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PR Time:
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| View Poll Results: Your opinion. | |||
| I think the map is fine. |
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73 | 41.48% |
| I think its trash. |
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43 | 24.43% |
| I agree with IronComatose. |
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51 | 28.98% |
| I think something else(POST IT!!). |
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9 | 5.11% |
| Voters: 176. You may not vote on this poll | |||
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#121 |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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APCs are the highest risk form of land transport in PR at the moment. Despite extra protection, they are more vulnerable as they seem to be target No2 for everything after tanks, and are slower and therefore easier to hit and are less manouverable than wheeled transport. They are also vulnerable to an infantry squad as well as the enemy armour and air assets. Even AAA can kill them...
Also, they're useless for dropping troops and providing firesupport, there's a 50% chance a tank will be about to kill you if you go anywhere near a flag, and a 75% chance there wil be nothing suitable to shoot at anyway, unless you put your self in a madly exposed postion. 2 landies with half a squad in each have 5 times as much chance of getting anywhere alive and setting a rally than a squad in an APC. |
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#122 |
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PR Mapper Team
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ye, and we plan on trying to improve APCs so they are more effective for transport, but its still not a map problem.
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#123 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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yes it is.
They are on the map, so it is a problem if you are trying to force people to use them in a suicidal way. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#124 |
![]() Join Date: Jan 2008
Posts: 2,841
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Top left portion of the map needs a flag. its way too baldy, and it would spice up the combat a lot. Make it a big building or somthing like a factory. i dont know the Qinling RL landscape... But somthing. its one of TCombat's regular maps on the rotation and like sombody said, these days, it just dumps and we go from a full house, to about 20, which sucks, (no offence Rhin0), the map isnt bad, its just lacking in a couple of areas.
(1) Jets and Gunships dont mix (2) We use the same old routes every single time, we end up doing a merry-go-round around that on lake, which i bet if you zoomed out the picture on google earth would look pretty insignifigant in the larger scale. ^_^ (3) And the tanks, arnt interesting anymore, i thought the differences between vBF2 and PR were cool at first, but now that i play it every day since i began playing last year i can see that the Tanks are the one thing that are repetitive. Its like when your playing single player for the first time on Call of duty 2 and they put you on that map where for one round only you get to play using a tank, but theres only like...2 dynamics, move and shoot, and no really interesting tactical stuff. Me and strumm have a shit-load of tank experiance in PR now, and its safe to say we kick ass at it. but its not as detailed at a real tank would be. generally speaking, theres no "Fear for your life" in PR. I think the new medic stuff will help that for infantry, but what about Armour? whats going to help armour's realism? As for Qinling, it's playability and fun-o-meter are dwindling and need to be spiced up imo. |
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#125 |
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PR Artwork Team
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Jonny, so quick to argue!!
He just said hes trying to fix the APCs so they are more suitable for transporting troops, therefore the map will have enough transport, and everyone will be happy. Take a ritalin and please calm down. I kind of agree with Psychos points in a way tho, in what he says about it clearing a server. I understand that you've tried to focus the ground action into a small section of map, and have the rest for jets and helis to play in, but there isnt that much in the ground section where infantry can dig in (e.g Kashan Bunkers/Villages). As I said before, I'd like a larger village and a more developed mine flag, something like processing facility at Qwai. This will mean armour can overwatch as per now, but infantry will still have to go in and clear a flag, making it harder to capture. Village is ok to hold from the inside, but Mine is impossible. This wouldnt be a bad thing if the flags were of lesser significance, but when there are only two contested flags on the map and one is extremely difficult to defend except with tanks on the ridge it becomes a problem. |
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Last edited by [R-DEV]Drav; 07-12-2008 at 11:12 AM..
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#126 |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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Yeah, I accept that, it was just an observation of something that's making the map more difficult to play at the moment, although changing the map wont help.
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#127 | |
![]() Join Date: Jan 2008
Posts: 2,841
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Quote:
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#128 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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I would like a more developed village, but less at the mine.
Infantry dont need to take all the flags and that kind of seperation may work out well. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#129 |
![]() Join Date: Mar 2007
Posts: 588
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Even though I haven't played PR in god knows how long, I do think Qinlin needs some changes. Put in 4-5 scout helis as tactical transports.
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"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"
A funny typo by Sgt. Smeg |
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#130 |
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Banned
![]() Join Date: Jul 2007
Location: Norway
Posts: 3,190
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^^Or not...
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| Tags |
| major, qinling, revamp |
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