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11-13-2006, 10:52 PM #46
Re: Project Reality Mod v0.4 First Impressions
I think there is somewhat of a learning curve: tags/uniforms, kits, maps, etc.
I led a learn_tg squad for a few rounds and tried to avoid overcrowded CPs (where 2 friendly squads and one or more hostile squads are fighting). This, I think, is even more important with PR (considering weapon damage, friend/foe ID, etc). I thought it worked well.
One thing though, one squad member noticed that he could see the SL, but not his squadmates on the minimap. Dunno if anyone saw that.
I like this mod so far.
DB
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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11-14-2006, 12:12 AM #47
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11-14-2006, 12:12 AM #48
Re: Project Reality Mod v0.4 First Impressions
That was the biggest thing I noticed right away was the whole friendly/foe identification. You just cannot tell if the person is friendly or hostile. Like Coridon said, I don't know how many times I had to look on the GPS map and see if he showed up on it or not. If he didn't, fire away. Perhaps they could have made the uniforms a little more distinguishable. I know I know, in real life one side is not going to have dark camos and the other side light camos. But come on....
Another thing that was funny was when Dark Viper kept asking me for ammo, and I was like uhhh...I'm grenadier. Only the rifleman has ammo. Well you had to be there.
As long as we can work out all these server crashes I think PR will do just fine here. I thought opening night went splendid regardless of all the hiccups.|TG-12th| jmaker

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11-14-2006, 12:54 AM #49
Re: Project Reality Mod v0.4 First Impressions
If we could somehow teak the spawn timer just a wee bit, this mod would rock in a real big way. Even as it is, it's the most fun I've had in BF2 in a while. Even Spies and Fallen get old, i guess.




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11-14-2006, 01:09 AM #50
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11-14-2006, 01:11 AM #51
Re: Project Reality Mod v0.4 First Impressions
It's a tad too long, IMO. 20 seconds or even 25 would make a HUGE difference.
Edit: One more thing - The constant map votes are annoying. I know I could just opt myself out of voting in the game settings, but sometimes it's important. Is there a way to limit the numbers of votes per period of time?



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11-14-2006, 01:16 AM #52
Re: Project Reality Mod v0.4 First Impressions
the capture logic, to prevent against lonewolves, requires a full squad to be in the area to have any sort of success at capturing a point. The one problem with this is (at least until someone gets the Quatermaster so we can unlock the armory) that even if you decide to leave some guys on the perimeter trying to provide cover for those vulnerable the other side has a good chance of respawning before you have a chance to neutralize the flag. I dont know how much we want to fiddle with it but because we request people to squad up maybe we can speed up the time it takes to change control of a point.
As for the coughing, dizziness, and everything else that happens when shot. Im for it. It only happens when you are severly injured and the dizziness kicks in when you are about to die. Though I have never been shot at by anything larger than a .22, I am pretty sure you would not be fighting with any sort of effectiveness if you are about to die from your wounds.
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11-14-2006, 01:24 AM #53
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11-14-2006, 11:08 AM #54
Re: Project Reality Mod v0.4 First Impressions
I go in this mod looking for simulation and i leave with all smiles.
I need not explain no more.
The concept of seeing a human object, determing if they are friendly or not is all about what the real pros train for.
The ultimate bad thing and dishonor is to kill your own allie. Hince the reason for the team kill to show up.
IMO the mod makes the drama supper intense without the tags.
In vannillia it was like a war movie that was totally not possilbe.
In PR it is like a war movie that is (Saving P R)
For me the gameplay is right on.
Early today I seeded the server and was playing around. I was in a little bird and the pilot had me flying over a fire fight. I had to check my fire cause I could not make out friend or foe. For me this was super awsome gameplay and the opposite of frustration. I finally made out a tango and focused on them.
The game also, lets you know when your doing team damage and the check your fire comes up on spam, so that should help out.
When the next patch comes out, look out.
P.S. aculle01 rules!(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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11-14-2006, 11:31 AM #55
Re: Project Reality Mod v0.4 First Impressions
I want to pick up this issue with my first impressions, but first I have to say that this mod has gotten some amazing things just right, among others:
-sound
-no more stealing of complicated military equipment
-infantry maps
-weapons (scary stuff) are soo deadly
-Tanks have a driver + two gunners. An awesome change I've longed for.
-Tanks can be taken out by at in one shot: tough, but real.
Then a few Items I am doubtful over wether they are good:
-Not being able to see you team icons in the playfield. I get the reasoning, but is the engine suited for this? In America's Army you could use different elements of the silhouette to identify long range targets. Bf has to many different uniforms and colors on them to really ID an enemy. You have to look at the map and see if the spotted soldier is on it. I haven't heard of such a device in RL. The indicators IMO make up for the poor situational awareness a computerscreen gives you. In RL you have at least 5 senses to keep track of the situation (e.g. if your teammates smell very bad, you don't even have to look where they are to know it). On a pc you have 2. That said I can live with it and will probably adapt my playstyle.
-Minimap: nice design, pretty confusing.
Now I'll move to the biggest problem in the game: Flag logic and spawnpoints.
I'll illustrate by talking about last night's last round with Egoatboy SL, Ash on other team. We were on a map with a square, had taken it back. Then the foe got on top of the buildings around square. Now they weren't taking the
flag. We would spawn in middle of the square every time.
-Note: problem one = only one spawnpoint per CP
They just mowed us down before we could stand up even. This game has one spawn per flag. All it takes is one guy spawning and you've learned the spawns. Aim at spawn ===> killstreak pwnage woot!
We were mowed down on square because the spawnpoint was in a very poor position.
-Note2: Very poor positioning on a lot of CP's.
We also saw this on an earlier map with egoatboy. We were defending the dam taken from kubra. And our spawn was on the bottom only. Lots of climbing to do + practically trapped us in the valley.
-Note3: capture times for flags.
If you wipe out the whole defending squad on a cp, they will respawn right on the flag with you by busloads. Huge problem imo, I hope the TG devs can change this by changing one variable per map and not per flag.
Well thats it for gameplay aspects for now. I do have one rather important remark. I dug up the thread for you: http://realitymod.com/forum/t6476-gameplay-speed.html
The discussion is pretty pointless there to me (about runspeed which is fine in poe for me). The interesting part is the philosophy the devs write in this thread. Apparently their mod is supposed to be very realistic bot NOT TACTICAL. Read it up they really say that. Most of the people take him up on this because they see an inherent flaw in this reasoning, as do I. I thought BF was a game that looks real but plays arcade, we dont need more of that. I hope the devs see the error of their ways before it's too late, because there are so many fine features in the mod. You cannot cater to two crowds (rambo and tactical) in one mod.
Signing off with good hopes for this mod.What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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11-14-2006, 12:52 PM #56
Re: Project Reality Mod v0.4 First Impressions
Good points Al with regards to the flag caps/ spawning and such. I was in your squad and I agree with the horriable spawn placment.
The defenders do have a little bit more of an advantage, but it works both ways.
I did not use the H.U.D. much before, so i am adapting well to the no tags.
I just got through playing some four on four flag cap and defense and it was great.
Super stealth and patience wins the day.
It was awsome to see the GR rounds hitting and seeim the enemy fly back.
After words, I would say one down.
I got my first Spec OPs tank kill.
I put down two SLAMS and 15 seconds later, no more tank. lol.
I also had a awsome sniper duel with my G louncher kit.
The cool thing is that you do not know if you got them or not at far away distances.
Like I said guys, play the game as if your life was in jeperody and it gets a lot better.
Constant communications is parimount.
I am behind you
I am spawning on you
tango down
tango running behind bunker
shots fired south.
I would like to play with 32 hard core players and see how that goes.
Right now, the less the better.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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11-14-2006, 08:34 PM #57
Re: Project Reality Mod v0.4 First Impressions
I like not being able to see the tags and having to distinguish between friend or foe. This is very helpful if your trying hide from the enemy and he cant see you becuase theres No big red tag above my head wether im in the grass or behind a wall. Also I've never had a problem being able to tell the enemy apart from the friendlies. I can easily tell by the way there dressed, vehicle they approach in, or direction they come from. Using the mini map is also vital obviously.

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11-14-2006, 09:01 PM #58
Re: Project Reality Mod v0.4 First Impressions
Not feeling the complete lack of health status.

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11-14-2006, 09:34 PM #59
Re: Project Reality Mod v0.4 First Impressions
That is another thing I don't get. In real life, if I was shot, I would probably know how badly. I would know if I was hit in the foot or arm or chest... The medic fixing me up should probably know too... at least I pray he would. Engineers should know when they are repairing how badly the thing they are repairing is damaged also.
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11-14-2006, 09:55 PM #60
Re: Project Reality Mod v0.4 First Impressions
Guys, please remember that this is a .4 release. There is probably still a lot of things they are tweaking.




-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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