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| PR:BF2 v0.97 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
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#31 |
![]() Join Date: Jun 2009
Posts: 75
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No, it's supposed to be A GAME. It can't be perfectly realistic because even if it were possible to make it like that, it wouldn't be fun.
Sounds like you just need to get better at being an insurgent because IMO it's still pretty easy, just not as easy as before. |
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#32 | |
![]() Join Date: Mar 2008
Location: 3500 Feet above the Kashan Desert
Posts: 1,074
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The M113 is RPG food the Merkava is easily taken out and IDF the majority of the time Lose. yeah if you die you get kicked from the server one life only in "reality" | |
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Derpist
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#33 |
![]() Join Date: Feb 2008
Posts: 343
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I've never liked insurgency at all really... However I've noticed one thing in PR lately that bugs the crap out of me. Now that kits sit on the ground for 5 minutes, it's ridiculously easy for Insurgents to arm themselves with blufor gear. I've seen so many insurgents with M4s and L85s to a point of ridiculousness. Insurgents were supposed to have less powerful gear for the sake of assymetrical balance. Right now, that idea has been thrown out the window. I'd actually like to see the inability to pick up enemy kits in the future of PR.
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Main Alias |TG-6th|Googol
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#34 | |
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I notice this a lot on other maps than insurgentcy. It seems like any opforce team always wants to the blueforce gear, even when its good balance and the opforce gear is equal or better. I know sorta off topic but I also believe theirs issues with enemys taking enemies kits. | |
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Last edited by Lange; 02-18-2010 at 02:01 AM..
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#35 |
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It goes both ways, I've killed many US soldiers with AK's in their hands.
And really what did you expect? People not to be able to pick up weapons off dead soldiers? Why? So a US soldier can rush in with his SAW and not have to worry about it being turned on his teammates, when he dies? It happens in real life. If people played correctly and moved as a team, this wouldn't be so much of an issue, but when we get snipers running into the city alone, you can't blame the insurgents for picking up the rifle and using it. |
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#36 |
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you got to thin kof the reality side of it. When you kill off a cache yes you get 25 men, but in real life the BLUEFOR forces are better trained and wouldnt really die that often. plus the insurgents have unlimited tickets so....do the math 300 deaths for insurgents, good luck having more and more people.. I LOVE .9
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____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46) ____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me! — Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943. =ELH= Earths Last Hope To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#37 |
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Forum Moderator
![]() Join Date: May 2006
Location: Essex, UK
Posts: 7,402
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Looks like this one slipped through the net.
No longer. Feedback forums are closed, that means no feedback threads anywhere else, ya dig? |
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The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. El_Vikingo: Bob_Marley, the level 70 pimp, will satisfy your needs. Origin/Battlelog ID: RMODBobMarley |
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#38 |
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I feel the increased tickets and reduced number of caches has only pushed the coalitions behavior even further towards unrealistic. Sending masses of men off to the meat grinder, because it works. I would like to see the coalition teams get better asset layouts. Give them more power, not more soldiers.
I would like to see the removal of all unarmed trucks(except the logistics truck) and more helicopters and armored transport added. Other vehicles and weapons such as the Mk19 humvee, javalin, AC130, etc that would greatly unbalance an AAS match, could be used in insurgency to improve the coalitions chances. I'm honestly confused as to why we're driving around hostile areas in unarmored & unarmed humvees, land rovers and g-wagons, when we have LAVs, Bradleys, Warriors and Strykers at our disposal? And as a bonus, maybe if we had an APC on every street corner, more insurgents would learn to hide & ambush rather than fight the coalition head-on. Also, I think the kit limits should be increased for insurgency, allowing for example, 8 grenadier kits rather than 4. Of course the squad limits would have to remain, so there wouldn't be 4 snipers in one squad. |
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#39 | |
![]() Join Date: Feb 2009
Location: Ottawa
Posts: 38
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Last night we had a game in gaza beach where we pushed IDF back to their main and held them there for the whole game, it's a matter of the players, not ticket reward; insurgency can win easily if they would only trap, delay, and build/rebuid multiple hideouts but I'm lucky if i see half the insurgent players in squads, even more if i see one squad working as a team. | |
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#40 | |
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Banned
![]() Join Date: Feb 2007
Posts: 89
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Quote:
Seems the DEVs are pro BLUFOR and is turning PR into a "BlackHawk Down" paradise - i.e. it caters for the weekend warrior types who naively believe BLUFOR power and gadgets will overcome all instead of working for their victory. And it doesn't look like this disillusioned school of thought is gonna disappear any time soon. In the last three versions we've seen INS weapons get nerfed and nerfed and nerfed EACH time while the BLUFOR get better weapons/assets/features with each version (only exception being the m249 which was slightly tweaked from a 500m burst fire laser sniper rifle into something more realistic - AND NOTE: DEVs camp were amendment prior to the introduction of the m249 (against the forewarning of many) that it would be perfectly balanced. wrong. the problem stems from: 95% of BLUFOR culture consists of 3 things: 1. asset/kit whoring, 2. complete lack of basic tactics, 3. complete lack of initiative. And the kicker - the DEVs are actively encouraging this with each version by skewing the balance in every respect towards BLUFOR. 1. asset/kit whoring: simple, noobs believe that by having the HAT/Sniper, (insert limited kit/asset of choice here), scope/ACOG, they will be invincible, will be able to shoot the enemy from 300m and with the (insert limited kit of choice here) they will overcome all. - In reality it doesn't work like that. If you can't bloody well survive on the battlefield with just ammo and open sights you have no fking business taking a special kit/asset WHICH REQUIRES MORE SKILL to properly use. 2. complete lack of basic tactics: Give a BLUFOR open sights and watch him go into anaphylactic shock. Tell him to assault that building and again watch him keel over. Ask him what he would do if ambushed and listen as he calls for APC/Humvee/Blackhawk support. Generalising but again, the problem is there's no basic tactics in BLUFOR and each version of PR makes it easier for BLUFOR to do the least amount necessary. Hell now with the UAV it's even easier to just drop a blackhawk onto the cache rooftop or send in the LB to flatten said building, cache destroyed, voila. - Oh and just in case anyone was overly adamant that BLUFOR do indeed work very hard to find the caches... it's very common for BLUFOR to get mumble/vent intel from their clan mates/bed-buddies on where exactly the revealed and unrevealed caches are. - v0.9 introduced the new FOB and RallyPoint system. What's the current state of this? It's akin to a patient rejecting his newly transplanted liver. BLUFOR players hate it and still mostly rely on blackhawk airlift/APC transport rather than (as it should be) WORKING for their victory by building/securing/guarding FOBs from which to attack. 3. complete lack of initiative: most of the time BLUFOR infantry simply holds 500m from the target/cache location and waits for either the LittleBird or Tank or (insert heavy asset of choice here) to completely flatten an area before they even CONSIDER moving in and actually making contact with the enemy. Part of this again stems from 1. asset/kit whoring - he doesn't want to lost his precious (insert limited kit of choice here). Why DID insurgents win most of the time prior to v0.9 = because they rarely had 1, 2 or 3. 1. asset/kit whoring: wtf is an insurgent I going to do with a RPG that's fking useless beyond 100m and his only backup weapon (for most INS special kits) is a knife/rock? And that special car or bike? The damn thing will most likely blow up and kill the insurgent before he gets to the target area. Insurgents make do with what they have - these being AK47s, grenades, IEDs (used to) and molotovs. The odd case of kit/asset whoring (sniper/artillery IED) is mostly due to noobs that keep on wasting the kit. - A BLUFOR's first response is I NEED THAT (insert limited kit/asset of choice here) IN ORDER TO WIN! - An insurgents first response is more like I NEED MORE AMMO TO WIN! 2. complete lack of basic tactics: since insurgents have the most basic weapons known to man and alot of the special kits are nerfed, they don't have that mind-set of getting a special limited kit which will solve all our problems. They rely on applying the fundamentals, making due with what they have and learning to use these well. Insurgents employ their weapons and tactics in such a way as to leverage their strengths and avoid situations where they are weak. e.g. an insurgent that knows what he's doing will quietly follow a BLUFOR squad and rather than open up on them from 150m out will get so close he can touch them. His open sights are useless at 150m. Only once he's close will he empty his magazine into the nearest targets and try to make it out alive. e.g. an insurgent sapper that's surprised by enemy BLUFOR patrol will (if he knows what he's doing) get down, get in cover and wait for them. And when he fires that piece of sht SKS of his, he will focus on one round one kill because the enemy has full auto, and he doesn't. e.g. Insurgent squad leaders actually actively communicate and work with each other - they have no god damn blackhawk which can quickly transport them to the target area so they alert nearby squads and on the whole work together, including building/rebuilding hideouts. 3. complete lack of initiative: since insurgents are fkked in most departments they have to employ initiative to survive and win. Insurgent squads ("that know what they're doing") will have a civy as a lookout, use the squad leader as a backup medic source, will use hit-and-run rather than full-on-frontal. They'll at least try and hide their FOBs because BLUFOR has UAV (btw nice work on the new v0.9 hideout placement code - it now needs a clear area the size of a parking lot before it'll place). They'll try and mine/IED an abandoned BLUFOR vehicle etc etc etc. As I said earlier: And it doesn't look like this disillusioned school of thought is gonna disappear any time soon.Some new additions courtesy of v0.9: - V0.9 IEDs and RKG anti-armour grenades = complete. utter. fail. -- IEDs are now glorified hand-grenades with radio detonaters. pretty fking useless. -- RKGs now do fkall damage to soft skinned vehicles. a truck/humvee can take a RKG hit to the front windscreen and drive on with no problem. pretty good vehicle designs if they can defeat a weapon that's supposed to be able to penetrate 125mm (4.9 inches) of rolled homogeneous armour plating. - Hell, even the BLUFOR shotgun is now super accurate with near non-existent recoil and a very low buckshot dispersion pattern - while the insurgent shotgun is damn near useless (more so than in v0.8.) - 7 caches and 25 tickets each = ridiculous. I'll settle for 8 caches, 15 tickets each and ONLY ONE cache EXISTS in he game world at any one time = that includes revealed and unrevealed - combating that fking annoying problem of players telling the other team where exactly the caches are through using VOIP/multiple accounts. Leeu | |
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| completely, insurgency, ruined |
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