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Discussion: Project Reality / PR:BF2 - PR 0.8 changes - Originally Posted by w.WAREHOUSE BUT! I think the commander can still destroy the asset and
  1. #16

    Alpha_s9's Avatar

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    Re: PR 0.8 changes

    Quote Originally Posted by w.WAREHOUSE View Post
    BUT! I think the commander can still destroy the asset and another non-tard squad leader can build it elsewhere
    Yes but then the aforementioned tard can redeploy another? This one worries me too... but nothing a little kick/ban can't fix right?

    As for the rally points... that's the one that scares me the most. Sounds like if a full squad runs within 30m of your rally it just disappears, even if they don't know it's there? That pretty much limits you to placing rallies in low traffic areas. I can see the good in a full squad being able to sweep a treeline to eliminate any rallies nearby, but on the smaller maps isn't this really going to limit the rally points? Maybe that's the purpose... less rallies means more logistical problems, which will probably lead to full time transport?

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  3. #17

    Ferris Bueller's Avatar

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    Re: PR 0.8 changes

    Negative. Re-read it. You can deploy forward operations bases as a SL if there is NO CO. If there is a CO, he has to give approval, just like old times.

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    Re: PR 0.8 changes

    Quote Originally Posted by Ferris Bueller View Post
    Negative. Re-read it. You can deploy forward operations bases as a SL if there is NO CO. If there is a CO, he has to give approval, just like old times.
    Sorry, that's what I meant. In a scenario where there is no commander, every SL thinks they know the best place to put a FOB.

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  7. #19

    Alpha_s9's Avatar

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    Re: PR 0.8 changes

    Here's another question... what happens when a LB with 3 or more people flies over a RP in .8? Or a jeep... or anything that transports for that matter.

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    Re: PR 0.8 changes

    As I understand it, the rally points were meant to represent supply lines anyways, and if an enemy squad is able to put half a squad on a patrol inside your supply lines, you've got problems.

    I'm curious to see how it'll turn out... I don't think the "overrun" mechanic is going to do much but remove the rather arcade like scenario where a squad is spawning in to create a defense at their rally point. I think the end result will be that rally points will simply not come into play, and you won't have to worry about being spawn killed at them because they simply aren't meant as defensive positions like bunkers and firebases. Personally, I think the ability to place them at any position on the map (instead of outside the arbitrary 100m zone around flags) is going to be a bigger difference, since you'll be able to use a flag that is out of play as a fairly safe spawn position. As well, dense city maps like EJOD are no longer going to have only one or two possible rally positions within the city. Not being able to set a rally for 2 minutes though... that'll be interesting.

    I wouldn't be surprised if offensive rallies started getting placed further away from the point being attacked to avoid an enemy patrol accidentally stumbling on them and the squad being out of commission for the 2 minute span.

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  11. #21

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    Re: PR 0.8 changes

    Quote Originally Posted by starstriker1 View Post
    As I understand it, the rally points were meant to represent supply lines anyways, and if an enemy squad is able to put half a squad on a patrol inside your supply lines, you've got problems.

    I'm curious to see how it'll turn out... I don't think the "overrun" mechanic is going to do much but remove the rather arcade like scenario where a squad is spawning in to create a defense at their rally point. I think the end result will be that rally points will simply not come into play, and you won't have to worry about being spawn killed at them because they simply aren't meant as defensive positions like bunkers and firebases. Personally, I think the ability to place them at any position on the map (instead of outside the arbitrary 100m zone around flags) is going to be a bigger difference, since you'll be able to use a flag that is out of play as a fairly safe spawn position. As well, dense city maps like EJOD are no longer going to have only one or two possible rally positions within the city. Not being able to set a rally for 2 minutes though... that'll be interesting.

    I wouldn't be surprised if offensive rallies started getting placed further away from the point being attacked to avoid an enemy patrol accidentally stumbling on them and the squad being out of commission for the 2 minute span.
    You're right... i had already forgotten that we won't have to be 100m out to set a rp anymore. I'm anxious to see it in action... I just think that there are some major playstyle changes in store for us with 8.

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  13. #22

    w.WAREHOUSE's Avatar

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    Re: PR 0.8 changes

    Quote Originally Posted by WDT_Alpha_s9 View Post
    Here's another question... what happens when a LB with 3 or more people flies over a RP in .8? Or a jeep... or anything that transports for that matter.
    LOL we'll have to test that saturday! maybe we can have a low-flying Littlebird squad called "MineSweepers" and just buzz the ground blasting rallies, lol.

    One thing is certain, you definitely wont see many rally points hidden on the side of the road where jeeps and apc's drive by!

    as to the post regarding RP's placed anywhere: can you say "party in the panic room" dirtboy?
    |TG-X|WAREHOUSE

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  15. #23

    Portable.Cougar's Avatar

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    Re: PR 0.8 changes

    Vehicals are not able to destroy rallys. The troops must dismount for it tp work


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  17. #24

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    Re: PR 0.8 changes

    Quote Originally Posted by Portable.Cougar View Post
    Vehicals are not able to destroy rallys. The troops must dismount for it tp work
    Phew!

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  19. #25

    w.WAREHOUSE's Avatar

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    Re: PR 0.8 changes

    I'm going to laugh when someone runs over a mine or something and team kills 6 guys near their rally and it disappears...we should vote on the first person that is most likely to do this I'd vote for Turkish, flying a huey, while drinking a beer.
    |TG-X|WAREHOUSE

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  21. #26

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    Re: PR 0.8 changes

    sounds pretty good, some things sound iffy but .85 will get out all the kinks you know what i'm sayin?

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  23. #27

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    Re: PR 0.8 changes

    TBH, the changes sound like they will only make a small difference to gameplay. If I recall correctly, the changes at 0.5 and 0.7 were a lot more significant.

    The MAIN difference to me (and the reason I'll be coming back to play PR) will be the new MAPS!

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  25. #28

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    Re: PR 0.8 changes

    think 50 m is too large for the rally thing.......... some of the others seem a bit ott, like a 10 min spawn for a hat kit............nawwwwwwwwwww
    Gerardnm

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  27. #29


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    Re: PR 0.8 changes

    Quote Originally Posted by Nero View Post
    TBH, the changes sound like they will only make a small difference to gameplay. If I recall correctly, the changes at 0.5 and 0.7 were a lot more significant.
    These are some pretty significant changes, and I don't think I'd be violating any NDAs by saying that the overall pace of the game is going to slow down considerably.

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  29. #30

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    Re: PR 0.8 changes

    Quote Originally Posted by Nero View Post
    TBH, the changes sound like they will only make a small difference to gameplay. If I recall correctly, the changes at 0.5 and 0.7 were a lot more significant.

    The MAIN difference to me (and the reason I'll be coming back to play PR) will be the new MAPS!
    Hey Nero, welcome back!

    Honestly, I think the biggest changes are the ones that aren't listed: deviation changes, animation changes, movement speed changes. These small differences in infantry gameplay will a have huge impact on the way the game is played. And when the infantry gameplay is changed, it will have a cascading effect on all the other roles.

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