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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#11 |
![]() Join Date: Feb 2008
Location: kotka
Posts: 1,023
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From the manual:
The forward outpost serves as a deployable spawn position for the team. If 2 or more enemies are close by, spawning is disabled until 2-3 minutes after they leave or die. so what is that "close by"? 10 meters or something? i have seen that there is enemys near fob but you can still spawn there. and then usually its like when you spawn,you die in enemys grenade. sometimes you spawn and there is apc raping. its just impossible to organize in that mess. |
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#12 |
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I was about to post an almost similar suggestion about that. I also think the "Zerg spawn" on FB is a bit too much and makes defending too easy. With the removal of RP (which is a feature I agree with) sometimes the whole team spawns on a single FB. Nowadays people don't seem to take care of their life as soon as they have a well located and hidden FOB.
If it's possible with BF2 engine, I'd like to see a maximum spawn capability, let's say 5 respawns/minute (exemple, it'd have to be tested and adjusted) to make sure noobs teams can't rely on a single respawn point and force people to play safer/build more FOB. Either that or more indirect fire possibilities ( 10min mortars/20min arty/30min JDAM) to make campers assaults easier. |
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Many thanks to everyone involved in the making of the best videogaming experience ever !
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#13 |
![]() Join Date: Feb 2010
Posts: 19
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If we remove/limit firebase functionality we end with seriously unforgiving gameplay. I'd probably still like it but to many it would be frustrating. I like Nitneuc's suggestion about more indirect fire.
Could be good choice 'cause the way I see this is we should have something that would encourage retreating instead of fighting to the last man by endless respawn waves from FOB. I'm no soldier but I'd guess in major operations support fire like artillery and airstrikes are more common than in PR rounds they are. |
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#14 |
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Spawn once, get killed by enemies. Pure bad luck. Too bad, so sad.
Don't spawn there again until your team announces it as safe. |
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#15 |
![]() Join Date: Jul 2009
Location: Kalmar
Posts: 154
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This is a function of the unserisou long reload time on area attacks. I mean what is the real reason of having that long reload time? I mean with rally nerferd to oblivion i don't think getting killed by an area attack once every 30 min is worse then being killed by a machinegun every 5-10 min and having to walk for ages.
Half the ready and reload time of area attack and or make several area attack available. Like if in a map one faction have artillery they also have mortar. Or if one have JDAM they also have mortar and artillery. Artillery IRL is used much more then in this game. IRL every company got their own mortar platoon. And by the assets we have in game we are atleast on a battalion level. Artillery is a concern irl, modern artillery can for example deliver heat seaking "hard targets" rounds, that means that a mortar can kill tanks. More area attack makes for more fluid and movemnt combat, less static. |
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Last edited by Sirex[SWE][MoW]; 03-07-2010 at 09:04 AM..
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#16 | |
![]() Join Date: Feb 2008
Location: kotka
Posts: 1,023
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Quote:
just like that. but... it never happens. you have flag to capture and you got fob near. result is...everyone just wanna spawn near...they dont wanna spawn in far away. so i propose that it should be forced to not spawn in there anymore. so increase the distance when enemys are near fob,it come unspawnable. | |
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| outpost, rally |
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