-
11-27-2009, 09:06 AM #1
No rally point feedback thread - .874d
Post your feedback on the latest version of the changes here.
-
11-27-2009, 10:16 AM #2
Re: No rally point feedback thread - .874d
Below are the changes and reasons.
http://www.realitymod.com/forum/f380...-part-3-a.html
On a personall note: I like the sound of this and glad they took on board all the positive critism, especially to do with the SL and rally (and very glad they spotted the 'are you ready', or other adminy nonsense/rally as radar, almost innate change in behaviour of the SL to maximise his/her effectiveness for the squad), and the effect of the rally in an over game dynamic sense. Although TG is not the only server testing, I do feel TG members contributed a lot to the effort and thought process, so I am glad for all of us. Well done people! It makes me feel good to be a member of this community as much as PR as a whole and the game we all love. Looking forward to testing this one a lot! Finally, good to see NERDS around and hope you had fun trying out PR again, please feel free to get used to the new PR and ask any question; we are all in it, together!Last edited by Taip3n; 11-27-2009 at 10:36 AM.
-
11-27-2009, 10:36 AM #3
Re: No rally point feedback thread - .874d
I already posted the above information in the following thread
I just ask people to read, that's all.
Let's keep speculation out of this thread and instead focus on actual game play feedback.
Thanks
-
11-27-2009, 12:33 PM #4
Re: No rally point feedback thread - .874d
Has anyone noticed if the SL getting revived after the kit times out refills the rally like other equipment gets reset?
Just because everyone does something does not mean that it is right to do.
-
11-27-2009, 12:53 PM #5
Re: No rally point feedback thread - .874d
BF3 is a good game, and when they finish it, it may even be a great game.

-
11-27-2009, 01:10 PM #6
-
11-27-2009, 05:18 PM #7
Re: No rally point feedback thread - .874d
Don't see a reason for that to happen, it has nothing to do with the kit the SL is using. If that's happening it's a bug.
-
11-27-2009, 05:24 PM #8
- Join Date
- Mar 2009
- Posts
- 172
Re: No rally point feedback thread - .874d
Mh I dont like the idea of making the RP a radar. I always like to sneak around with my guys and this could kill it, if the enemy is realizing his possibility to place a rally.
-
11-27-2009, 06:55 PM #9
Re: No rally point feedback thread - .874d
Playing a round earlier, it seems possible there may be some issue with firebase overrun system.
Multiple firebases were overrun for 10-15+ minutes when it seemed enemy were not present.
I haven't watched the record of the match and there may have been people close enough(although it seems doubtful considering the prolonged amount of time and number of locations it happened at), or I may be underestimating the range for overrun.
I want to see if anyone else notices similar occurrences.|TG-12th| Namebot

-
11-27-2009, 07:04 PM #10
Re: No rally point feedback thread - .874d
I see no purpose to this change, especially for insurgency. It never made sense in my mind for any of these betas.
Lowered maximum spawn penalty from 60 seconds to 45 seconds.
-
11-27-2009, 08:27 PM #11
Re: No rally point feedback thread - .874d
Yeah I had a similar thing today. While defending a flag with no enemies around our firebase, it was still overrun for a long, long time and even though it was completely built, I could not place any wires or foxholes or hmgs. I thought that it was just a bugged firebase and destroyed it completely and build a new one close by. Still overrun.
-
11-27-2009, 09:09 PM #12
Re: No rally point feedback thread - .874d
I really enjoy the latest beta, ignoring a couple of the technical bugs that have emerged regarding FBs etc.
but I really like that the RP has been demoted to such a rare asset.
The only thing is I get super annoyed with squad members who go on and on about rallies when we're in contact, its like "oh I died, now I want the whole squad to run 100m away so that I can spawn"
either they don't understand the changes, or they just want to spawn straight in to the fight.
Though I'd personally love the no-rallies from beta B, and all the other changes from D to be combined for win.
-
11-27-2009, 10:31 PM #13
-
11-28-2009, 12:13 AM #14
Re: No rally point feedback thread - .874d
FO issue was a bug and is already fixed on the server.
-
11-28-2009, 02:51 AM #15
Re: No rally point feedback thread - .874d
I don't know if thise should go in here but after playing qwai CnC I noticed one major problem.
This is more of a CnC problem but to finally cause the bleed you basically have to camp the enemy main, and hope they dont build an FB in their main 50m away from the CO post or you can't kill it. If you dont camp their main then that single logi truck that gets out can make the most useless and randomess FB ever but if your team can't find it then you never get the other team to have bleed. At one point during the round the USA team was finally able to kill off all of our FBs but they were only able to do this by surrounding the main and camping it.(Note I am not putting any blame on the team since this was the only way to get any action and start the bleed which everyone wanted) The effect of this is that even with one team dominationg CnC is still very hard to win since yo need all 6 of your FBs up and all of the enmy ones down. I would reccoment to the DEVs that you need to have lets say triple the number of enemy FBs or something like that to cause bleed.Last edited by chrisweb89; 11-28-2009 at 03:45 AM.
|TG-69th|chrisweb89









Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)










Bookmarks