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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#31 (permalink) | |
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Join Date: Mar 2007
Age: 38
Posts: 579
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Re: Targeting Asset Repair?
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#32 (permalink) |
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Join Date: Mar 2007
Location: Bolingbrook, Illinois
Posts: 94
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Re: Targeting Asset Repair?
Another think I thing I think needs to be addressed to, is the fact when players think it is ok for them to walk up to the enemy that is blowing up the artillery, and expect not to get shooted. If it seems that the enemy has spotted you, and starts advancing toward you, you should be able to kill him.
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#33 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,829
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Re: Targeting Asset Repair?
__________________
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#35 (permalink) | |
![]() Join Date: Mar 2007
Location: Ireland
Posts: 204
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Re: Targeting Asset Repair?
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Depends how you interpret it. I see it as acting as an agressor in a UCB (not allowed), rather than self defence (allowed). I consider myself like a copper.......if I'm in the UCB blowing assets i try say hidden.....if spotted i try run and if shot at i shoot back. I don t have a zone around me that entitles me to spawn camp because people are in my vicinity. If i act otherwise then I'm looking at doing the same as a spwn camper (ie killing people who have not shot at me in a UCB(. Rules are explicit......you can only fire when fired upon or at people repairing commander assets |
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#36 (permalink) |
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Join Date: Apr 2007
Location: Engerland!!!
Posts: 29
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Re: Targeting Asset Repair?
V0.6 is going to change these rules that do seem sensible and warranted on the surface.
Now the commander willl be going out in the field to get firebases and bunkers constructed, but can only do so if he has a constructed Command Post first at a CP and that is most likely going to be at the main base. It has always been alright for squads to enter an enemy main to destroy targets and now that there will be more viable and crucial targets to hit the method is validated. Personally I am for destroying fixed assets and mining of C4ing vehicles, but not blowing them till after they have left the main base (or in the case of mines, when the driver set off without first checking under the wheels/tracks) A saboteur unit can be close to the main base, but outside the base and a bit away, then keep coming in to do their work. They shouldn't fire into the base from outside, sniping or otherwise, they should not enter and deliberately target troops. These make for fair rules, although I do get a sort of glee with C4 on top of tanks, blowing them after the have left the main and almost got out of sight of me as I presume that the driver and gunners are planning how much carnage they are about to make and suddenly out of the blue they blow up! haha. The commander is definitely a viable target now too. You have to stop him constructing assets in the field and he has to die for it. Plus the points bonus or rather points loss to the dead commanders team means he doesn't quite want to be on the front line but maybe needs to be mobile to avoid being ambushed in the likely locations (laid in the main base with his zoomed map up throughout the entire round, tap tap to the head and out!) Commander zoom, a throwover from vBF2, will be getting removed from the mod. let's hope it has less effect on gaming that removing the HAT zoom. |
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#37 (permalink) | |
![]() Join Date: Jan 2007
Location: London, England
Posts: 283
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Re: Targeting Asset Repair?
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Discussion on what you think is fair is all well and good on threads like this, but remember the TG PRM SOPs and Rules apply on the TG PRM Server whether you agree with them or not. Back to V.06. If the CO is out on the battlefield doing his thing, I expect we'll see dedicated "HQ" Squads tasking with keeping the Boss alive. |
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#38 (permalink) | |
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Join Date: Apr 2007
Location: Engerland!!!
Posts: 29
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Re: Targeting Asset Repair?
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The gaming fluidity has now changed with v0.605 (current build) and I think that the rules for your server will probably change as a result. This mod is about realism, each change is weighed up with hard coding, effect on the rest of the gaming and what will do best for the mods and the players. If the rules continue through every single build saying that no one is allowed to go in an enemy base and do something realistic (plant a mine under an enemy vehicle track, or put explosives on an asset) then the realism side of PR parts company with TG server gaming. Don't take this as an argument and get your back up. Just monitor the gaming and see where the new builds are going and how relevant the current rules on base entry, asset mining and commander targeting are, which I believe will naturally see change due to the Mod itself changing. Last edited by [R-PUB]MrD; 06-19-2007 at 11:43 AM. |
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#39 (permalink) | |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,495
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Re: Targeting Asset Repair?
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Allowing base raping would (edit: removed the "not") be realistic so many say. What is PR trying to do ? Simulate a battle, or an attack on a sleeping camp full of confused enemy that were just immaculately conceived by god. The first time I played the beta, a guy (beta testing yeah right) camped near the runway on Al B for over half an hour with the AA. He didn't get me though. Next server I join I spawn on Kashan on the base in the protected dome... boom headshot, and this three times in a row before I left the server. And that is a beta test... I'm sorry ambushing a defenceless enemy is indeed fun, but being the victims not. Especially with the long respawn. I like how you at least don't blow em up immediately. They do get a chance.
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Support your right to arm bears. ~Cleveland Amory I am a kind of paranoiac in reverse. I suspect people of plotting to make me happy. ~J.D. Salinger Last edited by BigGaayAl; 06-19-2007 at 02:29 PM. |
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#40 (permalink) | ||
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Join Date: Mar 2007
Posts: 41
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Re: Targeting Asset Repair?
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A main base would be realistically heavily defended by more equipment and soldiers than an entire team gets in most maps. Theres no way that someone could just walk into it from the front door and start putting mines under vehicles. Quote:
What chance? You cant remove C4 from vehicles, you cant remove mines when they are placed in some areas because theyre stuck INSIDE the tank model, you sometimes cant remove a mine because it was put below the turret, the list just goes on. |
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#41 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 613
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Re: Targeting Asset Repair?
I think mine under a vehicle is perfectly fine.
It means a keen player who inspects his vehicle before getting in will not be killed and you can remove the mine with a wrench. vehicle inspection only takes a couple secs and its realistic ![]() |
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#42 (permalink) |
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Join Date: Apr 2007
Posts: 8
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Re: Targeting Asset Repair?
For a mod that prides itself on realism, it's a shame servers love to lower that level of reality with stacks of rules. I'm all for gameplay over realism. But making rules to stop people from destroying arty? That's just lame. Arty is a very important tool in this mod and is very devastating. If dropped on the right spot, it can kill a couple of squads of enemies no sweat. So, it should certainly be a target that the enemy team should come down hard on and if people get in the way on the un-cap basses...well...then they die! If a spec-ops wants to stop people from repairing the arty he worked very hard to blow up, let him! If your the eng, find out where he's hiding and finish him. Use TEAMWORK to find him! Don't cry that he's attacking your main base because the main base has the deadliest weapon in the game.
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#43 (permalink) |
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Join Date: Mar 2007
Location: NJ
Posts: 1,231
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Re: Targeting Asset Repair?
There is no rule against destroying arty.
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|TG|Switch Better known as: That noob who crashed the chopper. That noob who ran over the mine. That noob who TK'd me with a sniper rifle. That noob who hit that APC at 300m with light AT! Our APC... |
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#45 (permalink) | |
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Join Date: Mar 2007
Age: 38
Posts: 579
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Re: Targeting Asset Repair?
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Unless of course you glitch the mine where it cant be seen/removed even though you know it's there. Vehicle inspection is indeed realistic, but you sure as hell aren't checking it in the secure storage depot for mines under the tracks or C4 on the fuel tanks, are you? You sure as hell don't store unmanned armor at an unsecured location in "reality". Because it's a 32v32 game and indeed not "reality", you don't have the manpower to defend bases not up in the AAS system, so they aren't secure then I guess. Whereas if the CP would be able to be captured it might actually be defended and therefore be able to be called "secure". The situation you are describing is one where you may not be able to capture the CP, but you sure as hell control it which really isn't any different in the end, is it? |
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