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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#31 | |
![]() Join Date: Jun 2007
Posts: 3,941
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#32 |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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That's fair enough, and i do enjoy being part of armoured columns on Quinling and seeing the airsupport buzz over head etc, really makes you feel like your there.
I accept that you can have several inf squads on the map, but they are only really useful directly on the flags, as a method of capping them once armour has cleared out the enemy, rather than 'fighting' for, say, the village. Mine for example is a death trap when you get in it. I just think that when you have maps the size of Quinling there is plenty of scope to add areas of the map where infantry support become more necessary, for instance some areas could be made more densely wooded and tiresome to by pass, with an indirect path(s) through for vehciles. Infantry would have to dismount from APCs to clear the woods and check for ambushes etc. Village could be made a bit bigger and perhaps more difficult to dominate from the surrounding hills, armour entering would again need inf support. (may be difficult as its on the lakeside, i'm just using Quinling as an example of how you could incoporate a few more inf firendly areas) Thinking back to Road to Kyonyang (or whatever :P), a concept like the bridge flag could be added, i.e. a river crossing in an urban area. This would be particluarly interesting is it WASN'T a CP, and alternative crossing points are scare and a difficult detour. Makes for a important strategic point that teams would have to take the initaive to seize without having a big flag on it. A inf squad with a FB there could really influence the flow of the battle. I'm not trying to assinate Quinling here, I love the map and it makes for some great battles and when played well it can one of the best PR maps, just some thought about how one map can perhaps provide environments where everyone can find their ideal type of battle for some of the time in some areas. Still, the PR mappers are a very cappable bunch, and the maps are well tested, so, i'm sure they think about the options in far greater depth than i have and i'm probably teaching my grandmother how to suck eggs! |
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#33 |
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PR Mapper Team
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ye, the main thing for infantry on qinling is really to change there tactics, from being mainly used in direct combat like they are in other maps, to be used more as recon and SF missions aswell as supporting flag capping.
You would be surprised how vital recon is on this map, if used well it can turn the tide of the game When craig and the ABA guys where doing recon for us, me and squidy in a MBT knew just where the enemy tank was, even thou we had a huge hill in the way, what direction they where heading etc and we just could swing round the hill, come right up behind them and get two shots into there ass before they had any idea what was going on Its also quite hard to make areas that are really infantry friendly in a area that is meant to be a large mountain range with pandas in it |
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#34 | |
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#35 | |
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PR Mapper Team
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Try running the 32 player version of the map which is mech infantry only really | |
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#36 | |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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I suppose every map can't please everyone, at least we have a diverse range of good quality maps so you can find what you want somewhere. | |
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#37 | ||
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PR Developer
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Ive never said I only want infantry jeep or APC combat... I HAVE said this though: A map should focus on a specific branch of assets, and not EVERY asset on every map (ala vbf2). When you do this I believe its 10 times harder for an infantry squad to work together, because there is just so many other options out there. Combining that with a commander who is frustrated out of his mind because no one is actually capturing or defending anything and just riding around in vehicles, this means its really hard to get a team organised and supporting each other in attacks or defense, but rather everyone is driving around their own personal vehicles. Im not against armor only maps, but I AM against armor/air/apc/helicopter maps with fast respawn times (what qinling basically is).... Quote:
Just the way an open community like PR works.... | ||
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#38 |
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Dutch Forces Mod Leader
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It is and will allways be just game, if you want some real action, enlist and ship out to Iraq of Afghanistan.
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#39 |
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PR Mapper Team
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#40 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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I think part of his point is that covering/supressing/moving as a unit is only present in infantry squads really, so you need to make the tanks/APCs/helis used more like that on a few maps instead of the usual camping a flag on your own.
Part of the problem with that is the squad system, You can have six infantry or two/three vehicles. Which is why I also prefer infantry. An 8x8 km map would help, using statics for terrain, so that vehicles would have to be used like infantry by staying together and not getting picked off on your own. But people would still take a while to realise they are supposed to do this, I know I did with Quinling. Ultimately every aspect of the game needs to be about the people around you, not just yourself. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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