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#41 | |
![]() Join Date: Jun 2009
Posts: 182
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For example - Yesterday in Lashkar Valley I held a Taliban hostage (he had dropped his kit for some reason) and threatened to kill him if he didn't tell me were their cache was, but he said he didn't know anything (All lies of course, haha) and then my SL killed my new friend for no reason. In the same way it's great for civilians on normal insurgency maps to be able to speak with the BLUFOR, just like in real life. It isn't necessary, but it's fun. Also, when we usually call Mumble silence when sneaking up on enemies, so I don't see how it's a problem. | |
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#42 |
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I do not like some of the changes too, but I would like to take part in the discussion:
I will describe you a situation (e.g. on Muttrah City): you try to attack an objective and the enemy's defence is so strong that you can not assault. Your APC'S (Armored PERSONAL CARRIERS) shoul NORMALLY pick you up or try to provide some defence. But: in Project Reality are also a lot of guys who do not know how it works in the reality... They take the APC's and try to shoot as much as enemy infantry as possible (or enemy BTR's) - ok, but usually they do not provide any backup. Another example in terms of the limited rally points: Your teams firebase(s) are the most important spawn points. If there is a firebase placed on a tactically poor location you could perhaps loose the round. It happen often since I started with 0.9 at Saturday! The Dev-Team tried to improve the gameplay with those and other changes, the shaking screen when you are running (which causes headache after ~20 min playing 0.9), limited Rally Points and more futuristic looking weapons (e.g. IDF), the balance on Azad Khal is totally destroyed, the main battle on the map now takes place infront of the IDF mainbase... Oh. And I forgot the dropped kits. When someone dies and his kit lies on the ground, you can not see which weapon he got. It makes everything a bit more complicated! When I came home yesterday, it was the first time that I did not like to play PR. I am very sad about the 'Design', it reminds me of Windows Vista with Aero or something like that. I can not play some maps because the lags are so strong that before you can aim on an enemy you are dead. I am really very very sad! |
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Last edited by KeksTerror; 02-09-2010 at 01:54 PM..
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#43 | |
![]() Join Date: Jun 2009
Location: Zielonka near Warsaw
Posts: 90
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Another thing is with Mumble - it won't integrate squads if people won't be forced to join Mumble server when joining game server. The only way to force them is to... integrate PR Mumble application with PR exe, like battlecommo is. Yes, that sounds a bit incredible but I belive it's possible. And dedicated server ap. need to be integrated with PR Murmur. Just imagine... 1. All people are joining mumble server automaticaly when joining game server. 2. People are automaticaly joining SL radio channel when becoming SLs. 3. Voice activation is forced. ...what can u see? If u say sth via radio, people close to u can hear u without radio, like in real live when you're talking by phone person next to u can hear your words. When u want to talk to ANYONE ingame, stand next to him and just talk. Can u imagine how much realistic would it be? But I'm worried that it's only a far future. However [R-DEV] and BSS should think about talking with Mumble developers about cooperation in doing this, bc I think that those are only ways to save teamwork in PR, except for going back in PR's evolution. But there is still problem how to force server admins in forcing TW. However, it's easy to solve - just cancel licence for admins not doing this or don't give them licence for next PR version. Out | |
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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. PRT Campaign 8 veteran |
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#44 |
![]() Join Date: Jun 2009
Location: Los Angeles
Posts: 261
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Q: Why no inter-squad teamwork?
A: Not enough players use Mumble. With Mumble, inter-squad is 100x easier and more effective. the other day on the TG server me and 2 other infantry squads on Korengal made a massive 18 player "rifle and special weapons platoon". We marched across the whole map wasting entire Taliban cells by everwhelming them with lots of firepower, destryong caches along the way. the point is: GET MUMBLE |
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Violence is power
In .308 we trust |
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#45 |
![]() Join Date: Nov 2008
Location: dublin
Posts: 1,591
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Check out my Project Reaity gamplay here
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#46 | ||
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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Training = coop.
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also this team had no problem sticking together: http://i50.tinypic.com/2lvz1pz.jpg Teamwork = successful team. No teamwork = fail team. Mod about teamwork = first option. | ||
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Last edited by gazzthompson; 02-09-2010 at 02:20 PM..
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#47 | |||
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Thanks for all the responses guys. Even if some of them went WAY off topic.
I regret saying anything about the new patch. This thread is about PR in general. I saw this happening a lot before the patch and ever since I started playing PR. In my opinion the new changes to the rally system will help with inter-squad teamwork. But, it's too early to judge. Yes, mumble is great, and servers that enforce it like RT and TG and the others, are the bees knees and all. But, the whole PR community can't get on those 3 servers. And since we're from all over the world, a lot of people won't have a decent ping to all of them. And then there's the people like me who prefer to spend all their time playing the insurgency game mode, which is not possible on the few servers who enforce mumble and teamwork. Quote:
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-------- I want to comment a bit more on mumble. It's a great tool. But I don't think the lack of mumble should be used as an excuse for no inter-squad teamwork. Because, often on mumble rich games you'll see squads inter-mingling, so it ends up being a mass group of people, with a few officers barking orders at the crowd. Not exactly what i would call inter-squad teamwork. But it works. And also, the people who generally use mumble on those teamwork enforced servers, were already making use of inter-squad teamwork before mumble came around. Perhaps the segregation of those team players into specific servers is hurting the quality of the other servers. So, in fact it's not mumble that is causing the inter-squad teamwork, it's just that all those players who see value in that type of teamwork, are mostly drawn to those servers. I dunno, i'm just thinking out loud here. What I dream of seeing in PR, is inter-squad teamwork, without the need to always be RIGHT next to the other squad. It wouldn't be very difficult for a SL to type out in chat "Sq2 will wait here for sq3 to get into position before we assault the flag." or just "Sq3 this is sq2, we'll cover your western flank" or even "SQ3 come to our position, our medic is down, we need your support" This type of inter-squad teamwork would go a long way in the world of PR. I suspect a large part of the reason this not happening is due to the tendency to RUSH through everything in PR.(or almost any video game) You spawn, and RUN to regroup with your squad, or your squad regroups and RUNS to the objective. Or someone goes down, and while the medic is attempting to revive and heal the squad just RUNS away to prevent other casualties. It doesn't always happen this way, but with pub squads in pub servers, it happens way too much for my liking. And with such high time limits, there really is no reason to rush. There is also the issue with having 32 players who think they're all commanders. Who think they know best what the team needs to do. I'm as guilty as anyone in this regard, and it leads to a lot of arguing over team chat, which also has the effect of drowning out any legit team chat, not to mention takes everyones attention away from what they're doing and focuses it on some text at the top of your screen. The only solution i can see, is for commanders to be present during every game and be more forceful with their orders. Which would also mean the server admins enforcing the commanders authority. I could go on and on about this topic. But, I'll leave it at that for now. | |||
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Last edited by badmojo420; 02-09-2010 at 09:36 PM..
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#48 |
![]() Join Date: Feb 2009
Location: Canada
Posts: 344
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Mainly because most squads in the game are incompetent. It would be real interesting if there was a study conducted.
But I tend to notice that its usually one squad on each side which makes the biggest contributions (usually a VoIP squad) |
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#49 |
![]() Join Date: Dec 2008
Location: brisbane
Posts: 710
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i see a lot of value in what your saying mojo, i just can only think the game needs to be tweaked a little more as time goes by, ie: objectives in AAS not appearing untill the one before is captured, and the commander not having to be in the command tent all the time, and being rewarded a little more with more commander only deployable assests.
things like that might releive the commander bordom. it might also help if commanders could create and name squads so this helps reflect his objectives and plans. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. <22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures |
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#50 |
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maybe it is possible to have a squad leader comm.. like how all squads can talk to commander, make one for just squad leaders too? i
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____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46) ____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me! — Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943. =ELH= Earths Last Hope To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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