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#11 | |
![]() Join Date: Feb 2008
Location: UK N Ireland
Posts: 59
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Re: Changes to Basrah [Gameplay]
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The fording point in the east beside the duel carriage way bridge and the indestructable bridge at the west village. this problem could also be solved by putting more bomb cars in the actual city. And yes insugents would repair bridges or at least those working for them. Irl would the military destroy trans routes for locals i doubt it. maybe put a checkpoint on the route but not destroy it. | |
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#12 | |||
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
Granted, but in PR it acts more like an APC than an IFV, as the scimitar seems to fill that roll, while the warrior can carry more than 2 people.
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The Merlin is used effectively sometimes; but with the general flight pattern of Merlin pilots, they seem to enjoy flying just outside the city while insurgents just keep an ear out for where the buzzin' holds still. While the Merlin can be used in good ways sometimes, it causes way too many people to run straight to the big green doors, instead of grabbing hold of a vehicle and working their way to a cache. You can like it being there all you want, but the only things interesting I've seen done with the Merlin is flying into RPGs. Commanding on Basrah doesn't work, because all the British team is out to do is to go after the closest cache. And get in the Merlin, instead of trying to build a rally, or build a bunker, or a firebase, nothing. Quote:
It doesn't happen that often. Not to mention that all the caches are either in West Village, the Slums, or the outskirts of the city. If you get lucky, there's one in facility. The action you get in West Village almost never sees the same intensity of a fight in the city. Quote:
He has an RPG in his hands. And my vehicle is either destroyed or very close to it, even though I lay a few coaxil bullets into him. This happened yesterday. See in reality, I would be able to see he has an RPG with him. It would likely be in his hands or on his back. But you can't see that in BF2. Nope, not at all. So, while I'm trying not to rack up a civi kill, insurgents and RPG kits can stand around with binocs or a grenade, and I'll try not to shoot them because I can't tell. I'm not saying change the civi so he's bright white and you can see him anywhere. I'm saying do something as minor as changing the angle of the stripes on his shirt so that after you observe him for a moment, you can tell whether or not he's a civi. | |||
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#13 | |||||||
![]() Join Date: May 2008
Location: Probably Al Basrah or Fools Road
Posts: 897
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Re: Changes to Basrah [Gameplay]
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Little do you know, that Operation Flashpoint 2 is a codename for the movement of Project Reality Mod to the big show. Bringing all the realism of Project Reality Mod, combined with spanking new graphics and the mythical 'F457R0P3Z' we bring you: OPERATION ARMED PROJECT ASSAULT REALITY FLASHPOINT 999
-[R-COM]TheScott666 |
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#14 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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It doesn't matter what you're driving, or what you're not driving. The insurgent headgarbs do NOT render after a short distance. They don't. The weapons they carry do, but not the headgarb. And the weapons are not shown on their backs, so it is impossible to distinguish between an Insurgent, RPG kit, or civilian at about 200m plus, if they are not weilding an RPG or an AK-47. Let me guess, next comment will be "watch what they are doing then", and my response is this: Sometimes, the RPG kit will use his binocs for quite some time, thinking that the armor he is tracking doesn't see him from his rooftop. He may not move, he may not switch weapons. He will often stand there and just use the binocs until he is ready to take the shot. Or an insurgent will be on a rooftop holding an ammo bag. Or a molotov. Depending on what you can see of them, you may not be able to tell the difference at all. But the War Veterans with their blue-green-brownish garments still render somewhat the same. You can tell they aren't civis, because they have different clothing. Does that mean to keep up the chirade that civis look just the same as everyone else that we should make the War Veteran wear the white clothing too? When an Insurgent/RPG is over 200m and not weilding an AK47 or an RPG, there is NO visual difference between them and a civi. Not a single one. | |
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#15 | |
![]() Join Date: May 2008
Location: Probably Al Basrah or Fools Road
Posts: 897
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Re: Changes to Basrah [Gameplay]
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I fully support civies being compleatly indistinguishable from insurgents at range, I feel it better reflects the insurgency aspect of being unable to tell who is friend and who is foe until either careful examination, or shots are fired. | |
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Little do you know, that Operation Flashpoint 2 is a codename for the movement of Project Reality Mod to the big show. Bringing all the realism of Project Reality Mod, combined with spanking new graphics and the mythical 'F457R0P3Z' we bring you: OPERATION ARMED PROJECT ASSAULT REALITY FLASHPOINT 999
-[R-COM]TheScott666 |
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#16 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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You would see an RPG on a persons back. You could see an AK-47 if they were carrying one. The game's engine makes it IMPOSSIBLE to distinguish between an RPG/Insurgent and a civi at that distance, infantry or vehicle. In real life, I'm pretty sure something as bulky as an RPG would be relatively easy to spot, especially if you had binoculars, but BF2 doesn't work that way. I end up trying not to rack up any civi kills while I end up being killed by the 'civi' I've been watching for the past minute who magically procured an RPG. | |
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#17 | |
![]() Join Date: May 2008
Location: Probably Al Basrah or Fools Road
Posts: 897
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Re: Changes to Basrah [Gameplay]
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Little do you know, that Operation Flashpoint 2 is a codename for the movement of Project Reality Mod to the big show. Bringing all the realism of Project Reality Mod, combined with spanking new graphics and the mythical 'F457R0P3Z' we bring you: OPERATION ARMED PROJECT ASSAULT REALITY FLASHPOINT 999
-[R-COM]TheScott666 |
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#18 |
![]() Join Date: Nov 2007
CanadaPosts: 432
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Re: Changes to Basrah [Gameplay]
VCP should be capturable again, that actually gave the brits a chance at taking the caches, because 1 or 2 insurgent squads tended to go try and cap the VCP so if the Brits left 1 squad to defend the others would be able to take out the caches just that little bit easier, it also gives the insurgents something to do other than sit in a building with an RPG.
it would draw some of the insurgents away from the objectives. eversince the 0.756 basrah, brits almost always lose |
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#19 |
![]() Join Date: Mar 2008
Posts: 83
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Re: Changes to Basrah [Gameplay]
To tell you the truth I don't agree with any of the suggestions (well, a few, but you get the idea). Granted, Al Basrah needs changing, but to me this is a turn in the wrong direction.
Bring back all the caches! It is more fun when you can sweep. More... insurgency-like. More helicopters! Sure it may be a waste of tickets, but its fun, not to mention VERY realistic. An attack copter wouldn't hurt either... I do see your point on some issues, though. |
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#20 | |
![]() Join Date: Aug 2007
Posts: 317
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Re: Changes to Basrah [Gameplay]
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I'm not talking about in the middle of the damn desert of Al Basrah. I've never shot or seen a civi out there (except for when ambushes to the East of Main are being staged, I'll occasionally see a civi). I'm talking about an insurgent on a rooftop near the outsides of the city. BF2's engine doesn't give that kind of ability to hide weapons. And that RPG would be ON HIS BACK, or IN HIS HANDS, if he was going to be attempting an ambush. They can hide behind something all they want, but their weapons would likely be in their hands getting ready to take a shot, or already shooting. An infantry screen is not the problem. The infantry screen is good; but you're missing the fact that they're not going to climb every building in the area to check. "Oh, okay this one's a civi, oops this one was an insurgent I just got killed" The. Problem. Is. The. Headgarb. Not. Rendering. That's it, that's really it! If it rendered I wouldn't be saying a damn thing! But since it doesn't, there should be some minor way to say "hey, this guy doesn't have a gun, he's not going to kill us, let's not shoot him". | |
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