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| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#131 |
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It's not that Rally points don't encourage teamwork, I think it's more along the lines of not encouraging teamwork in a certain manner. Take, for example, the squad leader spawn system that was used prior to v0.6. It accomplished the end goal of keeping players working together, but by a means that made the squad leader's only function to be a beacon for the entire team to spawn on. When Rally points were introduced, it was a great step forward, but still ended up resulting in a "find the backpacks" scavenger hunt.
The current system employed is, again, another step forward from the scavenger hunt gameplay of previous versions, but we still are seeing used in a parallel fashion. Now the goal seems to be to hide the rally in an obscure location far away on the edge of the maps or to leave it in low foot traffic areas of the maps. I don't think the goal of the rally point system is to create a secret base. I think the DEVs end goal for this new system is to make the squad leaders more intentional as to their use of rally points. They are meant to be used in a temporary safe place away from combat for the squad to literally "rally" and not as a spawn beacon for a trickle of soldiers to appear at and move to the front. Now infantry concentrations are found around FOBs and squad leaders must be more intenional as to how they move their squads and where they rally. The new system is another step forward in terms on intentionality, intensity, and tactics. |
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#132 |
![]() Join Date: Feb 2008
Posts: 1,093
Location: kotka
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do anybody have knowledge about this?
4x4km area with 32 soldiers? is it realismbased? answer to that will help me to decide. cos if the amount of soldiers in that size area is too small (32),i wanna rallys,limited,one time deployable. 6/6 squad get 6 spawns from rally 5/5 squad get 5 spawns from rally 4/4 squad get 4 spawns... 3/3 squad get 1 spawns 2/2 nothing. if its hardcoded then 4 spawns from rally to every squad. |
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Last edited by maarit; 12-10-2009 at 02:19 PM..
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#133 | |
![]() Join Date: Jul 2006
Posts: 398
Location: Houston, Texas
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as far as being spawn killed at an FO...it's NEVER a problem, no matter what map you are on. there is ALWAYS an alternate spawnpoint to an FO, even if it's at the main base. this highlights the main problem...some players want to spawn into the action (or close to it) and will whine and complain if it's not possible. if the enemy makes life hard for you on the battlefield, deal with it like a man. | |
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#134 | |
![]() Join Date: Mar 2008
Posts: 923
Location: Copenhagen, Denmark
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Peace is that brief glorious moment in history when everybody stands around reloading
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#135 | ||
![]() Join Date: Feb 2006
Posts: 2,902
Location: US
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Quote:
And it makes it sound like you want control points given to you because you don't want to do the work of repling enemy squads. The RP represented reinforcements and more number of players than are possible ingame. With the Beta, you only have to take on 1 squad now in order to get somewhere. That's lazy IMO and makes the game less fun since firefights will merly be short skirmishes and not epic drawn out wars. And if you didn't understand what I said in the sentence, go back and read it again. All the Beta does is take away heavily from offense and puts way too much emphasis on defense, which isn't even guranteed to be defense of the flag. It could just be defense of the FOBs which makes the most sense. You will get your "attacking is harder", but it will only be because one squad will be attacking a CP at a time while the rest stay back and defend. Realistic, if we are talking, there should always be more attackers than defenders since it is much harder to attack than to defend and real militaries put a lot of force into their offensives while the defenders don't need as many personal. Ever heard of D-Day or Khe Shan? Quote:
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#136 |
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I think the rally changes attempts to fix problem that was created by other changes. I think everything went out the window when the Commander role was neutered. I suppose the complaint was having a commander that was inept, abusive or both. At least there was some order to the game, another thought process was involved in FOB placement (do you REALLY want to put that FOB there?).
We have tools (thanks to After Dune's scripts) to resign commanders/Squad leaders now (@resign). There were a lot of good commanders that did an excellent job. Now your dependent on scrolling vague text from other like minded players or a commander begging squads to work together. I command a lot and 99% of the squads completely ignore requests for enemy updates/info. The addition of the UAV was good, however the commander should be the commander not a suggestion box. I think the biggest and best change to PR right now is to take out the individual scores/who's dead/alive during gameplay. Only after end of round show scores with emphasis on Team Play/Team Score. It's the only thing that will save PR from the current run n' gun nilla bunny epidemic. |
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#137 |
![]() Join Date: Mar 2007
Posts: 201
Location: swe
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#138 | |
![]() Join Date: Mar 2007
Posts: 201
Location: swe
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#139 | ||
![]() Join Date: Aug 2008
Posts: 306
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If your playing this game for a score go play cod or something. I usally only care about my score if i'm top squad. Usally i play this game because its almost the only game i actually get decent teamwork on. Quote:
Listien your not getting this. No the devs arnt try to ruin PR for everybody. There changing something that needed to be changed for awhile. Scince players are hardcoded the only way to make the game better was to change the way they had to play. I'm willing to walk a 4 km map, as long as i get better gameplay (Even though its extremely unlikley for me to be walking that far). I want to see more care in actual life in PR. In older versions people would get wounded and just give up because there RP was just a couple hundred meters away, a short walk. Now if you wounded people are waiting to be revived. Why do you think people always used to take a couple medics before it was limited? It ment they didn't have to walk as far. People want to skip getting there. The getting there and planning part is much more important then the actual fire fight. People used to rush into battle in wave after wave just wasting tickets because it was easy just to get to the front again. Players need to learn how to adapt to there current situation. Theres going to be alot of radical changes like this. Get used to em. I find it hard to play on normal servers just because i'm so used to playing on servers with the new beta. | ||
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if you miss him... try, try again
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#140 |
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Yes but anyone that was around for it when it was put in the full game can remember how hard it was to kill the enemy even if they where right in front of you.
all they needed to do was clean up the close range and it was perfect xD |
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Twisted Helix: Yep you were the one tester that was of ultimate value.
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| beta, destroy, tested, thinks |
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