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#11 |
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Forum Moderator
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Firstly, I disagree. I think PR gameplay is slow enough atm, although there are a few maps that have outstayed their welcome, PR gameplay is such a long way from CS:S that the comparison is irrelevant.
Secondly, I believe that all of your concerns are being addressed by new developments to the spawn system (if you played the RP beta you will know about this), which really help the pace of the game. Additionally several of the older spammier maps are being removed and are being replaced by maps that are on a far greater scale. The PR team are no longer accepting any maps smaller than 2km^2, and the emphasis is shifting greatly to very large maps which inherently will bring a slower pace of gameplay. So really in my view this is a bit of a non-suggestion as everything that you wish for is being taken care of already |
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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. Check out my PR gameplay videos -> 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. "Everything starts with a choice, and we are free to make it" WWJND? |
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#12 | |||
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These two suggestions makes very much sense. Quote:
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#13 |
![]() Join Date: Mar 2009
Location: Edmonds(Seattle), WA, USA
Posts: 79
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I'm a newbie. I only first playing a year ago & took a hiatus even until just recently but I would have to say that yes gameplay seems awfuly fast even on the teamwork oriented servers. I've been in some damn good squads(shout out to TG peeps!) but even then it seems awfully fast a lot of the time. Granted there are times when it isn't so fast but more often than not everything just seems to happen quickly. IMO PR should be like good sex. Quickies can be fun, but the most fun is when you take your time, don't rush it & pay attn to the details.
As for the update, what the future holds... I eagerly wait. After it's released I may change my opinion. Can't speak on what I haven't played. |
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There is no greater good than Justice; and only if law serves Justice is it a good law. It is said correctly that law exists not for the Just but for the unjust, for the Just carry the law in their hearts, and do not need to call it from afar. - Jaster Mereel
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#14 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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personally i agree with whoever said more accuracy would help, i really like 0.65, albeit just slightly too accurate, even in bum rushes to flags, individuals and squads had to move tactically and from cover to cover, and if they quickly out maneuvered the enemy they win.
where as now it's become TOO slow paced. since out maneuvering the enemy means you expose yourself and that you cant hit jack for 4 seconds. everyone just the moment they engage, sit still and see who's the best shot. the principles of basic infantry maneuvers are now mostly useless. Even leap frogging is ineffective as once you get to your cover, your buddy has to keep the enemy suppressed for another 4 seconds before you can start covering him. all in all the stealth and tactical maneuvers i believe have been greatly effected by deviation alone. Stealth is still effective but there's less fear of being exposed for a second because you know in that second no one can hit you, where as back when we had LAZORS if you were in close proximity to enemy like within 100m you were crawling by choice even if they didnt have a clear view of your area if it would be possible to code i believe this would be a more realistic representation of deviation, while moving in any stance you have the same deviation as now but the moment you stop moving your deviation drops dramatically to a certain point accurate enough to engage anything up to 150m after that deviation will slowly decline untill you have the max effective range of the weapon over the course of 3-4 seconds. i will add a graph later on to show what i mean |
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#15 |
![]() Join Date: Mar 2008
Posts: 649
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To slow down gameplay all you have to do is reduce the amount of sprint energy. Remember 0.8 :P?
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#16 |
![]() Join Date: May 2007
Posts: 855
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Tofurkeymeister I laughed. OP wants slower gameplay, not tedious gameplay. There's such a fine line to walk in that regard.
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Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
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#17 |
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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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#18 |
![]() Join Date: Sep 2009
Location: Michigan
Posts: 1,470
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.9 so far feels like such a large release that right now to me at least feels like a "wait and see" time where we should hold off on suggestions.
Especially any firebase, area attack, insurgent related things |
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#19 | |
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"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain |
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| gameplay, slower |
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