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| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#191 |
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Retired PR Developer
![]() Join Date: Oct 2005
Posts: 1,615
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Unaimed and moving accuracy need to be made worse, and dropping to prone from standing should leave you unable to fire for a second or two. Dolphin Diving still happens, and people still justify it as legit cheap-assery.
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Mapper of Road to Kyongan'Ni and Hills of Hamgyong; Genius behind many Really Stupid Ideas, and some Decent Ones. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#192 |
![]() Join Date: May 2006
Posts: 18
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Hello Prmm Com
Im new to this Mod and think its worth register here to give feedback. I really like what you created so far! I used to play the standard Bf2 and i must say its a different gaming expirience by playing this mod. I die a lot and its a slow and painfull way to break with old routines and adapting new stuff to not getting my ass kicked all time. To give a real feedback i need to play this mod a while longer but a few things came to my attention i would like to point to. - It would nice to add a own Symbol or a unique Color for the VIP Char in the Extraction mod. Its hard to keep Track with the Vip sometimes because sometimes the Escort drive somewhere else and you have to riddle whos the vip that need protection and whos the escort thats in the wrong place. - Im not a gun expert but i was wondering why you add a burst for the Ak47 The recoil seems also pretty hard for a burst and the hit results on a medium distance arn't that impressive. - I see a slightly domination of the Sniper Kit on the Battlefields. Im not saying they better than any other Kit i just recognize a lot People go Sniper - I have a Problem with Weapon sounds. If someone fire the Supporter gun 150 m away it still sounds as he would stay next to me. I hardly hear a difference in the noise of weapon sounds depending on the distance at me. It seems always the same. I have a Creative SB Audigy 2 (WDM) Anyone have this too and maybe a Idea what i can do against it ? I think this mod will become my favorite one along with one or 2 of the other bigger mods as Opk or Naw Thanks for the work, i really like it |
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#193 | |
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Banned
![]() Join Date: Feb 2006
Posts: 1,231
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#194 |
![]() Join Date: Aug 2005
Posts: 4
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Am I checking the wrong servers, or all PRMM servers are always empty??
Its kinda frustrating... Is there any busy servers? Am I missing anything? Thanks! Ricardo |
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#195 |
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Retired PR Developer
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Uh... PR typically has a minimum of 100 players online at any time, usually 400 at peak times... you must have your filters set incorrectly in the server browser.
egg |
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Cheers!
egg To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#196 |
![]() Join Date: Jan 2006
Posts: 64
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Hi,
I also want to give my first impressions about PRMM: - The mod has a nice "feeling" when it comes to men-to-men combat. I like it. - The armor-to-armor combat is not very good (realistic) so far, but I think PRMM wants to prioritize infantries combat and thus it is ok. - Weapon sounds (especially from bigger toys like APCs, tanks or bigger guns) could be more "devastating"! In combat everything sounds a little bit like a soup of toy guns. Also the sound volume in dependency to range seems not correct to me: a fired gun in e.g. 150m distance sounds almost the same then fired right next to you. - I miss a little health indicator. Only something like green -> yellow -> red. For me, it is more realistic to approximately know how fit you are than to not have any glue about it! - To avoid granade spamming, the longer reloading time is a nice idea. But it is a touch to long for my gusto. |
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#197 |
![]() Join Date: Apr 2006
Posts: 1,292
Location: Porto Alegre, Brasil
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i agree with nick666
the little health indicator is needed. irl you'd know if you're almost dying or if you're half-good! and the sound volume of weapons next to you and 150m away do are the same |
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#198 |
![]() Join Date: Jan 2006
Posts: 64
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I also want to say something about the minimap:
In another thread there was a discussion to cancle the minimap completly because of realism. I really hope the devs won't do that. I play online shooters like BF-series and theire mods for a long time now, and can only say, that the minimap is a really BIG help to organize yourself and your squad in battle. Also your squadmembers/buddys in green is a big help (in rl I know my buddys, but in BF every avatar looks the same!). I can see where my squad is needed or where a good tactical position on the map is and so on. I played Red Orchestra and there, you have no minimap, leading to a total chaos because nobody knows where the others are with a huge lag of fun because of that! Maybe a nice "feature" in a clanmatch. But most of the time, you play online with ~30 unknown and also untrained "soldiers", where you can't manage everything with Teamspeak or Textmessages! I also think, such a chaos doesn't bring more realism to the game but is very negative. The balance between realism and fun is very crucial, because to much realism often does not lead us to fun! Btw, I think a minimap isn't that unrealistic when you have to "simulate" well trained soldiers in modern combat! |
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Last edited by Nick666; 05-20-2006 at 05:04 AM..
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#199 | |
![]() Join Date: Feb 2006
Posts: 1,404
Location: Alamo City
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If the 'insta-prone' can't be removed, then there should be some sorta jarring effect added to it, like not being able to shoot, hard shake of 'camera' to simulate slam, etc... | |
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| feedback, impressions, initial, prmm, thread |
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