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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#21 |
![]() Join Date: Sep 2008
Posts: 210
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Whoa, hadn't even seen this thread before, but I must say I have been thinking a lot about this since last week, while playing in Click21.
Even a few players that are known for working for the team are now acting like suicide bombers or something, it's crazy! |
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#22 |
![]() 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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#23 | |
![]() Join Date: Sep 2007
Location: Blighty
Posts: 3,046
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Quote:
If we have to use FBs, we have to both go much further to attack, and we have to attack more carefully when we're there, since death means a long walk. Right now there's little incentive to defend your FB to the death; you just set up an RP nearby and spawn in on that instead. I also agree with locke on the way that the game became more arcadey when people realised they could be revived pretty much no matter what. As long as there's little to no risk of 'death', and even then they can simply spawn in right there, the game will be arcadey. No RPs = FBs gain massive strategic value, and MUST be defended and hidden. Combine with headshot kills and you will not want to die. IMO the spawn time itself is OK right now, re-add headshot kills and lose RPs and Rambo problems will go away. We should all PM fuzzy alerting him to this thread | |
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The original gun freak gaymer geek
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#24 |
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PR:BF2 Beta Test Team
![]() Join Date: Feb 2007
Posts: 1,176
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I also think the 30sec respawntimer is too much like 10 seconds vanilla settings, and would not mind seeing it increased drastically. Especially with the RPs still ingame, where you can get right back into action.
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#25 |
![]() Join Date: Jan 2007
Location: Fryslan
Posts: 1,035
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Yes, something has to change. Imo the respawntime can be upped, or maybe a bigger penalty per death even.
Like Nik0 pointed out, to long spawntimes can make certain people alt-tab out, and loose squad cohesion. So in that sence, only removing the RP's would give the right insentive. |
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If you can read this the bitch fell off.
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#26 | |
![]() Join Date: Nov 2008
Location: New York
Posts: 134
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Quote:
I think the medics should only be able to heal the wounded, not revive the "dead". | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. USMC Vet - Clan Co Leader CHICAGO =]H[= SERVERS AAS (69.12.111.27 : 16567) INSURGENCY (69.12.111.28 : 16567) 24/7 KASHAN (69.12.111.29 : 16567) INFANTRY (69.12.111.30 : 16567) TRAINING/MATCH (69.12.111.31 : 16567) |
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#27 |
![]() Join Date: Apr 2007
Location: Proxy land
Posts: 868
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Fix the medics. Right now its like this.
"Oh deary me, Starlight, You see good medic-man, I do belive I fell head first, into a bullet or two, So if you dont mind, come spread your magic pen of unicorns and elfs and stab me in the left buttock with the pen of magic" |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. We kindly request that you die a pencil lodged in your eye socket. -[R-DEV]Gaz To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#28 |
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Forum Moderator
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Increase spawn time by approx. 10 seconds and combine with Rudd's idea of limited spawns from rally points and I think we'd be on to a winner.
The community will adapt, and I am of the opinion we'd be better for it. P.S. leave the medics alone |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Check out my PR gameplay videos -> To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Everything starts with a choice, and we are free to make it" WWJND? |
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#29 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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If people honestly think that making people wait longer is going to make them more afraid of death...
Seriously, why do we have respawn times anyways? Can't we just add some more transport and make people spawn on firebases or main base? A transport chopper or 2 extra vodniks on each map wouldn't be the end of the world would it? But talking about adding another 30 seconds of sitting in a black screen, I mean come on. Let's let people play the game! If you want to "punish" them for dying send em back to a firebase, but 5 minutes of walking or driving isn't as destructive to immersion than even 40 seconds of a black screen. The idea is to make it feel less like fighting the undead horde, and feel more like you're receiving a new unit altogether, which makes more sense on every level. |
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#30 |
![]() Join Date: Apr 2009
Posts: 178
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I dont understand how a medic can revive someone when your squad controls area.
Except your squad is consisted by yourself and your scoped rifle. (Maybe in Sniper Elite you can control an area with your scope but in reality its a little bit harder) On topic I agree with CAS_117. Longer black screen can help our net surfing but not our game. But a longer road to battlefield will push the squads to regroup, plan new strategies etc. Plus the new changes (one medic per squad) will make players think twice before rush in the fight as their sqaud must wait or relocate because of them (5 people calling you noob for 5 minutes its a good punishment for a stupid death) |
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