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Old 03-18-2007, 02:39 PM   #61 (permalink)
 
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Re: Project Reality v0.5 Feedback

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Originally Posted by Root View Post
I'm not one for sniping really, but I really wish the sniper rilfes were realistic. At long range, they should be capable of scoring 1-hit kills. That's their purpose. I tried both marksman and sniper kits today on a private server, and found them as appalling as the vanilla versions.
With the sniper rifle I don't usually have any problems scoring a 1 hit kill when I hit in the upper torso/head areas. I think the Marksman is a little underpowered, however. There have been times I've loaded 5-6 rounds into someone with the Marksman before they've dropped. I'm sure a lot of it was mainly due to poor hit placements on my part...but still...beef it up!
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Old 03-19-2007, 05:11 PM   #62 (permalink)


 
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Re: Project Reality v0.5 Feedback

On the road to kyongan, i played PLA for the first time. There are no supply trucks or a UAV to ressuply tanks and AAV. There should be one IMO, at least far back in the backlines, to resupply. Anything forward on the map will need supply drops.
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Old 03-19-2007, 08:14 PM   #63 (permalink)
 
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Re: Project Reality v0.5 Feedback

sea hawks should be able to drop off supplies whether in the form of a supply crate or a pile of ammo bags.
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Old 03-19-2007, 09:03 PM   #64 (permalink)
 
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Re: Project Reality v0.5 Feedback

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sea hawks should be able to drop off supplies whether in the form of a supply crate or a pile of ammo bags.
That would be completely cool. The role of helo pilots would become so much more impactful than just ferrying troops into the field (which IS a very important role too).
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Old 03-23-2007, 11:33 AM   #65 (permalink)
 
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Wink Re: Project Reality v0.5 Feedback

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Forgive me if this has already been mentioned or is not considered feasible by the PR squad, but I'd really like to see some Russian maps, skins, etc.

I've always been fascinated with Com-Bloc stuff and now, having lived in Moscow in 2005-2006 and watching the insurgency in Chechnya get steadily reduced (not a single known terror attack took place in Moscow while I lived there, with one possible, unproven exception) I think it'd make for some interesting gameplay.

I realize not everyone has Special Forces (which has Spetsnaz and Chechen models), but there are plenty of Soviet weapons in-game already...the SF mod is <$20 now, anyway.

It wouldn't necessarily have to be limited to the 2nd Chechen War, either. We've got the Abkhaz and the Georgians, the South Ossetians and the Georgians, and any number of Chechen Islamists vs. Dagestani/Ingush security forces scenarios as well. To put it mildly, the North Caucasus remains an extremely dangerous place (forgive me if I'm being morbid, but that translates into excellent gaming opportunities).

These also aren't always low-intensity conflicts. There are several major battles involving entire Divisions in the history of the Chechen Wars, many of which the Russian conventional forces did not win (Battle of Shatoi, for example).

If the PR mod is only going to concentrate on conflicts occurring within the VBF2 storyline, I understand. But I, for one, think it would be awesome to set up a PKM overlooking a crossroads, waiting for an ill-fated Russian convoy of BTR-80s, BDMs and UAZik jeeps to hit that crossroads IED ambush.

Just my two kopeks.

For you elcasey:
"Assault on Mestia will introduce the Militia faction to Project Reality.

British troops acting under the order of NATO have been ordered to destroy a weapons processing facility controlled by a former Russian militant faction. The British have intercepted radio transmission indicating several Anti-Air guns scattered throughout the hilly terrain, therefore no British air support is available. These Militants have a very violent history, and have built several fortifications into the hills, they will fight hard to keep the British off the ridge."

Quote taken from this website:
http://www.realitymod.com/forum/showthread.php?t=18248
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Old 04-02-2007, 03:07 AM   #66 (permalink)
 
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Re: Project Reality v0.5 Feedback

Spawn Cars - Spawn cars need to be reduced unilaterally on maps where they appear. Their maximum amount spawned and total spawnable during the round should be reduced. Destruction of spawn cars should also reap similar rewards to taking out artillery or other such strategic objectives. By reducing their quantity and providing a point reward for their destruction, the spawn cars will be far more of a strategic resource. If the insurgent forces need vehicles for VBIEDs then another vehicle or technical can provide a lift. In general, especially on Basra and Helmand Province, the total number of cars is too great. Helmand need only have a static point in the NW and a single movable point (at most). Reduced mobility for the insurgent teams will make locating / protecting spawn cars a far higher priority for both teams.

USMC fire support - on maps witout artillery or simply not large enough in their non-64 player sized to support artillery the USMC ought to have access to off-map fire support. One of the principle advantageous that the US Armed Forces have in combat, especially against insurgent forces, is the ability to ramp up the engagement parameters far faster and further than their opponents. A suggestion would be a JDAM or 2000 lb LGB on cooldown similar to that of a vehicle drop. Though such a weapon would clearly level buildings, at least it can offer the USMC a good tool for clearing the way for attacks without having to require that the map be utterly huge or even that there is artillery present at all. Yay CAS.

Rally Points - This is a very touchy issue. The RPs are fantastic and force teamwork into the game but also forcibly shift the focus from taking strategic points to RP-hunting. It is nearly impossible with the long flag times to take a SP that is supported by a nearby RP without first clearing out the RP. Unfortunately, this increases your time on target and exposure and often leads to casualties that make your unit combat ineffective and easily swept aside. Attacking points is incredibly difficult if only for having to search out their reinforcement points when it is specifically in the case of attacking that one generally knows where your enemy ought be coming from, as you have chosen the time and the place (and can therefor anticipate their reinforcement locations). Simply perusing the ticket listing for Team 1 and Team 2 on any server will show the incredibly one sided quality to the maps. Defense is already easier in general than assault and the roving RP problem merely adds to the confusion.

In maps where a team is specifically defending, it would make sense that RPs could only be placed within 85 meters of the flag. Once the flag goes gray, the RPs disappear. So the defending team can be understood to be coming from at least a given direction, but their RPs can be spread out and placed in less than easily camped locations while at the same time the attacking team is motivated to clear the flag. Being on the flag and capping it rewards the attacking team by actually SECURING their flag in an Advance and SECURE game mode. The complications come on the larger scale dynamic engagement maps where both forces are considered to be simultaneously the aggressor and the defender. A possible solution to this would be to have RPs only provide a given quantity of spawns, limited to something like two full squads (12) respawns while those RPs placed on rearguarded locations (and within 85 meters of those defended flags) provide infinite spawns.

The rally points make for very interesting games, but far too often they are simply placed on map edges, rooftops etc. Far enough away from fighting to ensure their safety but in such locations that there is no semblance of a fighting line what so ever. In cases like Al Basrah, at least the spawn cars are large vehicles that are relatively easily spotted and destroyed, the city environment screams nonlinear engagement etc. the convoluted combat they bring to the game makes sense for the map.

Where BF2 had spawn camping issues that made it nigh unplayable, PR's rally points are almost too free flowing. Without being bound to the objectives that players are striving for, they force the action away from those objectives.

Sniper / Marksman kits - Too many are available. Personally, I hate sniping in First Person Shooters. The render distances, lack of fidelity in the physics engine etc simply make them easy mode. Apparently, if you put a scope on a rifle, you are a modern day William Tell. Seriously, the game is based around teamplay and scoped rifles / sniper rifles promote lone wolf gaming more often than not. SAW LMGs should be the major killers in a squad based tactical game, not necessarily the godlike scoped rifles. Furthermore, I was under the impression that a squad marksman would have a scoped and match quality version of the standard service rifle simple for the sake of homogenous ammunition.

Destructable Buildings - Mission success. The destructable enviromnents in Helmand Province make for some of the most amazing gunfights I have ever seen in a game.

I read about PR, went out and bought BF2 while PR downloaded, installed and started playing. I love this mod.

- Hippo
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Old 04-02-2007, 11:56 AM   #67 (permalink)
 
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Re: Project Reality v0.5 Feedback

Hello Iceman.

For best results on your feedback, feel free to post in this thread: http://realitymod.com/forum/t15001-p...cism-here.html

The devs frequent that thread often.
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Old 04-16-2007, 09:05 AM   #68 (permalink)
 
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Re: Project Reality v0.5 Feedback

Some great ideas here, I can't think of that many myself!

First off, I'd like to say the PR mod is mind blowing, I'm astounded that the PR team have done such a fine job, I realise the organisation and dedication it must take to produce such a fine piece of software. I haven't looked back since I D/L'ed it. Much respect.

-I would like to see Spec Ops get C4, even if it was one pack.
-Kit limiting by squad seems a must, games can be spoiled by kit whores, too many times have I been pinned down on a map, and unable to take out the sniper/s doing the pinning, because no sniper/marksman kits were left
-The respawn count timer can be annoying - I understand that it's meant to encourage careful team-based play, but it is possible to be doing so, and still get your ass handed to you on a plate. After maybe 20 deaths, getting a 50 second timer just makes it even harder to turn the game around. Maybe an increase of 1 second for every two deaths instead?
-Order of capping bases does get confusing, as someone else stated. How about making the HQ messages smaller, but permanent? Or smaller and more frequent if that's a problem.
-SL's need to be able to talk (VoiP) to each other in the absence of a CO.
-China and UK both get decent scopes for their riflemen. Why are the MEC/Insurgent/USMC crippled by not having one? The china kit especially, is almost a poor man's sniper kit (I know, I play it all the time, and see scores of ~300 as china, compared to when I'm US/MEC, and generally score <100, just because of the way the scope zooms so well). Maybe a scope for the US/MEC?
-PLEASE don't change medics too much in the next release, it's hard enough at the moment, without any major detractions...!

Thanks for the mod.
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Old 04-16-2007, 10:15 AM   #69 (permalink)
 
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Re: Project Reality v0.5 Feedback

How's about a kill/death offset on the timer. Since I am almost dead as much as I am alive this would create a zero increase in time dead. Of course a credit of time is not the point. While in the role of SL I will try and hide my backside somewhere near the point being assaulted so that my squad can have a nearby place to spawn. This, of course, leaves me open to being hunted down and shot like a dog. Creating a huge deficit by the end of the round and allowing me to take long coffee or bathroom breaks. Not that I mind dying that much
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Old 04-17-2007, 01:00 PM   #70 (permalink)
 
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Re: Project Reality v0.5 Feedback

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Originally Posted by 7ShadesOSin View Post
-Kit limiting by squad seems a must, games can be spoiled by kit whores, too many times have I been pinned down on a map, and unable to take out the sniper/s doing the pinning, because no sniper/marksman kits were left

-PLEASE don't change medics too much in the next release, it's hard enough at the moment, without any major detractions...!
If it's at all possible, I'd like to see kit requests go through the CO (where one is present, or even requiring the presence of one in order for kits to keep being issued).

Seconded on the medics. I'd be much happier knowing I can still have a trillion medics in my squad.

The only other things missing are more helo maps, and more extraction maps (64 player).
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Old 04-18-2007, 11:05 AM   #71 (permalink)
 
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Re: Project Reality v0.5 Feedback

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If it's at all possible, I'd like to see kit requests go through the CO (where one is present, or even requiring the presence of one in order for kits to keep being issued).


Seconded on the medics. I'd be much happier knowing I can still have a trillion medics in my squad.

The only other things missing are more helo maps, and more extraction maps (64 player).
Your idea on kits is a better one actually, and it might encourage more to CO if they could wield this kind of power. I'd be up for that, since I plan to follow CO's plans at all times. Maybe an option for the CO to force a kit onto an SL/SM? Or is that going too far...?

I do think CO's could get PO'd at all of the requests coming at game-start, given all of the QM messages that fly up the screen as it is now...

While we're on the subject - that kit delay thing, where it tells you "I'm sorry, such and such, I can't give you a kit so soon after your last..." is annoying. It's not always my fault I've been taken out quickly after spawning, and this just stops me doing my designated job, if I have one...
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Old 04-21-2007, 03:51 PM   #72 (permalink)
 
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Re: Project Reality v0.5 Feedback

kit delay is going to change

indivudual kit timers are gone..

Now, if you die with a sniper rifle and the kit disappears off the ground, NO ONE can request the kit for 5 minutes. This means the limited kits will be even more valuable, because if you die with it you will be denying your team that weapon for a specific time now.
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Old 04-21-2007, 03:59 PM   #73 (permalink)
 
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Re: Project Reality v0.5 Feedback

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Now, if you die with a sniper rifle and the kit disappears off the ground, NO ONE can request the kit for 5 minutes. This means the limited kits will be even more valuable, because if you die with it you will be denying your team that weapon for a specific time now.
I think that will result in the kitwhores even more cautious, thus keeping them further away from where the team needs them.
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Old 04-22-2007, 05:58 PM   #74 (permalink)
 
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Re: Project Reality v0.5 Feedback

Id rather see kits limited on a squad basis rather than by team. Each squad should be able to field a marksman, a support, and whatever other limited kit the SL believes his squad should have to get the job done. With a set number of kits for the entire team you can end up with an unbalanced layout of kits where individual squads can stock up on the limited kits while other squads who need the extra firepower are without them. This gets more frustrating if someone in your squad who was caring a limited kit goes down but cant pick it up because someone on the other side of the map requested it.

As for the 5 minute wait...there are way too many things out of the player's control to penalize them for dying. All its going to enforce is kit switching to keep the kit alive, snipers and improper marksman moving further away from the battlefield to preserve their kits. You also have "dead man talking" and respawn issues where enemies you previously eliminated have a good estimate where you are setup and can now target your position.
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Old 04-22-2007, 06:10 PM   #75 (permalink)

 
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Re: Project Reality v0.5 Feedback

I like the idea of making the CO decide on kits, thus ensuring less kill whoring and a CO....
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