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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#16 (permalink) |
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Join Date: Nov 2006
Posts: 933
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Re: PR .5 map feedback/impressions
I know this thread is probably looking for map-specific feedback and whatnot, but having played (or tried to play) PRM for a couple nights now, I have some general first impressions that I would like to table.
First, the teamplay. PRM is clearly geared toward the hardcore, teamwork-orientated gamer. I am totally in favor of that because, win or lose, if I have been with a bunch of people who have stuck to regs and worked as a team, I am a happy camper. From reading PRM's public relations documentation, this is exactly the type of game I expected to play when I loaded it up. In the 3 nights I've played so far, this has not been the case or if it has, it was only marginally so. Admittedly, I have not had the opportunity to play on any TG squads. But even on PoE2, I can usually encourage my squad to work together. PRM, however, is a whole different issue. Tonight, for example, I tried to put together a squad to crew a tank, rather than attempt to solo the thing like I have seen dozens of other people try to do before me. Did it happen? Not a chance! I spent an entire round requesting people to join my squad, pick up a crewman kit and join me in the tank. They opted to take the emtpy tank sitting next to us instead, using my squad only as a means to acquire the crewman kit, per the 2-man minimum per squad before requesting crewman kits requirement. It was probably one of the most frustrating hours I have ever spent playing BF2 of any flavor. The single biggest problem with a hardcore mod like this is that it assumes that Mr. JohnnyRandom Public is a hardcore player and interested in teamwork and cooperation, especially where vehicles are concerned. PoE2 tended toward this with the mobile artillery vehicles and binoculars. Second, the kit allocation mechanism. Vehicles spawn near selectable spawn locations. Great. No biggy, right? Except that in order to operate any one of those vehicles on some maps, you have to run 150 yards to the nearest flagpole, request the appropriate kit, hope you don't get sniped while standing there at the pole, and run back... Up and down the steep, treacherous slopes of a mountain side in one case (I can't remember the name of the map). Even something as basic as the Officer Kit for running large squads has been a major pain to get. I could be doing things wrong, but my first impressions of this mod are not good and the more I play it, the less I think well of it. Admittedly, it is mostly the people that make playing the mod a difficult experience, but ultimately it boils down to hardcore features aimed at a casual audience. I give it props for showing excellent and innovative ideas on paper. But in practice, the mod is far from being the top-quality mod that PoE2 is. PoE2 is simply a better mod; it includes people into its game environment by making its features accessible to all. PRM has exclusivity hard-coded into its very framework and attempts to force teamwork in ways that JohnnyRandom either isn't capable of or flat refuses to function under. And yes, I had one guy refuse to abandon his solo tank operation, identifying himself as a loner, and promptly left my squad once he got his crewman kit. Overall, PRM gets 2 out of 5 on my score card. End Rant. Last edited by Braidedheadman; 02-19-2007 at 01:45 AM. |
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#17 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: PR .5 map feedback/impressions
I was able to play Hills of H for the the first time.
Handles like a dream compared to .4 Still don't see how GB has a chance with the same number of warriors and both sides having arty. A really fun map (for China). Once players start throwing frags and launch a steay diet of grenades at the GB, it will only get worse for them. (Currently a fair amount of players are still waiting for visials to open fire on the enemy. ) ___ ___ In conclusion, take away the arty from the PLA for better balance. And GB, once you guys stop bleed. Have your assault team Storm the China rear and take out the arty and keep it down. Trying to cap all those control points before you head west is not going to happen. (I do not believe GB needs to capture all the flags on the first CP to stop bleed. )
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#18 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: PR .5 map feedback/impressions
EJOD desert is a nice map. I love its make over from .4.
it is cool to work with a gunner while in the tank/APC. Makes me think I am on Discovery Channel going block to block clearling out the Germans duriing the 1940s. __ No worrys on the tanks being Heavy AT food. They are going to take care of that. Plus, the Heavy AT kitt will not be able to spawn on a Rally Point. Tip: press your smoke button will in the gunner seat for some killer zoom!!
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#19 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: PR .5 map feedback/impressions
.509
I got to play Ghost Town for the first time. Good infantry and air support map. Should be in the rotation. ____ I played my second and probable last Greasy Mullet. I was curious about the Base Raping stuff read on the forums. I went with the jet squad and manned a mobile AA. O.k. unit, need an ammo crate to do anything. I tried out the stationary AA. The two pilots would bring in enemy jets that where on their tail, and I shoot them, out of a like nearly 45 mins, this worked one time. It was nice to see. I also helped out the gunship when an Apahie got too close. Other than the occasional jet here and there, it was pretty quite on the run-way. Things started sucking hardcore when a sniper flanked us and started shooting us all to hell. That is cool, but something I do not want to deal with during pick-up and play games. __ In conclusion, with so many great maps out there, I will skip this one and if I do play it will be solid infantry, with a rally point set up away from the rear flag. Recommendation: Deep six the jets and make this an Armourd map. I can deal with the snipers, cause instead of protecting the jets, I'll protect the flanks of the infantry while I whore in my A.P.C. I am also done with jet maps except, Al Bash If is not the 10 min timer, it is that you can't see them until they are right on you (BF2 fog).
__________________
(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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