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Discussion: Project Reality / PR:BF2 - PR patch 0.756 is out - All I can tell you from 5 hours straight patch exerience... - Optics Rifleman with
  1. #76


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    Re: PR patch 0.756 is out

    All I can tell you from 5 hours straight patch exerience...

    - Optics Rifleman with ammo bag destroyed the separation between those 2 Rifleman classes... Noone takes irons-Rifleman anymore.
    - Tripflares to Marksman just made him a sniper, could be happy getting shot 8 times by that marksman and then knifed by him, playing on 10th Mountains with a unorganized squad
    - Driver in APC or Tank has much less work to do, they go for a coffee when youre holding a position and shooting, as they do only have to drive around and not watch out for enemies and be an important part of the tank crew... Thats very sad-

    + Nice effects, although people get trouble with them...
    + No nade spam!
    + Reworked Irons on all weapons, finally I can shoot with the china qbz which now aint blocking the whole screen.

    Summing up:
    the 0.6 to 0.7 changes were better, the new patch is a bit disappointing, and I simply cant understand why they changed those really senseless things.


    and yes forgot that, mec g3 irons are great, and the handling improved just a bit.
    Last edited by BurrumBaer; 03-20-2008 at 07:02 AM. Reason: forgot to reply to salvation

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  3. #77


    thegreatnardini's Avatar

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    Re: PR patch 0.756 is out

    I don't like the gunner-controlled smoke on tanks, but I see what they're trying to do. They want to distinguish between attacking and falling back. If you have to take 8 seconds to load the smoke you'd better not be in the middle of a firefight, making it a bit worthless and unrealistic. I doubt the smoke grenade launchers in tanks hinder the turret itself and shouldn't keep it from firing.

    I do agree that ammo should be removed from scoped riflemen, and definitely remove trip flares from the marksman.

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  5. #78

    Charity Case's Avatar

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    Re: PR patch 0.756 is out

    Quote Originally Posted by thegreatnardini View Post
    I don't like the gunner-controlled smoke on tanks, but I see what they're trying to do. They want to distinguish between attacking and falling back. If you have to take 8 seconds to load the smoke you'd better not be in the middle of a firefight, making it a bit worthless and unrealistic. I doubt the smoke grenade launchers in tanks hinder the turret itself and shouldn't keep it from firing.
    The devs are considering adding smoke generators to be used by vehicle drivers.
    Quote Originally Posted by thegreatnardini View Post
    I do agree that ammo should be removed from scoped riflemen...
    I say keep the optics rifleman with ammo. I understand where you are coming from but, as it stands, only the riflemen have ammo and if they remove it from the optics kit, then there will only be one kit in the game which has ammo.

    And, if you haven't noticed, the ammo bag got a serious nerf in .75. According to my testing, the new ammo bag can fully reload two pieces of equipment. This means two pieces of C4, two AT mines, two ammo bags, or two field dressings, yes that's right, two field dressings (for kits which only have one field dressing). I could go into further detail, but let's just say that an ammo bag is now only good for a single soldier.

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  7. #79


    d1sp0sabl3H3r0's Avatar

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    Re: PR patch 0.756 is out

    Quote Originally Posted by Charity Case View Post
    The devs are considering adding smoke generators to be used by vehicle drivers.

    I say keep the optics rifleman with ammo. I understand where you are coming from but, as it stands, only the riflemen have ammo and if they remove it from the optics kit, then there will only be one kit in the game which has ammo.

    And, if you haven't noticed, the ammo bag got a serious nerf in .75. According to my testing, the new ammo bag can fully reload two pieces of equipment. This means two pieces of C4, two AT mines, two ammo bags, or two field dressings, yes that's right, two field dressings (for kits which only have one field dressing). I could go into further detail, but let's just say that an ammo bag is now only good for a single soldier.

    Doesn't the ammo available from humvees (and their equivalents) compensate for this though? I think it does and puts more importance on the jeeps again, which are extremely valuable assets again, as they should be.

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  9. #80


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    Re: PR patch 0.756 is out

    They devs had the smoke right for 7.0. Who came up with the idea to change it? Now we have to deal with it for months and months. Oh well.

    I am the leader Of the Zombie Defense Militia. We hold think tanks on how to live in a zombie apocalypse.
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  11. #81

    kilroy0097's Avatar

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    Re: PR patch 0.756 is out

    They are talking about adding back in the Driver deployed smoke in addition to giving the gunner their deployed smoke for different tactical reasons.
    .
    "Young gamers assault while Older gamers flank."
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  13. #82


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    Re: PR patch 0.756 is out

    Quote Originally Posted by Charity Case View Post
    I say keep the optics rifleman with ammo. I understand where you are coming from but, as it stands, only the riflemen have ammo and if they remove it from the optics kit, then there will only be one kit in the game which has ammo.

    And, if you haven't noticed, the ammo bag got a serious nerf in .75. According to my testing, the new ammo bag can fully reload two pieces of equipment. This means two pieces of C4, two AT mines, two ammo bags, or two field dressings, yes that's right, two field dressings (for kits which only have one field dressing). I could go into further detail, but let's just say that an ammo bag is now only good for a single soldier.
    True.
    But why removing the ammo bag from Auto-Rifleman/Support? He was the second kit to use for ammo. Either they throw the irons rifleman out, and set up like it was before (Officer, Rifleman-Optics, Medic, Engeneer) or they leave the ammo bags as they were in 0.70. And for reloading ammo, you now have the jeeps, the transport helicopters, bunkers, firebases and so on. Something will be next to you, except when you are doing a squad solo behind enemy lines.

    And in addition, what a pity that they removed the flashbangs... Now you cant perform any specops-style clears and no special tactics are possible... Instead of that people better use a LAT or HAT (ohnoes, now with a rifle) to clear a room now...

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  15. #83

    SamO's Avatar

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    Re: PR patch 0.756 is out

    I think take away ammo on the sighted rifle man, and give it back to AR, cause it's funking with how i want to make squads.

    -SL(assualt)

    -AR (support)

    -RAT(assualt)

    -Medic(assualt)

    -Marksman (support)

    -Grendier (support)


    Only problem is no ammo, which would mean my marksman would probably have to go rifleman, but is just a little bit weaker for it.

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  17. #84

    ReaperMAC's Avatar

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    Re: PR patch 0.756 is out

    Quote Originally Posted by oldirti View Post
    I think take away ammo on the sighted rifle man, and give it back to AR, cause it's funking with how i want to make squads.

    -SL(assualt)

    -AR (support)

    -RAT(assualt)

    -Medic(assualt)

    -Marksman (support)

    -Grendier (support)


    Only problem is no ammo, which would mean my marksman would probably have to go rifleman, but is just a little bit weaker for it.
    Improvise, adapt, and overcome... your entire squad is almost reliant on requested kits. Anyways, the Ironsight rifleman, is extremely useful in CQB, and Fuzzhead proved that. Did really well on AoM and EJOD with irons. Don't use it if you don't want to.

    Quote Originally Posted by BurrumBaer View Post
    And in addition, what a pity that they removed the flashbangs... Now you cant perform any specops-style clears and no special tactics are possible... Instead of that people better use a LAT or HAT (ohnoes, now with a rifle) to clear a room now...
    "Spec-ops style clears" made me lol. You hardly can use flashbangs in BF2, nor do they carry them around IRL.

    Check this link: [media]http://www.youtube.com/watch?v=TjenmP2FptE[/media]

    Do you see any flashbangs?? No, instead they brought the whole house down....

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  19. #85

    JCTango's Avatar

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    Re: PR patch 0.756 is out

    Where the hell are the shovels promised to the medics?!

    Everytime our team has a bunker/firebase being set up the best thing I can do right now is to toss field dresesings on the floor for the team :/

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  21. #86


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    Re: PR patch 0.756 is out

    Quote Originally Posted by ReaperMAC View Post
    "Spec-ops style clears" made me lol. You hardly can use flashbangs in BF2, nor do they carry them around IRL.
    Do you see any flashbangs?? No, instead they brought the whole house down....
    kk thanks for the information

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  23. #87

    Charity Case's Avatar

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    Re: PR patch 0.756 is out

    Quote Originally Posted by BurrumBaer View Post
    True.
    But why removing the ammo bag from Auto-Rifleman/Support? He was the second kit to use for ammo.
    This was probably done for realism, as it makes no sense to have the machine gunner carry extra ammunition and equipment.

    Quote Originally Posted by ReaperMAC View Post
    ...Anyways, the Ironsight rifleman, is extremely useful in CQB, and Fuzzhead proved that. Did really well on AoM and EJOD with irons. Don't use it if you don't want to.
    Quote for truth.

    Quote Originally Posted by JCTango View Post
    Where the hell are the shovels promised to the medics?!
    I believe there was some sort of conflict between the medics equipment and the shovel, that's all I know.

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  25. #88

    ReaperMAC's Avatar

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    Re: PR patch 0.756 is out

    Quote Originally Posted by JCTango View Post
    Where the hell are the shovels promised to the medics?!

    Everytime our team has a bunker/firebase being set up the best thing I can do right now is to toss field dresesings on the floor for the team :/
    Quote Originally Posted by Charity Case View Post
    I believe there was some sort of conflict between the medics equipment and the shovel, that's all I know.
    Yep, there were conflicting issues with the medic pack and the shovels. So, would you rather have a shovel? Or keep your medic pack?

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  27. #89

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    Re: PR patch 0.756 is out

    I dont understand irons, I just fire it unscoped. I can use a m14 that way and so on, works fine. BF2 lacks the depth of field and other effects needed to make iron sights that usefull I think but I'll give it a try sometime anyhow

    The ammo thing is much harder now and I actually ran out of ammo on the saw kit the other day, enemies with their backs to me and I couldnt do anything to save myself.

    I had allready had got a few kills and actually I took the gun from someone I killed but our squad was fragmented and chaotic

    I like that a squad should suffer when they are on the edge and requestable ammo from the RP is no good in that respect
    The ammo bag is more like a patch now, it gives out ammo very quickly and is easily used up


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  29. #90


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    Re: PR patch 0.756 is out

    Aaaahhh, remebering an older video, I can tell you ReaperMAC, that this magenta/red/yellow flashes definately come from flashbangs:

    youtube.com/watch?v=6KAd8fXk45M

    Anyway, lets see what comes in the next patch and what others think of the changes that were made.

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