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Discussion: Project Reality / PR:BF2 - Your .8 Impressions - Ill do a copy of disposables. Maps: A I love the new maps and i
  1. #16

    tralicrifleman's Avatar

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    Smile Re: Your .8 Impressions

    Ill do a copy of disposables.

    Maps: A

    I love the new maps and i am definatly thrilled they finaly got some new ones. One thing i wish they did was take out some of the old small maps like ejod and OGT. Those maps are so small that you cant really randomize where you put your rally points and they end up getting found quick. Along with the fact the new bunker system doesnt exactly work with them. The changes to ejod did hald but its still veryt bad conpared to other maps.

    As far as the new maps go.

    Korengal vally: Incase you didnt know this map has very few cache spawns and i just finished a game were a guy in my sqaud knew right were everyone was we won with more then 200 tikets left. Its a beutiful map but it wont be fun in a few months. B

    Mutarha of however its spelled: Best map every. I started playing Pr in .5 and the first version was my favorite map up until this one came out. It has proven that a sea assult can be done without the map being unbalenced and one team winning every time. A++

    Operation barracuda: A solid map. The attack hueys are very fun and unlike anything else in PR. One problem is that a smart US team will win every time. The US need to deploy firebases and get everyone set up then assult not just zerg the flag at the begining. This map seems to promote some good tatics on the Us side, but could use some balence for play when there is not a commander or teamspeak involved. A

    Ramiel: I am trying to be fair on these insurgency maps but i just dont like insurgency at all. anyway mroe on the at later. Ramiel is a great map. It has the same problem as other insugency maps with the lack of cache positions but it is not nearly as bad in this huge city. Not much to say. B+

    Tad Sae: I love this map it is definatly a favorite of mine. Whhile it didnt bring new things like aas 3 along it did somthing simply brilliant which is jungle combat on a big scale. I am very good at thist type of combat so i am slightly biased at this map but i do have a tip. Be aggresive. Defending on the flag means you get slaughtered. Get out of your foxhole and fight! Now about that Combined arms Jungle combat... A

    Game modes: A+ for c&c B- for insugency and A for AAS

    C&C simply awsome. Nothing more to say anyone who has played this game mode knows what im talking about. its a whole new game my one recomendation would be a defense marker on there main when we can cap it. Would allow for more players in the field and would end the random losses of main that keep happening.

    Insugency: I never really like insugency. Something about going to the red diamond. Shooting under equepted guys, knifing a rally and then runnign around for five minuets only to decided its gliched and doing it again just turns me off. Maps also have the problem that there are not enough cache locations.

    AAS: AAS3 really needs to be applied to more maps before i could draw any conclusions. Seems like a great way to increase re-playablity so far tho.

    Game Play: A

    Most of the new fetures were good. the new animations and and rules slow down the game and make it more realistic. The first few days it was just frag spam but then peaple started to learn how to shoot straight and the frag span has mostly died down. One thing i dont like is the 400m firbbase rule. On many maps this just doesnt work. I would recomend reducing it to 200m for normal modes. And increasing it to 450m or 500m for C&C. The adition of some artilery other then jdams was good and made it eisier to balence maps. The mortor and artillery could use a few more shells falling faster but other then that the gameplay improved.

    Animations: B+

    They definatly did there job of slowing things down. They still annoy me sometimes. I think if i heard an insugent come into my room while i was reloading i would load it a bit faster then they do ingame , but then again i have never reloaded or fired a gun. The Auto rifle animations could be worked on a bit, but atleast they tried to find a solution to the problems with the kit before.

    Sounds: A+

    Once again sounds have improved. i dint think it was possible. the sounds wetre already SO much better then vanillia. The first time i heard a frag i was so mesmerized that i threw the rest and then my ammo abg down just so i could here it again. PR = SOUND AWSOMENSS

    Vehicals: ?

    Havent got much time i vehicals. The one time i did tanks the smoke from the muzzel blast lagged me some much that when we charged another tank i missed him at point blank range because i couldnt tell what was going on. transport helos seem the same as .75. I flew and atck chopper a few times and they seems similiar to .75 as well. I flew the two seater jets on quingling tonight and didnt get much experiance in them other then that the chinese one is imposible to land and that its a very steep learning curve for your back seater.

    Overall: A+( how could i give it anything else its awsome

    Have to agree with disposable that this is a awsome version and that ic ant imagine what they are gunna do for .9. Everything i wanted to be in .8 was there.

    exuse my spelling i know it sucks, and yes english is my first language. I just suck at it.

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  3. #17


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    Re: Your .8 Impressions

    I like SOME of the new music, but many of the tracks (in particular, the one for Muttrah) seem like wasted potential. I've found that a particular musical phrase starts to grate after more than two repetitions, and if you listen to that song each phrase repeats--without variation--four times without fail.

    But .8 rocks. So much.

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  5. #18

    kevlarorc's Avatar

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    Re: Your .8 Impressions

    I can do a pretty good impression of the medic but the voices are all relatively the same so it may be hard to distinguish from other classes...



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  7. #19

    KORdaemon's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by Mobius007 View Post
    I would love to see better damage physics in PR. For example if the tail of any helicopter is shot enough/severely damage, its done, putting the chopper into a barely controllable spin.

    Same for airplanes, not every missle will fully destroy a plane, especially A-10s, they should be crippled, enough to maybe land with a skilled pilot/have enough time for pilot to bail.
    i second that, but apparently, there is a mod that lets helis spin out but it doesn't work on multiplayer (too laggy i guess). or so i've heard.

    also, there should be better bullet penetration. i don't know much (anything) about modding or anything but while i was looking through the BF2 files i found a nice little file about bullet penetration physics but i'm not exactly sure how it works or even if you could do anything to change, say, bullets penetrating wood (which is apparently bullet proof atm).

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  9. #20

    [R-PUB]bosco's Avatar

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    Re: Your .8 Impressions

    The choppers spin out of control on local, but it doesn't work online.

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  11. #21


    Delta*RandyShugart*'s Avatar

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    Re: Your .8 Impressions

    I am loving PR, who designed the drum n bass song that i think is on the loading map of qwai? I would love to get that MP3, it would make for a really cool ringtone.

    I think the Dev's have done a great job with this, how much more attention to bullet physics and demolition graphics for aircraft do we need? I'm no scientist, and yes sometimes the little things do matter but look at all the hard work these guys have done, its awesome.

    The one caveat I have, is with the insurgent map of korengal, there are two things i have noticed.
    1. You have to basically have your face and shotgun up against the chain locks on doors, in order to blast them open, or litterally standing at an angle up close and personal to blow them open, and sometimes it can take up to 3-4 shotgun shots to get the darn thing to swing open.
    2. The cache placements for the insurgents do not change at all, yes they pop up here and there but unlike al basrah they do not change and already those who have played the map a bunch already know exactly where they are.

    Other than that, awesome work, korengal is a great map that doesn't really need any tweaking other than the randomization ammo caches.

    From the handful of maps that I have played, the HD quality is Superb! And the Arma Sound effects which I thought were a tad much when I first heard about them, fit perfectly, and only adds to the realism!! (Plus I am glad I don't have to dl the add-on).

    All around great job, especially since you are all volunteers, in the opinion of this Tactical Gamer member, I am very happy and satisfied with the release.!
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  13. #22

    Cyrax-Sektor's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by Delta*RandyShugart* View Post
    I am loving PR, who designed the drum n bass song that i think is on the loading map of qwai? I would love to get that MP3, it would make for a really cool ringtone.
    Deadfast made an unofficial PR .8 soundtrack with the loading music in .mp3 format: http://www.realitymod.com/forum/f10-...oundtrack.html

    Track List:
    -----------
    01 Main Menu.mp3
    02 Afghan Uprising.mp3
    03 Cover.mp3
    04 Battle Formation.mp3
    05 Dune.mp3
    06 Hunting Taliban.mp3
    07 Heavy Resistance.mp3
    08 Desert Heat.mp3
    09 Prosperity.mp3
    10 Terracotta.mp3 <-- Qwai loading music.
    11 The Reality Check.mp3
    12 Bi Ming.mp3
    13 Disciple Chinese 1.mp3
    14 Disciple Chinese 2 (Night).mp3
    15 Disciple Chinese 3.mp3
    16 Disciple MEC 1.mp3
    17 Disciple MEC 2.mp3
    18 Disciple MEC 3 (Night).mp3
    19 US Loading Music.mp3
    20 Nostalgia.mp3
    21 The Battle for Qinling.mp3

    The new animations helped the immersion into the game, and they're great.

    Insurgency changed, and civilians are kinda off. I understand they were given a longer spawn so as to not run into enemy fire. I hope they see some adjustments.
    Medic - If you can feel, I can heal

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  15. #23

    Mobius007's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by KORdaemon View Post
    i second that, but apparently, there is a mod that lets helis spin out but it doesn't work on multiplayer (too laggy i guess). or so i've heard.

    also, there should be better bullet penetration. i don't know much (anything) about modding or anything but while i was looking through the BF2 files i found a nice little file about bullet penetration physics but i'm not exactly sure how it works or even if you could do anything to change, say, bullets penetrating wood (which is apparently bullet proof atm).
    I'm no developer by any means, but I wonder how just making rudder on the helo stick to one side when shot up cause lag...

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  17. #24

    NerdyDodge's Avatar

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    Re: Your .8 Impressions

    The longer reloading times make running out of ammo in a close range firefight particularly dangerous. I am forever reminded of a scene from Saving Private Ryan, I sometimes wish I could throw MY helmet after hearing the ominous 'click click' of an empty mag.

    [MEDIA]http://www.youtube.com/watch?v=nif7Z4APKvY[/MEDIA]



    'Forward, the Light Brigade!
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  19. #25

    Mobius007's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by NerdyDodge View Post
    The longer reloading times make running out of ammo in a close range firefight particularly dangerous. I am forever reminded of a scene from Saving Private Ryan, I sometimes wish I could throw MY helmet after hearing the ominous 'click click' of an empty mag.

    [MEDIA]http://www.youtube.com/watch?v=nif7Z4APKvY[/MEDIA]
    Hey, at close range, that helmet could kill someone! I say do it!

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  21. #26

    Mnam's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by NerdyDodge View Post
    The longer reloading times make running out of ammo in a close range firefight particularly dangerous. I am forever reminded of a scene from Saving Private Ryan, I sometimes wish I could throw MY helmet after hearing the ominous 'click click' of an empty mag.

    [MEDIA]http://www.youtube.com/watch?v=nif7Z4APKvY[/MEDIA]
    the closest thing u have to throwing a helmet is a knife

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  23. #27

    TMan's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    My take on .8 (to date):


    Maps:

    Operation Barracuda: I have a love-hate relationship with this map. The detail on this map is a close second to Muttrah. The tunnel systems, the multiple level waterfall, the coloring of the sky and lighting - this map is visually stunning. However, the level of frustration experienced when playing on the US side on most rounds is excruciating. The level of coordination, teamwork, and patience required by the US team makes being successful on this map very, very difficult. Again, due to the AAS3 that works on this map and the challenges it presents, Barracuda is a map that will not grow stale in the rotation no matter how many times it is played.
    I love .8

    I want to see some modification to Baracuda. Great map - poorly balanced for public play. This map needs some modifications on the force stucture.

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  25. #28

    Belhade's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by Mnam View Post
    the closest thing u have to throwing a helmet is a knife
    Or you could take your rifle and whack him over the head with it.
    |TG-6th|Belhade
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  27. #29

    llPANCHOll's Avatar

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    Re: Your .8 Impressions

    Speaking of the Music in PR.. what I would really like is the "SUICIDE CAR" music.. now that would make an awesome ringtone

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  29. #30

    kevlarorc's Avatar

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    Re: Your .8 Impressions

    Quote Originally Posted by llPANCHOll View Post
    Speaking of the Music in PR.. what I would really like is the "SUICIDE CAR" music.. now that would make an awesome ringtone
    C:\Program Files\EA GAMES\Battlefield 2\mods\pr\objects\objects_client.zip\Vehicles\comm on\carbomber_horn\sounds\rebel_win.wav

    I'm sure there's a program out there to convert it.



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