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02-26-2007, 04:20 PM #16
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02-26-2007, 04:29 PM #17
Re: Project Reality v0.5 Feedback
WhiskeySix: v0.6 will no longer have server messages for AAS. Instead, we will see 'markers' for the CPs that you need to capture and defend.
It will be ALOT more clear and also clean up the HUD a bit more.
Thanks for all the feedback
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02-26-2007, 04:38 PM #18
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02-26-2007, 04:56 PM #19
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02-26-2007, 05:05 PM #20
Re: Project Reality v0.5 Feedback
I think that we need to restrict the limit on sniper and marksmen kits. That is asking for "ME-PLAYERS" to just run off and do there own thing and camp a spot the whole time and pick people off while not help out capping flags.
Dont get me wrong, there is a small need for snipers but when you see on the top left corner that the QM cannot issue a sniper/marksmen kit a thousand freaking times..it gets old because you know somewhere out there, a squad is gonna need some help securing and capping a flag.
Wow that felt good to get off my chest. I mainly wrote this because I am ALWAYS on the recieving end of a snipers bullet...that is why I take EXTREME satisfaction when I sneak up behind them and knife them
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02-26-2007, 10:51 PM #21
Re: Project Reality v0.5 Feedback
Orginally quoted by the PR Wiki:
Limited Kit Quantities
The number of kits available is adjusted dynamically based on the number of players on a team. The figures below represent the v0.4 default settings for kit availability.
8 players or less on the team = 0 Sniper , 1 Marksman, 1 Support, 1 AA Rifleman, 1 Heavy AT
16 players or less on the team = 1 Sniper, 1 Marksman, 2 Support, 1 AA Rifleman, 1 Heavy AT
24 players or less on the team = 1 Sniper, 2 Marksman, 3 Support, 2 AA Rifleman, 2 Heavy AT
32 players or less on the team = 2 Sniper, 2 Marksman, 4 Support, 2 AA Rifleman, 2 Heavy AT
Retrieved from "http://prguide.realitymod.com/index.php?title=Kit_limiting"
End quote.
With 32 warriors in your platoon, you have 2 snipers and 2 Marksman. This sounds fair to me.
Ideally they would be in a sniper squad and used effectivily to support grunt squads.
_______
I would like to thank the PR team for the awsome work they did on the APC and the spawn mechanizms.
Spawn: Definitly slows things down a lot. I love how the REMFs complain about marching all the time. Love it.
Also, spawn killing in a CP is no more. Love how you guys 86 that. Forces the real snipers to do more hunting.
Granted, spawn killing in a UCB is still agaisnt the TG server rules.
With the A.P.C. they have a whole new meaning on the BF. Being in a APC squad is really fun stuff.
Man, the zoom for the gunner is awsome. How did you guys do that?
The splash damage on those things are great for supprisive fire. I do not want to get too much into, but the A.P.C. is the most important ground resource to the team.
__
I hope you guys continue to strife for more and more realism.
I look forward to the mortors, the new CO, and all the extra goodies.(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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02-28-2007, 10:49 AM #22
Re: Project Reality v0.5 Feedback
We still have an issue with commanding, we seem to have very few people willing to command, I would do it but I just love the grunt job. And sitting 1 hour as a commander is honestly not that fun.
There was a suggested solution discussed here a while back.
Would it be possible for officers in every squad to be able to see the way points of all other squads? This would limit the handicap if you dont have a commander. If they could talk to each other it would be perfect.
Or would it be possible to make one of the squad leader a commander or give the commander a squad. Somehow we need to give the commander fun things to do. I know TG do not like commanders that participate in battle but some of histories great commanders did just that, and its not like its a general anyway more like a 1st Lt. We dont need a gungho commander, but a commander that can help defend a CP with a few squadmates and shoot a few bullets now and then. I think some changes could make the commander position more fun.
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02-28-2007, 12:38 PM #23
Re: Project Reality v0.5 Feedback
RedBane, the PR team is completly reworking the Commander for .6.
Orginially quoted from eggman from the PR forums... uhh, this one:http://realitymod.com/forum/showthre...ight=Commander ((post numba 15))
"In v0.6 a Commander will need a small squad supporting him due to the nature of the activities he will need to perform to assist his team. Teams without Commanders will be heavily disadvantaged over team with Commanders. The nature of the changes will depend heavily on some teamwork between the Commander and a few team mates.
I am *hoping* that what we see is guys who play PR who do nothing other than play Commander most of the time. With say 20 servers running and populated .. that means we need to have ~40 guys who are good at Commanding. Right now Commanding is so boring that there's not many folks who actually play it. Hopefully we'll get it interesting and there will be some folks up to the challenge"
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Thank Aries.
IRL a standup mechanized unit is completly disfunctional without one.
NO C.O., NO WAY in .6(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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02-28-2007, 01:00 PM #24
Re: Project Reality v0.5 Feedback
I have several suggestions:
*for realism: iirdc, most marines these days have their rifles equipped with ACOG. USMC in game should as well. (those of you in the armed forces, feel free to correct me if I'm wrong....I could be)
*M14 ought to have more than just semi-auto selection. It IS an assault rifle.
*When teamkilled, the name of the teamkiller ought to be given in the punish yes/no message. The TK message up at the top of the screen goes by far too quickly to report.
For Falluja region: bleed ought to start after USMC takes canyon, OR eliminate the village ruins flag. It is nigh impossible for the USMC to advance beyond canyon when all MEC has to do is rain death into a known area since it is the only place the USMC can go. far too unbalanced after canyon.
*I'd like to see more than just USMC and a few brits for the maps. Maybe more british maps, and also maybe some israeli vs. insurgents type stuff. Also, considering that china is seemingly going on the aggressive, it'd be reasonable to assume that Japan would have troops. It'd be cool to have some japanese forces defending on some maps against the chinese.
As far as gameplay goes: for cqb, spraying and praying just doesn't work too well. Since soldiers are assumed to know thier weapons well, they would know in general where their weapon is going to shoot, so that when it is shouldered, not aimed (normal mode, not sprinting or scoped), a ghost ring on screen (it wouldn't flex like crosshairs...it'd just be a semi-large ghost-ring....like the pilum's or clark's outer reticle ring in 2142) would help to know where those bullets could be landing. This would make it so one couldn't really aim in that mode other than really close-in, but for close in combat, it would help in shooting.
*Iron sights on fixed weapons (specifically machine guns in bunkers.....like in mao valley) need to be fixed so that they show where the rounds are going to generally hit instead of being WAY low compared to where bullets are actually hitting.
*If you're in grass, someone far away should not be able to see you in the grass even if they have terrain turned down to low. I'm not sure if this is fixable, but if it is, it'd be nice so that we'd all be on a level playing field, and not give an advantage to those who can't (or won't) run their graphics on the high end.
*Actual grenade ironsights would be nice instead of a slight zoom-in and display of grenade crosshairs. Right now its just like in vanilla bf2 and poe2.
*Identifiers of who is calling out WHAT would be nice. Limits of the game engine limit the unique voices that can be played, but in real life, soldiers know who is calling out what. Showing what they're saying (for those on the non-us/uk side need to know just WHAT is being said.....for those of us who don't have "english vo only" checked) and who said it would help. Like, WHO is calling for ammo, or WHO is calling for a medic.|TG-Irr|Hiram_Yorik
Games: GRAW, BF2142, Oblivion, FarCry, Empire At War, R6:RVS, KotOR, KotOR2, MW4: Mercs, FEAR (XP)




*Hiss* "Oh...crap!" *BLAM* "I'm down....MEDIC!!"
DirtyLude: "If we kill him and eat his heart, his magic will be ours."
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03-01-2007, 05:12 AM #25
Re: Project Reality v0.5 Feedback
The USMC side should definitely have more tickets than the MEC side on Fallujah when that round starts. I have no idea why it's the other way around, but it doesn't make any sense.
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03-03-2007, 03:56 PM #26
Re: Project Reality v0.5 Feedback
The CP names on Steel Thunder are mixed up.
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03-03-2007, 04:47 PM #27
Re: Project Reality v0.5 Feedback
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03-03-2007, 05:19 PM #28
Re: Project Reality v0.5 Feedback
last night the names of the CPs were all jumbled. Dam outpost in the south was called village. Storage Depot was called USMC assault camp, etc. The capture order messages reflected this as well. I can't remember the exact switch but the names were just mixed up. You still had to capture the flags in the correct order, they just had the wrong names. I think its server side, maybe .509, because I tried to replicate it with a local server game and everything was normal.
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03-05-2007, 11:20 AM #29
Re: Project Reality v0.5 Feedback
I use commo-rose way-points A LOT when I'm SL'ing, as I find it helps keep the squad focused on what I want them to do. (I've moved my secondary commo-rose [default: T] to the 'E' key because I use it so frequently.) For example: When we're moving through terrain, I'll use a lot of "move-here" orders to lead without being on point. Or, when defending and contacts are reported in the area, I'll often use the "attack-here" waypoint to get the squad aggressively counter-attacking... I want them to swarm to that position and clear it.
What's missing however is the case where I just want to focus the squad's attention without moving. I don't know if it's possible, but I'd like to see the SL's commo-rose have an additional waypoint type: "watch here" - with maybe something like
or
on the mini-map. This would be very useful on defense - when you your squad has established a good "formation" (an umbrella around a CP, or maybe a line along some terrain like a river). I don't want the squad to move from their defilade, but I do need them all to focus on an area...

|TG-12th|WhiskeySix
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03-05-2007, 11:29 AM #30
Re: Project Reality v0.5 Feedback
Whiskey, I usually set the shield (defense marker) where i want my squad to focus their attention on when its quiet.
If i see a bunch of enemies i place the sword (attack marker) on their top to focus the squads firepower.
That said I would like to see the attack marker back in the middle of the commo rose and the request kit option moved to another location. The attack marker needs to be accessed much faster and more often than "request kit" (at least the way i play).TG-E1st TacticalGamer European Division | Watch this (pretty old) video to find out what TG is all about






A Tactical Gamer since 2005
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