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02-22-2009, 06:48 PM #76
Re: Lessons in .85: Things to Pack
As someone who helped oversee some of the latest changes in v0.85, I can say this is simply not true. Although there has been problems in the past in the dev team, the team is stronger than ever and has overcome some major growing pains over the years. Honestly how many mod teams/projects do you know have been together for 4+ years and are still producing and evolving their mod with major releases every 6 months? Is the dev team perfect? Not even close. Is there still many dedicated individuals working as a team to develope a vision of the "perfect" war sim game FOR ABSOLUTELY FREE? More than ever. I believe there IS a clear vision of the mods direction, and even though the team is highly experimental that doesn't mean that vision gets clouded. Have mistakes been made in the past? Yes. Will mistakes be made in the future? Yes. Does that mean the team is going to stop allowing innovative new ideas and stick rigidly to what we already know can and cannot be done? Sorry, but no.PR has no leadership - no clear vision of what PR should be, poor development schedules and worst of all, developers were left to make mod decisions on their own as they saw fit, regardless if it harmonized with anything else. The mish-mash would be jammed into test builds and eventually released to the public with little or no thought to the overall gameflow, strategy, purpose and/or the resulting exploits.
Development schedules for PR have been by far the fastest for any quality BF2 mod to ever be released, I dont think you can ask for much better than that.
This is nothing new. This has been a possible exploit for years. Honestly I have lead squads of all medics in PR for "silly fun" on every release cycle since v0.4, and nothing much has changed - its always been an effective "tactic". Does that mean that the mod is broken and not fun and the only way to win is with 6man medic squads? No. The argument doesn't even completely make sense since he states that the 6man medic squad is the ultimate tactic, yet headshots are the only way to win. How do you headshot someone at range with ironsites?6-man medic squads?
Since this thread talks about the PR dev teams weaknesses and flaws and how much we have failed as a group to fulfill the goals of that group, then I think its only right to talk about TF21 and its potential flaws. What I think TF21 as a group is missing, is that your play experience is based entirely on how realistic YOU want to make the game to be. How YOU interact with the other members of your team and if your playing for the immersive experience or if your playing to be the best, NO MATTER WHAT THE COST. From my experience, too often I think TF21 plays with the latter frame of mind - to be the best, no matter what the cost. Of course if you play with this mindset you are bound to find flaws, exploits and a more gamey way to play, all games have this problem, there is no avoiding it. Certain aspects of the mod of course enhance and facilitate or take away your ability to play realistically, but this whining about the medic squads is unfounded. If you play on a small map, expect rushy, spammy tactics - sorry, that is a player behaviour that has been ingrained in peoples minds for a long long time.
PR I think finds its most realistic gameplay in the 4km maps, where careful strategic decisions and sound military tactics give your team a HUGE advantage over gamey/rush tactics. Its no coincidence that the majority of the new maps planned for PR are 4km (no less than eight 4km maps are in the works, many of which will be ready for v0.9). But the PR dev team has no overall strategy or vision so you can ignore all that :roll:
I dont think you can boil down the types of PR players to just two different types. The world is not that black and white and its simplifying the issue. There are thousands of different opinions on what would make PR a better gameplay/mod.At the heart of this discussion, there are two types of players. Those who want realistic weapons, and those who want a realistic combat experience.
Agreed.Hardcoded aspects in the BF2 engine prevent both of these occurring simultaneously. You can't copy and paste wiki military stats into PR deviation then expect the gameplay to be anywhere close to real. Why? Because BF2 solders have no mass. They can run, jump, dive, and turn without penalty; just a 1/10th movement of your mouse simulates 220 pounds of solder and his gear.
Saying .8 deviation was released while still in development is a bit weird... if you go by this standard, then all the deviation changes ever done was released while still in development, including the .85 deviation.PR.8 was a radical experiment in using deviation to simulate mass and thus change player behavior; an attempt to sacrifice realistic weapons for realistic combat. While it was successful in that regard, it was released while still in development which shattered any hopes from it being perfected. PR.85 stepped away from that approach, returning to a more run'n gun feel. Combined with a myriad of vehicles, overflowing ammo, and overpowered aircraft, this latest version of PR feels like the BF1942 Desert Combat Mod recreated for BF2. Worse yet, even if it were possible to do both, to have realistic weapons and realistic combat, people wouldn't want it. That brings us to the last point.
About the deviation, Ill just say this: I've played PR since near the beginning of its development, and its not the deviation that attracted me to the mod, it was the ideal of a realistic combat sim. I've played through all the various incarnations of deviation and I think most of them had their good points and bad points, one thing I can say for sure is that BF2 is just not a good engine for allowing realistic handling of weapons, but that doesnt stop people from trying. I think .8 deviation overall was better than .85 deviation, but that doesnt stop me from enjoying .85.
I think your evaluation of PR .85 is a bit over-the-top exaggeration, there was not huge differences in vehicles in .8 to .85, and saying its now more like desert combat for BF2 is just some kind of dramatic statement - the mod didnt change THAT much from .8 to .85, I think your personal invovolvement with the weapon deviation is causing this emotional response from you without seeing the bigger picture.
Again I think this goes to just a different perspective. Some people see the glass half full, some people see it half empty. If you take a look at the PR population, you can see tons of players behaving in a really arcade like fashion (yes even on the TG server). But you can also see players using proper tactics and treating it as a more sim-like immersive experience. What kind of experience you want out of the mod is entirely up to you, but you cant deny that PR facilitates the ability to have such an experience. Im sorry that you have lost your ability to put up with the smacktards, but that doesnt mean others have reached that point yet and are still enjoying the mod.Creating a realism mod from the instant-gratification playerbase of BF2 is an effort in futility.
Good luck with that one... dont want to drag a different discussion about new games here but everything I've read about OFP: DR indicates it has a bad case of consolitis and COD4 style "realism". We have little to go off of other than the devs promises, which I have a tough time swallowing after hearing some background information on some of their Lead Developers, openly lying about their work experience to make their project appear more credible. If their willing to lie about their work experience, whos to say they wont lie about the features and direction of the game.Some of us are looking forward to Operation Flashpoint 2 that despite its fancy graphics, is advertising itself as a brutally realistic combat experience. We figure, why push PR into a realistic direction when that's where OFP2 will start.
Originally Posted by Maruk
Well I think its confusing for some, you say its not meant to be taken too seriously, yet inevitably if someone does not have the same view as you, its going to obviously not be "that funny" or seen as "a side order of truth". Inevitably its going to become a discussion thread, which I hope it can remain without tempers flairing but saying its all in good fun, many people (myself included) just found it a bit too OTT, almost as if you were trolling for negative responses to reinforce your point or get a few laughs at the expense of the community. If that WASNT the intent and you honestly looking for some discussion, then I apologize and hope the others in the thread can reply in a mature way too.The OP offered a satirical commentary with a side order of truth. If that's "bashing", I think we've earned it.Last edited by fuzzhead; 02-22-2009 at 07:13 PM.
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02-22-2009, 07:01 PM #77
Re: Lessons in .85: Things to Pack
All I can say is Dispo is right.
I have met high horses in TG before, wierdly enough the Sandbox mostly. and that insiduous 'reputation' that you can get your missives behind the scenes.
To be frank, it is out of order. Follow Disppo's values. And BE TG
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02-22-2009, 07:10 PM #78
- Join Date
- Dec 2007
- Posts
- 35
Re: Lessons in .85: Things to Pack
Thanks for the reply Wolfe.
About bashing, bare in mind that a section on the front of your own website says,
" * abso****inglutely unbelievable how a bunch of kids
* that are admittedly still in high school
* seem to know so much about what is "realistic"
* what isn't. It is a really good thing that I can't
* logon and post over there anymore. Some of the
* stuff they are posting is soooooo fraking
* ridiculous I'm not even sure they believe it
* I've come to the conclusion that I'm gonna
* start telling all the kiddies that PR is
* the most REALISTIC game on the planet
* Yeah, that's what I'll do
* Oh ****'EM, I ain't tell'em ****!!!
I'm sure it's just a dozen private jokes blended together but just like the first post in this thread, it's slightly insulting.
Also, before you play on my sympathy's about what TF21 has contributed to PR. I'll let you read this post in which I made on the PR management forums in November of last year,
"Remember that this is the guy that pioneered the commander requesting system in PR, not to mention the JDAM, helicopter supplies, jeep supplies, and countless other things. Not only this, but he's also an incredibly talented player of the mod in almost every aspect. His clan, TF21, is considered by many PR regulars to be one of the best (bare in mind that this includes Leadmagnet, Wolfe, Reapermac, Rico11b, DeadboyUSMC)."
To answer your first point,
1. I'm going to correct your title by renaming it "PR had Leadership Issues"
Have you looked at the current structure of the PR Development team? It has undergone several changes since the contributing TF21 members left and is currently extremely efficient. Your criticisms are based purely on what it was, not what it is and essentially has been for quite some time.
Management
UK_Force - Management of the PR team itself. The man has over a decade of experience in the British Military and his current role there involves management.
Jaymz (me) - I was essentially "Lead Developer" of 0.85 along with being Lead Audio Artist. However, I actually view my main role as being the liason between the co-ordinators (listed below) and the management team.
eggman - Management of the future direction of PR outside of BF2.
Co-ordinators
Fuzzhead and dbzao - Responsible for all gameplay decisions and changes.
All of those titles were only spelled out post 0.85 release, but it's exactly what we were all doing during it's development.
To answer points two and three,
Your statement "They can run, jump, dive, and turn without penalty" would be completely true when speaking about pre 0.7 non-existent deviation. When talking about 0.809, you know it's not true. When talking about 0.85, it's definitely not true. I quote my previous post,
"A settle time that's twice what it used to be. You don't get that accuracy for five seconds. After a full sprint, you're accuracy for the first few seconds will be worse than it was in 0.8."
How can you call it "run n gun" when there's a five second settle time until you have maximum accuracy. Maximum accuracy not even being as accurate as a soldier could be IRL.
"6-man medic squads"
It appears that you did this on Ghost Train? If so, all you've done is point out an exploit that could be done in 0.809, 0.75, 0.7 etc. Of course you can exploit the crap out of the medic system when there's endless grass to hide in and everybody is spawning within 700m of each other!. There's absolutely nothing new there. I would, however, love to see someone try and pull off a six-man medic squad on Kashan-16 or Operation Archer or Fools Road. Every round in 0.85 that I've SL'd in. I've used fireteams, leapfrog tactics, smokescreen retreats, countless of RL combat tactics to great success. Now, would those tactics be completely negated if I ran into your six-man medic squad on OGT? Of course. Hopefully medic class limitation along with other gameplay changes will help relieve some of the spam factor that currently plagues our 1km maps.
In closing, I'll say that everything is all down to personal subjectivity. Based on your experiences of 0.85, you think it's a step towards arcade land. Based on my experiences, I completely disagree. Only way for both perspectives to be melded is for us to play a few rounds of 0.85 together. But based on your current opinion of it, I see that as being unlikely.
EDIT: I just see that fuzzhead has responded to you as well. Hopefully both our posts help point out the opinion of the PR dev team.
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02-22-2009, 09:21 PM #79
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- Feb 2008
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- 18
Re: Lessons in .85: Things to Pack
For the sake of clarification, it's important to understand the context of the source. It's a quote from one of our beloved U.S. military combat veterans, Rico. You see, while most of us pretend to simulate the reality of war, Rico actually lived it and his opinions about the subject are very comedicly direct. In this case, he was responding to several 13-year-olds on the PR forums who, just because they play FPS games all day, thought they knew more about combat than he did. To razz him further, I made a poll question out of his over-the-top tirade. LOL Rico, gotta love him.
So what appears like bashing, isn't, and really doesn't belong in the overall discussion.
At this point, I think everything that could be said about PR has been said in forums around the world. Like religion and politics, people are emotionally attached to their opinions and no amount of logical reasoning will change their minds nor will it change the shortcomings of the BF engine; it just wasn't made for realism. If PR is successful in becoming its own stand-alone game and the gameplay fits our tactical style, we'll be among the first to purchase a copy. Until then, we'll be stationed at an undisclosed location, waiting for our next deployment.
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02-23-2009, 06:33 PM #80
- Join Date
- Dec 2007
- Posts
- 35
Re: Lessons in .85: Things to Pack
Thanks again for replying Wolfe,
I'm hopeful that we'll be squadding up together in the future. Just have to wait and see what game/mod/engine....
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02-23-2009, 11:43 PM #81
Re: Lessons in .85: Things to Pack
He has a point, the settletime for insta headshot is too short. After 1 sec deviation should the the minimum deviation of standard rifle of 0.8 and current minimum deviation on standard rifles should only be reached after 3 sec or so.
However no matter the engine its the same for both teams, ergo who has better teamplay and comunications is better off.

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02-27-2009, 08:39 PM #82
- Join Date
- Jan 2009
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- 52
Re: Lessons in .85: Things to Pack
Sorry, perhaps I missed the tactical lessons where it was good to stick really close together?
The best squads aren't individual rambos, nor are they directly on top of each other. Army tactics DO NOT work here. This is not a game for "Rangers" or US Army or Marines... this is a game for squads working together like Delta, or SAS, or any of those elite sections.
They ALL know what to do, rarely have to be told, and support each other. Perhaps I didn't say it as clearly, but I know those who actively join my squads would know what I'm talking about.? is around the corner.
? did that come from.
? killed me.
? Who, What, Where. All the time.
The Question Mark.

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02-28-2009, 02:03 PM #83
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02-28-2009, 02:23 PM #84
Re: Lessons in .85: Things to Pack
Yup didn't make sense to me either. Special operations units simply operate in smaller squads and to use them in a full blown Infantry assault would in effect be a misuse. Squads in PR are maxed at 6, that's not an infantry assault squad, not even close. Special operations units operate in numerous configurations 2 man, 4, 6, 8, 12 etc, basically whatever is appopriate to the task at hand. They certainly don't run around on their own mowing down infantry lol. To be honest PR has more in common with a Special Operations style of play then it does with simulating a full blown infantry battle, BF2 simply can't do the numbers. The actual tactics you use are up to you as you go along. Sticking together is sometimes to seen as a good thing in combat so that you can be mutually supporting, provide bases of fire, receive medical assistance, provide security, communicate, exchange ammo, you know work as a unit.
Last edited by Wicks; 02-28-2009 at 02:27 PM. Reason: .
TG PR Admins: Fighting for YOU on the frontlines in the War on Stupidity.
|TG-6th|Wickens


Being Ninja and Lone Wolfing FOB's is what PR:BF is all about, right?....
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02-28-2009, 02:52 PM #85
Re: Lessons in .85: Things to Pack
Having just read all these posts, i have to say i'm slightly leaning in favour of TF21, my experiences in 0.85 have been... Different, to say the least. I saw the humour in the first post as soon as i read it, and i was a little bit annoyed at some of the replies, however i think we all have to agree that in the end, its a free mod and we cant have it tailored to our exact desires. The Player base seems to be rapidly growing with new players at the moment, and i would hope that once it settles down and they get used to the game, the tactical experience may return. I can see where the TF21 guys are coming from and iu have tosay i also preffered 0.8, but that wasnt what the majority of gamers where looking for, and i think the dev team needs to decide whether they want a tight knit community of players who enjoy the experience of realistic tactics and gameplay, or whether they want a much larger playerbase who enjoy a more arcady style of play but with more realistic aspects mixed in. Ultimetly it is up to them and i wish them all the best.
Ollie
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02-28-2009, 03:01 PM #86
Re: Lessons in .85: Things to Pack
I have found the bunching up of players, even experienced players, to be much more of a buzzkill than the increased accuracy of the weapons.
We all have better weapons, this version.
But one of the things mentioned, the fact that last versions tactics become obsolete is one the features I like so much about PR.
Just when you have it all figured out, they change it and you get to learn a new game with new maps and new features.
Kind of like if you went out and purchased a new FPS game every 6 months, only in this case the most it wold could you is a supporting membership in one of the more populated servers.
I paid about 50US for BF2 and have since logged tens of thousands of hours on servers playing that for a year and PR since so to me, regardless of the changes or the fact that medics can be exploited etc, it is still the best game available.
Thank You PR team
But having said that I see great teamwork all the time, on TG and elsewhere.
There are varying degrees of it but it has not become arcadish to me at least.
It seems that the rush of inexperienced players was larger for this release but that only means in 6 weeks or so the remnant of that rush will leave a larger number of PR experienced players.
I thought the OP was a joke but as I continued to read it I found a decidedly negative tone to that goes past any level of sarcasm.
But I also have to say that given the years of automatic abuse of the true whiners, the OP should have been fully prepared to be flamed after creating such a nicely turned out hit piece on the game.
Not to belabor the point others have made, but it is free and while as a player I appreciate all the work that has gone into the mod by past and present members of the development team, I don't think that contribution should provide some kind of immunity given the tone and content of the OP.Ecology as a social principle . . . condemns cities, culture, industry, technology, the intellect, and advocates men's return to "nature," to the state of grunting subanimals digging the soil with their bare hands.
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02-28-2009, 04:25 PM #87
Re: Lessons in .85: Things to Pack
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