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Old 05-27-2008, 08:11 PM   #31
Tirak

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Default Re: Project Reality v0.6 to v0.75 constructive criticism.

I lol'ed.

Anyway, to those who want to reduce ammo on the HAT; Don't do it, it is darned frustrating to have a perfect ambush going but knowing beyond a shadow of a doubt that no matter what you do, that armored unit is not going to die if he chooses to run after the first shot. I speak from experiance with the LAT kit, you just don't get ammo back fast enough. Maybe increase the stabilization time, but that would be as far as I would go on changing it.


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Old 05-27-2008, 11:17 PM   #32
[T]Terranova7

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Default Re: Project Reality v0.6 to v0.75 constructive criticism.

Wouldn't the best solution for HATs (Seeing as how most of you addressed it's balance against APCs) be to simply remove the kit from maps that aren't tank heavy? Or maybe even further restrict the kit to 1 per side? I don't think the kit needs to be any more cumbersome to use, with the startup delay, having to be in a crouched or standing position and having to wait for the accuracy to maximize.

Still, I don't think maps like Seven Gates, EJOD Desert, Jabal truly need the HAT kit. Sure it might make it extremely difficult to eliminate the APCs then, but true to real life armor should pose a major problem.

Another idea (Probably better) might be to lengthen the amount of the time the kit takes to become available again. The HAT kit is a powerful piece of equipment, yet unlike vehicles that take anywhere from 5 to 20 minutes to respawn, the HAT kit becomes almost instantly available after being lost. So maybe a 5 minute timer before it becomes available in the pool again.



As for the artillery, I too would like to see some form of requested artillery return (But as an addition to the JDAM, and not a replacement). I'm not a big fan of player controlled artillery devices simply because that takes away from the ground pounders and means more people playing a support role (In addition to your transport, air attack, armor and infantry squads you would have a dedicated artillery squad). Another big plus for that would be the extension of the commander's role.

Now obviously strict limits would exist to separate the artillery from the old vanilla version. A longer load period, and maybe a restriction on range based on the projection of firebases/bunkers (An artillery strike can only be called in within a certain range of one of your firebases or bunkers). As for the teamwork argument, considering that SL's would still need to send the request to the CO, and thus the CO accept or deny it, there's still some degree of coordination involved.

The JDAM really needs a shorter timer (I'd go 10 to 20 minutes). The weapon isn't that effective, yet commander's will hold out on it until the last remaining moments of the game, where the JDAM is called in just for the hell of it. Also, it's extremely rare that you'l have the opportunity to use the JDAM against a large force. At best, you might use it against a squad or two defending or attempting to capture a flag, but normally everyone is doing their own thing. Finally, it's also unlikely that a JDAM would be used that frequently. Sure the potential exists, but with players reluctant to be commander, SL's unaware of how to use the JDAM, or simply being out of position or not finding the JDAM needed at the moment means you'll rarely see the darn thing dropped every moment it was available.


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Old 05-27-2008, 11:35 PM   #33
gclark03

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Default Re: Project Reality v0.6 to v0.75 constructive criticism.

Why don't we add mortars as automated (player-requested, not player-controlled or fired) 'mini-artillery' placements at firebases/bunkers, alongside the AA missile system?
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Old 05-28-2008, 12:02 AM   #34
Teek
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Default Re: Project Reality v0.6 to v0.75 constructive criticism.

Be able to deploy HAT like a mortar in POE, that way, you reduce the amount of 'HAT sniping' because you can still use a gun, increase deployment time, reduce deployed movement and encourage Ambushing and Defending.

Is it possible for a pile of spare parts (repairs) to repair only one vehicle at a time?


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Old 05-28-2008, 12:52 AM   #35
Psykogundam
Project Reality Beta Tester

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Default

Originally Posted by M.Warren View Post
2. Removal of Officer kit flashbangs.
<Note: Simply a handy tool to have. Matter of fact it'd be more valuable now than before seeing grenades are nearly useless.>

Us at TCombat. have had some army guys teaching the non-army guys about FIBUA and CQB so we could Quote- "go onto a server and nail some noobs!!11"

Smokinguns has such a way with words god-bless him. But yes, it had worked. we had figured out how to effectivly restock the MG with the second person without having to run around reloading an ammo box and giving the MG gunner half. (No apparently both the ammo dude and MG gunner can lie beside an ammo box and both reload at the same time while firing, simple but elusive.)

We ran into a snag...Clearing rooms became extremely difficult without the use of a flashbang. and frags just didnt cut it. all it did was slightly lower the target's vision with suppression effect for 3 seconds and during this time, with l337 efficiency and accurasy the targets dispatched half the squad while they moved through their paths of least resistance.

(The whole point of our ranger training was to get the lower skilled guys to follow a protocol so we could all be leathaly accurate by teaching how to properly suppress targets, how to move, how to make formations and clear structures. and believe me...IT WORKS! OH HELL YEA IT WORKS!)

We had even used a guy to cover the door on fully auto while the second in the group which had stacked up threw in the nade. we cant afford to scrimp on resourses because of smacktards nade spamming. and besides, who the heck would nadespam flashbangs...i mean come on! i heard the reason for its removal was because it was too weak? what kind of reason is that?...just increase it! dont remove it.

So yea, flashbangs need to be brought back in and given to squad leaders. i imagine they would be used as much as the insurgent squad leaders use the GL. so i doubt there would be any problem with spamming.
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Old 05-28-2008, 01:00 AM   #36
Psykogundam
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Default Re: Project Reality v0.6 to v0.75 constructive criticism.

Quote:
Originally Posted by Tirak View Post
I lol'ed.

Anyway, to those who want to reduce ammo on the HAT; Don't do it, it is darned frustrating to have a perfect ambush going but knowing beyond a shadow of a doubt that no matter what you do, that armored unit is not going to die if he chooses to run after the first shot. I speak from experiance with the LAT kit, you just don't get ammo back fast enough. Maybe increase the stabilization time, but that would be as far as I would go on changing it.
you know when your insurgent and you stand on a spawn point you can spam the RPG right?


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