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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#31 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 7,946
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Re: Project Reality v0.5 Feedback
Quote:
(and yeah - definitely agree w/ the commo-rose rearangement )
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#32 (permalink) |
![]() Join Date: Apr 2005
Location: New York (no, not the city)
Age: 30
Posts: 1,025
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Re: Project Reality v0.5 Feedback
I found something that may be considered a map bug. There's a small corner alley in Al Basrah that, once fallen into, cannot get out of without grappling hook. It's just northeast of the Facility flag, opposite a ladder near the spawn vehicle. I had to get my SL to TK me (or I could have IED'd myself) after several minutes.
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|TG-6th|Belhade
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#33 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,754
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Re: Project Reality v0.5 Feedback
Quote:
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#34 (permalink) |
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Registered User
Join Date: Feb 2007
Location: Illinois
Age: 23
Posts: 213
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Re: Project Reality v0.5 Feedback
Hahaha! I remember that alley! My squad leader, myself, and two other members of our squad were clearing the roofs to the East of the Facility. The squad was in a tight pattern because of the lack of space and movement options in that particular portion of the city, so when our SL cleared the last roof and jumped down, I as medic followed in order to heal him. The other two followed as well. What we didn't know was that our SL had just jumped into that alley. I took the liberty of TKing the squad, then dropping a frag at my feet. Aside from the fact that we were all dead, it was a funny experience and we quickly moved back to that section of the city to defend the Facility. Good times.
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#35 (permalink) |
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Registered User
Join Date: Feb 2007
Location: Illinois
Age: 23
Posts: 213
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Re: Project Reality v0.5 Feedback
Oh, almost forgot. The reason I came to this thread was that sometimes when I try to spot something it will give me the voice of my soldier saying that it's spotted, but when I look on the map it isn't there. It may be there for others, but sometimes it isn't on my map. What's up with that?
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#36 (permalink) |
![]() Join Date: Jan 2006
Location: Warren, OH
Age: 28
Posts: 2,576
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Re: Project Reality v0.5 Feedback
Perhaps you haven't accurately spotted the target? That happens to me sometimes too. I think you have to be pretty dead on for the spot to show up on screen.
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#37 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,397
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Re: Project Reality v0.5 Feedback
Kit Request stops working sometimes. I have had two instances (inishail and ghost train) now where I was unable to select a kit when it should have been available. The message comes up saying that all the kits have been taken but when you look at everyone's kits in the squad management screen there should be one or more available. Started happening after .509.
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"I once thought I had mono for an entire year. It turned out I was just really bored." |
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#38 (permalink) |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,397
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Re: Project Reality v0.5 Feedback
If I remember correctly, the spawn/RP system is stilling being sorted out with the current version just a piece of what is to come. That being said, however, I am not enjoying what the RP system has become. The focus has turned away from securing a certain area but towards having to track down some remote RP that is buried in the woods, especially on the large and/or jungle maps. It might just be frustration talking but last night (saturday) was getting pretty boring as we spent a good portion of the time trying to find RPs rather than fighting. The new unlimited officer kit and 1 minute wait for a new RP makes tracking down an RP even more futile since a SL can simply switch his RP when he thinks the old one is about to be compromised and the defenders are forced to start all over again.
Rally Points help a lot, especially with the zero spawns at forward bases but with teams placing RPs in remote locations behind enemy lines they are detracting from quality game play. I would suggest a range limit on the RPs. Have a squad only be able to place an RP within a given distance from the most forward CP. This gives attackers a quality RP when attacking the next set of flags but also prevents the RP spamming behind enemy lines. I've also mentioned it in other threads but I think RPs should expire after a certain number of spawns and/or kit requests. Either way the current system has become more of a drag for me than a help. Yes, it allows SLs to get into the action and gets rid of spawning on a flag in the middle of a firefight but spending half a round hunting down RPs is not what I consider fun.
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"I once thought I had mono for an entire year. It turned out I was just really bored." |
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#39 (permalink) |
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Join Date: Mar 2005
Location: Michigan
Age: 31
Posts: 3,975
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Re: Project Reality v0.5 Feedback
I agree with Accule's post on RP's becoming a drag.
One suggestion I have would be to disable the ability for an SL to place an new RP until a) the previous RP has been destroyed or b) the SL physically removes his RP himself. This would take away from their ability to just drop a new RP as soon as they realize it's been compromised. I would also suggest drastically increasing the time between RP deployments to something like 3 minutes. 1 minute is just way too fast.
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#40 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,154
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Re: Project Reality v0.5 Feedback
I think AA guns need to be toned down in 2 ways. They take out helicopters way too fast, like 1 second. Theres no time to break off at all. I don't mind getting shot down, but at least give me a chance to get away. As it stands now any radius around an AA placement is a bubble of death. I don't think the armor factor on helicoptors needs to be increased other weapons seem to be balanced against them, but the AA gun is a little too overpowered against helos. The second thing is, I rolled a tank through sunset and got nailed by an AA placement and nothing else pretty quickly. Should AA be that effective against a tank? AFAIK they fire exploding shells and not armor piercing but I could be wrong. Either way though it doesn't seem like anti-air should damage tanks significantly.
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- Wulfyn |
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#41 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 545
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Re: Project Reality v0.5 Feedback
aculle: ghey RP mechanics are being looked at and have already had major adjustments. i agree they have major issue right now. as soon as we have tested and finalized the new changes, ill post here so you guys got a heads up on it. basically they will have new restrictions, while still maintaining how we wanted them to work (an assaulting squads way of 'dropping their kit' and relieving the squad leader from acting as a mobile spawn) atomicdog, your suggestion very simular to what has been implemented so far.
sloppyjoe: let me guess, your assessment of AA guns comes from flying in muttrah city? that map is hardly a good demonstration of proper PR flight dynamics. The idea of AA gun is that it is a VERY powerful asset and will be placed in either a specific scenario (defending a water landing) and thus a high priority target for demolitions teams, or used to protect large facilities and mainbases. Realistically, an AA gun would TEAR THROUGH a helicopter in a fraction of a second, either crippling the aircraft or killing its crew. The downfall of the AA gun is the terrible hit detection of BF2. If the helicopter is flying fast and at an angle, its nearly impossible to score hits on it. Even when it 'looks' like your hitting it, just like those poofs of blood when it 'looks' like your hitting infantry but they dont go down, your not in fact hitting. Its annoying but a tradeoff for the AA. Please when giving suggestion look at both sides of the coin. I have over 100 hours in both the AA gun (no joke) AND the helicopter pilot so Im just trying to say Ive seen both sides and think its at a prety good level. AA versus tanks - should not do much damage, we have tried to tweak it so it does very little (in some of the PR tests it destroyed a tank in 2 second burst lol) but yea it does need further tweaking. I would like to see it do ZERO damage to a tank, but moderate to an APC, and VERY effective versus infantry (like in real life).
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#42 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,154
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Re: Project Reality v0.5 Feedback
OK fuzzhead, I'll take your word on the AA versus heli. But even if a specops get it down, how long does it take to get back up? 30 seconds? If anything that barely clears the area for heli operations to get in...
And yeah I totally agree with you on the AA vs Armor.
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#43 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 545
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Re: Project Reality v0.5 Feedback
yeap agreed the AA guns need alot longer repair time, as do most things.
I think bridges should take minimum 2 minutes to repair, and ideally should take multiple engineers working on it, or the support vehicle.
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#44 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,154
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Re: Project Reality v0.5 Feedback
I seem to also get this a lot.
Not being able to see the icon or hear repairing on a vehicle. For example, the heli on the pad or a tank next to a supply truck. Sometimes a teamate in the vehicle can and I use him to tell him or sometimes both of us are in the dark. I agree with you about bridges too, blowing them should be easy, putting them back together should require a lot of effort as well as probably a team effort to cover and support the operation. But it should be balanced such that it's not so much a pain in the rear that players will just say screw it and not even bother.
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#45 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Project Reality v0.5 Feedback
Quote:
However, I understand there is a shovel coming out with .6. This will help rebuild things like the bridges right?
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