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Old 09-05-2009, 11:31 AM   #31
Skaylay

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Default Re: Various gameplay suggestions

Quote:
Originally Posted by RPG-Gunner View Post
Suggestion

1. Kills
Every time enemy was shot down it should count as kill because after revive the soldier is in hospital and cannot fight, this is another soldier that took his place.
This would be more realistic and would be fairer to the player because nobody can sit 5 minutes around and wait until the enemy will be dead dead.
There is also a unrealistic tactic people use, enemy medic hide himself and wait until 2-4 minutes after firefight, after all enemies gone, he revives his squad.
Sometimes you take 2-5 enemies out but don’t get any kills.

2. APC/Jeeps - LAT
I think it’s unrealistic how that assets used now. In reality apcs stay back and give fire support over distance. In game the apcs and jeeps simply hunt the soldiers. Trucks try to overdrive soldiers... My point is to give LAT to a squad as spawn kit like Medic or LMG. In real armies there are no squads without RPG/LAW in action.

To Taliban and insurgents please give a pistol or carabine or mp for self-defense, there are only two kits on cache that always take a random guy.

3. Insurgents
a)
Please do something against people who walk over traps and drive over own mines.
They simply don’t care about that assets because no one sanction them, more they can punish mates.
It’s very hard to defend any cache with such teammates.
The solution is simple, in insurgents mode if you run over own trap or mine you should get punished with many negative points or 1 death or as message for all like "player XYZ is a traitor (idiot or whatever)".
Only with such sanction people will take care.
b)
Insurgents should have a medic like Taliban have, the civilian guy should used as scout, for example give him a small uav function for 50-150 m or whatever around him.
c)
Give coalition forces faster respawn times for trucks and jeeps, they should be able to pressure the insurgents and Taliban because of better supply ability of the regular army.
It would make insurgence mode often less boring.

4) Ralley Point
Both suggestions will bring more action to PR by let enemies meet each other more often.
a)
I think it’s a big problem, you can do what you want, the time will come where some enemies simply walk near and your RP will disappear.
I think a Ralley Point is a HQ and should be taken by firefight, shoot the guys down and then knife the RP.
Or let RP only disappear if enemies are 5m close to them.
The problem of spawn kills, this is the problem a squad and every player should deal with, now you can spawn rape too if you alone...

So please let RPs rest until they were really fought down.

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.

5) Points and Firebase
There are people who try to spam firebases in open because they want get points for statistic, they don’t care about safety.
Lower points for building and transport and so on, give more points for taking or defend flags/caches, taking mg out/revive people.


Infraction given by Marley for vague thread title/link

Dune
1. The solution for this could be headshot = dead dead, as it used to be in older vertions of pr.

It is not that hard to have a supply crate close to your RP as to request LAT or whatever.

2.a For the sake of gameplay I would leave it as it is atm when it comes to LAT. APCs usage depends on players.

2.b Some cqc weapon could be given to ins RPG-man, sometimes you have nothing else but to shoot rpg at enemy soldier.

3.a It could be too much but what about deleting the option forgive/punish when you die because of friendly mine/granade trap. Or set is as auto forgive. Being dead because of careless walking/driving is a penalty itself imo.

3.b naaaaaaah

3.c nah losing/not-losing trucks and jeeps depends on people; but what about making the ticket loss penalty twice as heavy in ins mode than in AAS mode?


4.a Maybe make them more like FOBs, instead of disappearing when [the enemy] is [some distance] close, the rp should become unspawnable with a [delay] in case of the area being clear again, and when [the enemy] is [some distance/2] close then it should be overrun and disappear to prevent rp spawn camping.

4.b hell no, it will cause SQL lone-venturing while his squad is defending/distracting to set a RP for squad mates fast travel (map jumping) purposes.

5 It depends only on players, some people play for points, some play for teamwork and team success.




Now some of my own:

Ammo:

-Make Rifleman not being able to rearm his ammo bag from any ammo bags (only from ammo boxes and crates).
-Make everyone not being able to rearm field dressings from ammo bags.

IMO ammo bag should be only use for ammo/nades/epipen rearming purposes.

Combat Medic

-Give CM the second, dropable, medbag. It would be the same as RM ammo bag but it will only be able to rearm field dressings. The MedBag should be rearmable from ammo/supply boxes and crates only; 1 CM could drop only 1 TMB at a time.

HAT

-Should be given the same cqc weapon as crewmans.

-HAT IMO should have 2 zoom options, for hitting long range stationary targets. Sometimes you see a target on a ridge line but you have to use binocs to make sure whether you see it due to bf2 engine or it is acctualy exposed to fire.

-Make HAT deployed mode with long DT, crouch only, whitout a possibility to move, where HAT guy would not get any div penalties for 180 d aim movements, allowing a HAT to spot/cover his AOR.

AR

-Sould be given 1 Frag nade.


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