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Old 07-25-2008, 07:48 PM   #21

Tirak's Avatar
Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
I've shot RPGs from about 500-600m from the edge of the city and hit armors with either the first or second shot. I've been hit by RPGs from about that distance. Don't give me that kind of BS.

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".
It's not BS but what ever

Again, I do not agree with any difference at long range to make civies stand out, as I have said I support them looking the same. If that is the main point of contention between us in this arguement then there is nothing more to discuss, we simply do not agree on the point.

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Old 07-25-2008, 07:48 PM   #22

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Tofurkeymeister View Post
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'd support bringing back the caches, but there's one problem: it doesn't promote team work. Most people in old Al Basrah were running around like chickens without heads trying to find caches. It'd be great if teams worked together to collaborate that kind of attack. I'd support it full on if more teamwork was present.

For those of you who spout "Don't dumb down the game for those few" guess what the cache system was changed for? Dumbing down insurgency. It does promote teamwork (or at least having more than 3 people in one place) when you can only attack a cache or two at a time.

One attack chopper would be something to see tested, to see if it would be able to return. With the current amount of RPGs active on the insurgent side, it should encourage making sweeping runs and the like instead of just bolting in, and hopefully insurgents will have something to actually fear from the skies now and then.
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Old 07-25-2008, 09:06 PM   #23

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
I'd support bringing back the caches, but there's one problem: it doesn't promote team work. Most people in old Al Basrah were running around like chickens without heads trying to find caches. It'd be great if teams worked together to collaborate that kind of attack. I'd support it full on if more teamwork was present.

For those of you who spout "Don't dumb down the game for those few" guess what the cache system was changed for? Dumbing down insurgency. It does promote teamwork (or at least having more than 3 people in one place) when you can only attack a cache or two at a time.

One attack chopper would be something to see tested, to see if it would be able to return. With the current amount of RPGs active on the insurgent side, it should encourage making sweeping runs and the like instead of just bolting in, and hopefully insurgents will have something to actually fear from the skies now and then.
ok first things first, we are playing as insurgents...so in other words angy locals with guns, not an organised malitia, so no i dont really think teamwork is necesary for basrah other than for GB.

i do believe that all caches should be active at once, although intel only available for 3 at a time, that way you can have the realistic sense of patroling for cahces and the teams that wanna have a good fight. In other words those of us with disciplin and sweep searching skills can sweep through the map searching while the trigger happy others can go straight into the marked ones.
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Old 07-25-2008, 11:57 PM   #24

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Bringerof_D View Post
ok first things first, we are playing as insurgents...so in other words angy locals with guns, not an organised malitia, so no i dont really think teamwork is necesary for basrah other than for GB.

i do believe that all caches should be active at once, although intel only available for 3 at a time, that way you can have the realistic sense of patroling for cahces and the teams that wanna have a good fight. In other words those of us with disciplin and sweep searching skills can sweep through the map searching while the trigger happy others can go straight into the marked ones.
What, you're saying everyday people can't work together? I'm pretty sure I could yell at Hajib over there to shoot his RPG after I detonate my IED. I mean granted, they aren't a super-organized force. That's apparent in the gameplay; they spawn sporadically, they don't have a 'leader' (commander) and their 'squad leader' is really just one of them who is designated as a leader and has a grenade launcher on his AK-47. They shouldn't get any more organized than that, but I think that insurgents would likely bulk up if they knew where a British assault was going to occur.

The second idea: That could work well, but I'd still suggest reducing the number available and the number overall, personally.
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Old 07-26-2008, 02:54 AM   #25

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Re: Changes to Basrah [Gameplay]

Maybe another suggestion is to keep insurgents from having a commander by either not letting anyone into the position or kicking people out of it. There is supposed to be a disadvantage as far as infrastructure is concerned but not only do they get someone to coordinate between the cells in real time, that person also adds to the total grenade launcher count.
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Old 07-26-2008, 07:23 PM   #26

Celestial1's Avatar
Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Ghost1800 View Post
Maybe another suggestion is to keep insurgents from having a commander by either not letting anyone into the position or kicking people out of it. There is supposed to be a disadvantage as far as infrastructure is concerned but not only do they get someone to coordinate between the cells in real time, that person also adds to the total grenade launcher count.
Insurgents don't get a commander.

The game kills the commander on spawn until he resigns, last I checked.
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Old 07-26-2008, 08:29 PM   #27

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
Insurgents don't get a commander.

The game kills the commander on spawn until he resigns, last I checked.
Not anymore, that was the case in .6, but Insurgents can have a Commander now.

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Old 07-26-2008, 11:29 PM   #28

Celestial1's Avatar
Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Cyrax-Sektor View Post
Not anymore, that was the case in .6, but Insurgents can have a Commander now.
Ugh, really? I never heard anything about that being put back in.

I hope that gets removed then, luckily I haven't seen anyone use it but I just don't think that insurgents should ever have a commander.
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Old 07-26-2008, 11:53 PM   #29

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Celestial1 View Post
I've shot RPGs from about 500-600m from the edge of the city and hit armors with either the first or second shot. I've been hit by RPGs from about that distance. Don't give me that kind of BS.
Enemy bullshit spotted! At 500-600 meters you can barely see anything without binos. The RPG iron sight are so big that they will obscure your vision.

Around 300 meters, yes, 300+ VERY unlikely.

Never argue with an idiot, he will just drag you down to his level and beat you by experience

Killing for peace is like f*cking for virginity

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Old 07-27-2008, 12:32 AM   #30

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Re: Changes to Basrah [Gameplay]

Quote:
Originally Posted by Waaah_Wah View Post
Enemy bullshit spotted! At 500-600 meters you can barely see anything without binos. The RPG iron sight are so big that they will obscure your vision.

Around 300 meters, yes, 300+ VERY unlikely.
Hmm let's see...

RPG kit has... binos. Binos have... markings. Those markings can show you... the middle of the screen.

Binos, aim, switch to rpg, iron sight in, fire.

Especially if they have moved perpendicularly away from you and then stopped.
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