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#106 (permalink) | |
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Join Date: Apr 2007
Posts: 5
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Re: V.06 Changelog Preview
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have it play like hamburger hill in a 4km map, give you huge ammounts of room to manuver and control your fire. it would be alot of movement and very slow, but also very tactical. i like it, it would be neat to suggest |
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#107 (permalink) | |||
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Join Date: Feb 2007
Location: Newark, De.
Posts: 116
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Re: V.06 Changelog Preview
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Apc's are hardly thrilling as vehicles, everyone knows they are used primarily as spawn points and normaly used as fighting vehicles only by an unwise person. With less planes that leaves tanks and helo's. The way I see it the only vehicles which are not infanty vehicles are jets, tanks, and helo's. Im not gonna tell you how to build your mod, but it just seems like removing or marginalizing some of what makes BF2 a great game. Just my 2 cents. Unless I missunderstood the conflicting statements. On the lines of what another poster said, "I never get that air cav feeling."
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#108 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,565
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Re: V.06 Changelog Preview
I like maps like steel thunder and greasy mullet. I dont fully understand whats so bad about them, greasy mullet is fairly big but not truely massive.
Its not an infantary map, if you end walking then thats your failure as a team/squad. Basically I agree some big map with space for jets would be fine for me and I dont even fly jets just helis. Something like wake island with jets fighting over the sea but infantary still compact enough to tussle over flags. I dont see any advantage to removing the above maps from the game or a server. At least one play of them for every three of the others would be good, variety is the spice of life right. How do we measure the km on a map ? The grid scales I think so that cant used, just wondering which is the 2km map - Inishail Forest? |
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#109 (permalink) |
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Join Date: Feb 2007
Location: Newark, De.
Posts: 116
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Re: V.06 Changelog Preview
Please don't take me as being too critical, I love this mod and respect/appreciate the sacrifices of the devs'. I realize it's a labor of love for you and you have a vision of it's future.
Imo it seems the only air maps we seem to play are maps in which only one side gets to fly anything. That gets old imo. Variety is the spice of life. Idealy i would want 2 fighters dueling each other overhead on most maps, and either 1 attack helo , or one fighter bomber per side. It adds so much to the atmosphere. Without them it feels like your practicing war games indoors. I like to fly, but I fly very rarely. I love the havoc of warfare going on around me. Now it feels like if you are in a tank you have to hang back 1200 yards to stay safe and remain effective. Apc's are used as hidden forward spawns primarily. Helo's are mostly devoid and only on one team. Jets are becoming fewer and they are already mostly on one team. Transport helo maps feel few and far between. That leaves jeeps and rp's, hence the heavy emphasis on infantry. To me it just feels like placing BF2 in a little box. The average play style feels like Karkand with slight variations. I miss the combined arms mayhem. Maybe some of it is the rotation we play. I love the new construction abilities in .06, so that will capture some of my attention. I'm on still on the fence regarding the medic changes. I understand that changes are being made which will help armor survive longer. I think it's best to see how the changes pan out before further evaluation. Hope I don't seem ungrateful, because I truly am. EDIT: And speaking of maps in the rotation. I'd like to see a version of Kubra dam. I think the terrain would be amazing with this mod. With fighter bombers for each team and the capability for commanders or SL's to place air strike markers using binocs.
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#110 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,565
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Re: V.06 Changelog Preview
Hopefully the bigger maps will still be playable on the next version, it just looks like it wont be part of the standard game to have jets, etc.
It will be down to custom servers to deviate the flightplan ![]() I do agree with the removal of the A10 from the al basra though as it was overkill and unsuited to the mission in general |
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#111 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 613
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Re: V.06 Changelog Preview
We will not have jets on maps smaller than 4km. They simply dont fit, trust me.
IMO Bf2 engine is absolutely terrible at reproducing air to air combat. The view distance and the tiny maps are the main reason I think this, not to mention the laughable physic engine for handling air travel. However, jets will get their planned feature release in v0.7, this was announced like 4 months ago... v0.6 will have less jets than v0.5, however the maps that jets will be on will show you what PR can do to jets and that is to say, make them absolutely badass !If you dont like the fact that we dont think jets work on smaller maps, then go play the airmaps mod or something lol eggman just bought a 300$ joystick so i think hes prety keen on making realistic air combat in PR hehe as far as rest of vehicles go: tanks, APCs, jeeps,heli's will all have various upgrades to them to make them more useful.... however that doesnt meant were gonna flood the maps with vehicles like vanilla bf2. i think vehicles should be a very useful asset, and if destroyed, should affect that team in a big way. I DO NOT think it should be like vanilla with vehicles being destroyed constantly and all out "mayhem" happening ALL THE TIME. not my idea of a tactical mod at all, thats just spammy bull****. FYI when a jet drops a bomb, everyone on the 4km map will know about it... like IRL, if youve ever seen a 500lb bomb go off, it can be heard for miles and miles (at least 40km away). this is in stark contrast to your version of PR where jets are constantly flying overhead, dropping bombs on anything that moves and spamming it guns at anything and everything. go play vanilla arma airmaps for that ****. |
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#112 (permalink) |
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Join Date: Feb 2007
Location: Newark, De.
Posts: 116
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Re: V.06 Changelog Preview
Sounds good, thanks!
In no way did I want vanilla spam. Nor do I want 4km maps, or jets on 4km maps. And I didn't mean anything so extreme as to require a "your version of PR" theory, you missunderstood me.
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#114 (permalink) | |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: V.06 Changelog Preview
Interesting gameplay change that wasn't in the changelog:
PR Forums: Disappearing Rally Points? Quote:
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#116 (permalink) | |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: V.06 Changelog Preview
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#117 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 5,144
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Re: V.06 Changelog Preview
I think maybe that all RPs within a certain distance should disappear or it could wind up being problematic though.
Think about maps like Al Basrah, where the marines have the possibility of trying to take several flags at once. A marine squad goes in and neutralizes facility while another group is attempting to take south VCP. The group at south VCP has rally points set up to the south and east for an assault over the dunes and is pushing in against heavy resistance. Meanwhile, the group that took facility gets wiped out and the insurgents recap. Instantly, the south VCP forces lose their spawnpoints and have to come back from NVCP or Village. Basically, this applies to any map that has several flags that can be capped simultaneously. Unless you have a steamroller of a team, this development is going to make it very hard to advance anywhere.
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#118 (permalink) | |
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Join Date: Mar 2007
Age: 38
Posts: 579
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Re: V.06 Changelog Preview
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I don't see this being an issue at all actually. The SL stays back, people spawn off of him anyway. You simply reset your rally once it gets destroyed and move on. This to me forces SL's to always have the officer kit, instead of just taking it to lay a rally then going with another kit. This actually lessens the importance of the RP in the first place which is a good thing. It also heightens the importance of having a good SL that can find the balance between helping his squad complete objectives and making sure they have a place to spawn forward. This is a change not for reality's sake, but for gameplay which was well needed. This effectively removes teams ability to zerg a flag to regain it if they loose it and makes RP hunting less effective almost to the point of extinction. (since the best way to get rid of an ERP is to cap a CP.) |
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#119 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,829
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Re: V.06 Changelog Preview
This is a great tactic for some types of interaction with the opposition, but in many cases it makes a huge difference for the SL to be fighting with his squad.
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