i had a squad of 5 some of whom already had crewman kits, we had organised what vehicle we will take, etc. we were waiting there for about 30 seconds and then the armor spawned in, when a crazy driver of a jeep drove over on of our crewmen and then crashed into the lead tank. he jumped on top quickly got his kit and jumped in, driving off and nearly running down the rest of the squad. 2 of us were bleeding at that point and it took us a considerable time to get rolling cause we had no medic (all engineers) and needed to use field dressings to stop the bleeding. so it delayed our initial rollout by a couple minutes, at this point hte beaches had fallen and our infantry were stranded in between the beaches and the construction site / hotel. we grabbed APC's and rolled out to reinforce the construction site. About 3 minutes later we noticed the tank was destroyed by cobra, probably because he could not drive and shoot at the same time. well the rest of the round went well anyways we switched to infantry after eventually losing the APCs, and we held the construction site the rest of the round and ended up winning with a prety good ticket lead. this kind of behaviour gets me prety sad, and the worst part is the player in question is a regular to the server and has been playing PR since at least 0.3...... he knew exactly what he was doing when he crashed the jeep in the tank, blocking off anyone else from getting the asset and completely ignoring the squad waiting to get the armor. I know creating an armor squad DOES NOT give you rights to the vehicle, but blatantly screwing over your team just so you can use a heavy asset for a few minutes to get some kills just pisses me off.
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#37 (permalink) |
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Join Date: Sep 2007
Location: Ottawa, Canada
Age: 21
Posts: 166
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Re: Use of armor
I remember the suggestion on the actual PR forums. But basically if you've ever played World in Conflict it forces you to choose a specialty: armor, infantry, air, support. This choice limits the equipment you can use in your arsenal.
Now the proposal was to apply this to PR. The squad leader creates a squad, chooses a specialty (which would be limited) and your kit load-out for squad mates is based upon the SLs specialty. Armor; Air; Sniper; Special Forces; Infantry were the suggestions if I recall and if i recall wrong that's what I would put forward. This basically reflects the nature of the military. You aren't trained to do everything so why would you have a Sniper commanding a tank and infantry and a helicopter (ive seen it in PR). While some argue this would be unfair to players with the slower computers I don't find that to be the case. There will always come a turn to be in armor, your chances of getting a tank that will perform up to your expectations is ZERO without an organized tank squad anyways. All armor needs to be in the same chain of command because one tank equals a target, three tanks equals a wall of depleted uranium ![]() |
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#42 (permalink) | |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 2,319
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Re: Use of armor
Quote:
Im looking forward to that, I think it will change the game alot from how bf2 is. The only negatives I can think of are, people might attempt to circumvent it by using grenades alot more (generally forces will be more entrenched and defensive, as they should be) and also bunny hop + knife might still be effective |
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#43 (permalink) |
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Join Date: Apr 2007
Location: Milky Way Galaxy
Posts: 507
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Re: Use of armor
Make the sticky called "Fuzzhead's UNOFFICIAL PR News"
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