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Old 11-14-2006, 10:42 PM   #61 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

RAWR @ not being able to determine where bullets are entering my body me from >.<
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Old 11-14-2006, 11:41 PM   #62 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Interesting mod. I like the violence of it (violence as in you make one mistake and you're usually dead), and it makes things feel much more intense. Great sounds, nice effects. I will continue to play the mod, and hopefully get better at playing (I stunk it up royally tonight).

Issues that I saw:

On EJOD Desert, my team was killed off and the other team had captured all the flags. Problem was that the tickets didn't count down to zero instantly, or even up faster. Since this happened around 45 tickets, we had a 15min or so wait until the map changed. Something tells me that this is not a bug limited only to this map.

Mao Valley: Great on paper, terrible on actuality. While I like the concealment the grass offers, there is just plain too much grass. This really causes a problem when a teammate goes down and you're trying to find his body for a revive; I think we had only a handful of revives because we could rarely find the bodies.

Map size: I like that the devs want to make the maps big and dramatic feeling, but it doesn't always work too well. There were several maps that I played tonight that felt like nothing happened simply because they were too big- even with a full server.

Other things I think have been covered pretty well by people already. Thumbs up on the mod so far.
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Old 11-15-2006, 12:08 AM   #63 (permalink)
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Re: Project Reality Mod v0.4 First Impressions

I think medics should always be able to easily see downed squad mates because its just too hard to see downed friendlys as it is. In game we cant hear the guy screaming for a medic (as im sure he would if he was critically injured), so the little wounded bar in the 3d map above a downed teamate makes up for that.
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Old 11-15-2006, 12:35 AM   #64 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

It just takes a bit of time to get used to the fact you have to listen for how you are coughing instead at a little bar. PR is trying to limit the HUD so they decided to go with an audible cue instead. Your cough will get louder and more constant the more you are hurt/bleeding.
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Old 11-15-2006, 01:59 AM   #65 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Quote:
Originally Posted by troublesome4u View Post
I like not being able to see the tags and having to distinguish between friend or foe. This is very helpful if your trying hide from the enemy and he cant see you becuase theres No big red tag above my head wether im in the grass or behind a wall. Also I've never had a problem being able to tell the enemy apart from the friendlies. I can easily tell by the way there dressed, vehicle they approach in, or direction they come from. Using the mini map is also vital obviously.
Amen. Whether defending or assaulting, order is key. Meaning you're in a squad, and you have squad members who all appear on the minimap. You have team members and other squads who ALL appear on the minimap. No one else should be there. KNOW where your friendlies are located BEFORE the fire fights start. This is also why spotting and alerting kills is so crucial. Intel is the only way to succesfuly hold or take a position with minimum (preferably none at all) team kills.
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Old 11-15-2006, 09:42 AM   #66 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

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Originally Posted by Shafik View Post
Amen. Whether defending or assaulting, order is key. Meaning you're in a squad, and you have squad members who all appear on the minimap. You have team members and other squads who ALL appear on the minimap. No one else should be there. KNOW where your friendlies are located BEFORE the fire fights start. This is also why spotting and alerting kills is so crucial. Intel is the only way to succesfuly hold or take a position with minimum (preferably none at all) team kills.
The only problem with this is that when things get the slightest bit disorderly (which will always happen in rough combat), it becomes very hard to tell friend from foe. When your minimap is cluttered with dots but the enemy team uniform is very similar, you can easily end up dead because you're afraid to shoot a teammate. Last night on one map, an enemy and I were about 10 feet away from each other and just stared at one another for 3-4 sec before either of us did anything. Luckily, I believe the dev that dropped by mentioned that they're working on a fix for this.

Other issues that I remember, now that I've had time to sleep about it.

Ammo bags: Are these working? Or perhaps this is only in regards to the AT/RPG round. Every AT/RPG guy in my squad last night complained that it either took too long to resupply rockets, or the rockets would not resupply at all.

Resupplying vehicles/positions: Does this work with only the supply crate? I noticed that ammo bags seemed to have no effect.

If I think of other things I remember, I'll post them.
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Old 11-15-2006, 09:52 AM   #67 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

We are better understaning why in the military they have green/ yellow/ and red firing conditions.

If your a SL and friendlies are to the southwest and close, put the squad on red conditions here.

If friendliess are to southwest and away a wee bit, put the squad on yellow.

If no friendlies are around put the team on green, team kills inside a squad should be rare.

Me thinks the Mod will bring about the extingsion of the Lone Wolf who just walks around and stuff.

This guy is so dead. Feel free to call me cold hearted, but if players can't stay behind the lines and desire to wonder off, then i do not morn their loss.

I pray to the gods above and below that the tags stay the same. You know why? Because the gameplay is built to be a sim. Running and gunning are becomeing obsolete.

not seeing friednly tags is just another task the squad leader will need to add their responsiblities. Like I said, if no one is around and your defending, put the squad on green (fire at anyting out there in the bush) etc.

Guys, just pretend it is real life and your be fine.

We just need to play more mechinzed and it will be good gameplay.
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Old 11-15-2006, 10:03 AM   #68 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Now when the enemy breches your perimeter and your looking at a mellee.
I guess twitch is an issue here.

Having a rallying point to fall back to helps. Maybe some high ground were the players can back up and shot the enemy in one direction.


The PR wikki does a good explanation of how the equipment works. I recommend that everyone read that who desires to play the game and well.

From what I know the ammo bags go quick when someone resuplies.

One of the Rifleman's primary functions is to keep a hungry squad and platoon full of ammo. This is almost a full time job. I am glad they are allowing the support gun dude to focus on what he does best, suppresive fire.

Man, the PR team and myself are really seeing the same vision here.
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Old 11-15-2006, 10:32 AM   #69 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

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I pray to the gods above and below that the tags stay the same. You know why? Because the gameplay is built to be a sim. Running and gunning are becomeing obsolete.
Remember though, we're very limited in our senses and what sort of data we process in this game. In real life, I can take a quick look around and instantly know who is to my right or left within 10, 20, even 30 or so feet. In the game though, everyone essentially looks the same. I shouldn't have to consult my GPS map (or my large SL map, clicking on the dot next to me) every time I want to know who the dude two steps to my right is. As I said though, Eggman mentioned that the nametags should be popping up more easily (though nowhere near the way they show in vanilla, thankfully), so this solves the problem.

Quote:
The PR wikki does a good explanation of how the equipment works. I recommend that everyone read that who desires to play the game and well.

From what I know the ammo bags go quick when someone resuplies.
Yea, I've read through the wiki. Last night whenever my AT guy needed ammo, I would basically toss the bag down at his feet. Even with no one else around, my guys continually reported that they were unable to resupply, or resupplying took forever.
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Old 11-15-2006, 10:53 AM   #70 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

I just want to add two small problems to the thread.

1 - there is a faint red line about one cm under the map. Look carefully and you will see it against the right background.

2 - When healing someone, an indicator of their health shows up, however to see it going up I have to get to within an inch of the screen. The visuals that show the bars filling up is soooo faint, that I have to focus on that instead of keeping my eye on the surroundings. Simple problem, easy fix right.


-On the TK problem: I find using tight fire teams greatly improves ones knowledge of friendly positions. When I played with John C 's squad yesterday in the map with loads and loads of foliage, I didn't realize at the time that I didn't have to think about TKs at all. I had the Calvin (want him as a sergeant any time) in front of me, then Joebar ahead of him, and bravo squad was not in our way at any time.
It is also much easier to keep track of two guys instead of a swarm of six.

Ps. Firefox 2.0 spell check is working wonders for me, get it all you foreigners!
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Old 11-15-2006, 12:59 PM   #71 (permalink)


 
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Re: Project Reality Mod v0.4 First Impressions

Quote:
Originally Posted by BigGaayAl View Post
1 - there is a faint red line about one cm under the map. Look carefully and you will see it against the right background.
I noticed this, too. It looks like a glitch/artifact that's part of the GPS overlay graphic.


On a different note, is it just me, or do the assault rifles fire tracer rounds?
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Old 11-15-2006, 06:15 PM   #72 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Its not just you, the assault rounds do fire tracer rounds as they do in real life. Of course whether or not each soldier uses them (tracers work in both directions) is another story.
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Old 11-15-2006, 07:20 PM   #73 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

I noticed the ammo issue too with the standard AT kit. I was a rifleman and my AT was the only person next to me, and he wasn't able to get resupplied. Not sure if that's supposed to be the case or if it's a bug (I haven't had time yet to read thru the wiki).

One other issue I've noticed, and am curious if anyone else has: delay in VOIP communication. In at least two games now I've said something that wasn't replied to until almost a full minute later (or gotten replies back from people almost a full minute later). I tore into IRS Agent last night as he left me standing on the helo pad, losing my cool a bit and screaming at him as he left me there. He apparently didn't hear me, and about 45-50 seconds later said soimething to the effect of "OK OK I'm coming to pick you up! You don't have to use that kind of language!". (sorry about that, btw - I was very frustrated to be left right at the helo pad that round )

Clearly there was a massive delay in VOIP communication, but I'm not sure if its related to the mod or not. I do know that I've heard reports of it twice out of three nights I've played PR.
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Old 11-15-2006, 08:00 PM   #74 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Got your back Beatnik

The following is from the PR wikki

Rifleman
The rifleman builds up the core of the infantry. They have a rifle with open sights. Another new part of the rifleman's arsenal is the ammo bag.

Ammo bags will now behave differently from how you would have previously used them. Instead of holding them out to your nearest teammate, you now need to throw it straight to the floor, where it will work as a supply crate. It will then take a few seconds to reload you until the ammo bag runs out.

When using Ammo bags, you can replenish your supply of Ammo bags by standing over them, you will regain back your bags. This is very useful because if you run out of ammo bags, you wont be an important asset to the squad.

The rifleman also contains two types of grenade, fragmentation and smoke. This allows the rifleman class to have the ability to move safely within an open environment whilst still having a strong attacking sidearm.

The ability to resupply your teammates' ammunition is invaluable.

End of info
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Old 11-15-2006, 08:42 PM   #75 (permalink)
 
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Re: Project Reality Mod v0.4 First Impressions

Hmm. Perhaps we weren't sitting there next to it long enough. I'll have to experiment with it some more and see. Thanks for the quotage though Rick.
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