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Old 09-04-2009, 01:46 PM   #11
Herbiie

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Default Re: Important

Quote:
Originally Posted by RPG-Gunner View Post
Only on this forum I’m 2 years longer than you, how can you insult me as noob?
And yes, I care about my action.


If insurgents would give you RPG, then you would for sure get some sort of handgun.


If you want play a game about realism, you should do this.

...
A noob is not a statement of how long you've played merely of how you play. You want to know if you've done well, has your team won? Were you and your squad important in that victory? Did you use good team work and would it have made a difference if you weren't there? The answers to all these questions can tell you if you did well. Not a silly little number.

It seems in those 2 years on the forums you haven't learnt anything about PR

Also - by better things, I mean sort of fighting? Or do the Taliban go around looking at their feet all day?


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Old 09-04-2009, 01:54 PM   #12
arjan

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Default Re: Various gameplay suggestions

Why is everyone alwas so negative towards eachother =\

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Old 09-04-2009, 01:56 PM   #13
Herbiie

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Default Re: Various gameplay suggestions

Quote:
Originally Posted by arjan View Post
Why is everyone alwas so negative towards eachother =\
If someone thinks that Points matter in PR they are a noob. Simples.


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Old 09-04-2009, 02:08 PM   #14
frrankosuave

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Default Re: Various gameplay suggestions

if you spawn as a sapper, you have a mine and two grenade traps. this version of the mod allows you to mark one of them, so unless you put all three in the same place, how can you possibly mark them all? not to mention if you go reload your mines or traps. people get all pissy about not marking your traps/mines, but how the heck are you supposed to when you are only allowed to mark one?

eventhough it is not "realistic", I am a fan of a floaty-skull-crossbones symbol. let this be a "metaphor" for somebody getting on an all ears communicator and saying, "mine/trap in this location".
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Old 09-04-2009, 02:11 PM   #15
arjan

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Default Re: Various gameplay suggestions

Quote:
Originally Posted by Herbiie View Post
If someone thinks that Points matter in PR they are a noob. Simples.
What do you care about, its his live xD no need to be hostal against other people.
who says you cant teamplay while also caring about youre KD ratio, watching youre KD ratio is good, becouse it spares tickets.

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Old 09-04-2009, 03:50 PM   #16
EazyCurrE

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Default Re: Various gameplay suggestions

Quote:
b)
There is a lack of squadleaders, so I suggest you, let squadleader make RPs with one man in a squad but nobody near him!
Nobody want forever beg mates to come to that position or to another position, they play and you wait and wait. Make a squadleader stronger, let him be creative in his tactics without beg squadmates. So a good player can stay alive and make RPs for his squad in the end best careful players will be best squadleaders because everyone want be in a squad with action and not in one on the carrier.

I can see now, being in a full squad in which everybody dies except the squad leader, and him saying "ok guys now everybody leave the squad and come back so i can set a rally" lolz

not a good idea there.
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Old 09-04-2009, 04:29 PM   #17
Herbiie

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Default Re: Various gameplay suggestions

Quote:
Originally Posted by frrankosuave View Post
if you spawn as a sapper, you have a mine and two grenade traps. this version of the mod allows you to mark one of them, so unless you put all three in the same place, how can you possibly mark them all? not to mention if you go reload your mines or traps. people get all pissy about not marking your traps/mines, but how the heck are you supposed to when you are only allowed to mark one?

eventhough it is not "realistic", I am a fan of a floaty-skull-crossbones symbol. let this be a "metaphor" for somebody getting on an all ears communicator and saying, "mine/trap in this location".
Is this in the right Thread?


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Old 09-04-2009, 04:38 PM   #18
RPG-Gunner
Default Re: Important

Quote:
Originally Posted by Tirak View Post
Disagree. The advantage of reviving is that you save your team tickets. Without that benefit, it is faster, simpler and more effective to respawn at your rally, and aid your squad in combating the enemy.
Reviving people help keep them alive, so they stay in fight and don’t get 1 death more.
Tickets should be affected by tactical success, taking objectives.



Quote:
Originally Posted by Tirak View Post
Disagree, the LAT kit is too specialized to be given on the spawn screen. Use teamwork to hunt marauding APCs.
LAT is standard in every modern army squad since WW2. The point is to get LAT at RP if there are no supply around. One mg and one Lat in every squad would be realistic.


Quote:
Originally Posted by Tirak View Post
Is the AK-47, AK-74, G3, Shotgun and other weapons available to Insurgents incapable of this task?
RPG guy got only stones, you didn’t get the point…


Quote:
Originally Posted by Tirak View Post
Disagree, you placed the mine/trap and either did not mark it, or placed it in a location where friendlies will traffic. If you lay a mine field in PR, you are responsible and should tend to it to ensure friendlies are not caught in your mine. Laying and leaving is an unrealistic and selfish tactic indicating you do not care about the assets, not them.
Since you can mark only one mine and marked traps people can’t see because they don’t have mini map your statement is something like a comedy. In reality you should care not to drive over a mine, this mod is about it.



Quote:
Originally Posted by Tirak View Post

If a squad is careless with their vehicle and they lose it, there is a consequence. Removing that consequence will only lead to unrealistic and spamming gameplay, similar to vBF2.
This is a bit unthinking since nobody spoke about spam transport vehicles but only increase a rate of respawn.


Quote:
Originally Posted by Tirak View Post
The RP is not an HQ, Firebases represent a more permanent HQ. Rallies are reminiscent of a fall back position, and if said position becomes compromised by enemy activity, it would be very foolish to fall back to that location.
Again unthinking, first you said RP is a fallback position, but then you said it’s foolish to fall back on RP because your compromise it…
RP is a HQ of a company f.Ex. and Firebase is a base of your regiment… Whatever I don’t see any argument why RP should disappear so easy.




Quote:
Originally Posted by Tirak View Post
Highly disagree, RPs are a benefit you gain from using teamwork and working with your squad. All this would lead to is a multitude of one man squads getting close, laying down a rally and then just spam attacking. If you do not work with a squad, you should not have the advantage of a closer spawn point.
I wrote that for RP should be 2 men squad needed like now.
Only to place one, SL should not need a guy direct near him.


Quote:
Originally Posted by Tirak View Post
Firebases are not placed in the open because people want points, they're placed in the open because it can be difficult to place them anywhere else. But since this suggestions is about point, I couldn't care less.
It is possible to use hidden position, think about it, before you place one.

Quote:
Originally Posted by Tirak View Post
To be fair to pilots, too many SLs request extraction and insertion into areas they know are hot and tell the pilot nothing. Good communication is required to have a truly successful Helo Transport squad. Penalizing the pilot because the SL insisted the area was clear when he knows there's a tank rolling around near by (which is why he wants extraction) is coutner productive. Additionally, a spawn time that long is not possible with the engine. As to the boats, see my comment on your Humvee suggestion.
At the end the pilot decides where to land.


Quote:
Originally Posted by Tirak View Post
This Suggestion needs to be killed with fire. No. Tanks have been made 2 man operated for a reason. It requires team work. This will never revert back to the 1 man tank system. The change was made very early on in the development of PR.
You can achieve tactical teamwork and benefit much more from that, since you will get real tank battles and not two on two engagements.


Quote:
Originally Posted by Tirak View Post
The typical response to suggestions like this is "Do It Yourself", so I will be typical, Do It Yourself.
Did I said personally to you to do something? I suggested to Devs to retexture the mine like in FH2, what is your problem?


Quote:
Originally Posted by Tirak View Post
It seems what you really want is vBF2 with some PR features. If that's the case, go play vBF2 and imagine the better looking weapons and maps and vehicles, as this mod is not for you.
You are very aggressive guy!
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Last edited by RPG-Gunner; 09-04-2009 at 04:51 PM..
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Old 09-04-2009, 04:54 PM   #19
Herbiie

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Default Re: Important

Quote:
Originally Posted by RPG-Gunner View Post
Reviving people help keep them alive, so they stay in fight and don’t get 1 death more.
Tickets should be affected by tactical success, taking objectives.




LAT is standard in every modern army squad since WW2. The point is to get LAT at RP if there are no supply around.



RPG guy got only stones, you didn’t get the point…




Since you can mark only one mine and marked traps people can’t see because they don’t have mini map your statement is something like a comedy. In reality you should care not to drive over a mine, this mod is about it.




This is a bit unthinking since nobody spoke about spam transport vehicles but only increase a rate of respawn.



Again unthinking, first you said RP is a fallback position, but then you said it’s foolish to fall back on RP because your compromise it…
RP is a HQ of a company f.Ex. and Firebase is a base of your regiment… Whatever I don’t see any argument why RP should disappear so easy.






I wrote that for RP should be 2 men squad needed like now.
Only to place one, SL should not need a guy direct near him.




It is possible to use hidden position, think about it, before you place one.


At the end the pilot decides where to land.



You can achieve tactical teamwork and benefit much more from that, since you will get real tank battles and not two on two engagements.



Did I said personally to you to do something? I suggested to Devs to retexture the mine like in FH2, what is your problem?




You are very aggressive guy!
Tactical Success = Killing the enemy. When it comes down to it that is what you want territory for. To kill the enemy.

No -The point is that your squad should be able to cover you and therefore you don't need another weapon also the Taliban RPGs do get weapons.

Tbh you shouldn't be placing miens anywhere NEAR where your own team will do. That doesn't happen in real life.

No - He says the RP is a fall back position. But IF it is compromised then it is a foolish place to fall back too.

Yes then that SM could be on the other side of the map lone wolfing...

Possible yes, but hard.

THe Pilot only know what the squad has told him, and generally a pilot will try to land as close as he can to the Co Ords the squad give him. Squads give Pilots abuse who refuse to land where the squad wants them to land.

On kashan desert there are around 12 tanks in total by the end of the game, they respawn when they die - new tanks

N he said that's the typical response. Also it's a resuggestion.

You're not too nice yourself bub.


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Old 09-04-2009, 05:04 PM   #20
single.shot (nor)
Default Re: Various gameplay suggestions

Mine markers will be unlimited .87 IIRC.

Taleban L-AT has an AK47 if im not entirely wrong, insurgent RPG-ists have a rock as a secondary weapon, this is OK IMO, but an ak with 1+2 mags wouldn't hurt, however the kit is OK as it is now.

now, i don't agree with any of your points. your suggestions will in my foreseeing opinion give negative gameplay consequences. especially the civi-uav, and the fast spawning BLUFOR assets. these are very "arcadey" elements.

War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
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