|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 v0.97 Feedback Post your feedback on the current Project Reality release (including SinglePlayer). |
| View Poll Results: Your opinion on the new 0.9 rally point change? | |||
| I love it |
|
80 | 35.56% |
| I like it but it has issues [explain] |
|
13 | 5.78% |
| I like it but the community is having a hard time using it |
|
34 | 15.11% |
| Whatever, the game evolves every version |
|
29 | 12.89% |
| I dont like it and the community is having a hard time using it |
|
40 | 17.78% |
| I dont like it at all [explain] |
|
4 | 1.78% |
| I hate it, it doesnt work, destroys gameplay [explain] |
|
25 | 11.11% |
| Voters: 225. You may not vote on this poll | |||
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Feb 2008
Location: kotka
Posts: 1,023
|
rally point was much better way to simulate that theres more soldiers in your squad/team than reviving system(i have readed somewhere that reviving fallen soldier simulates bigger amount of soldiers)
maybe new rallysystem here: http://www.realitymod.com/forum/f264...squadsize.html and new reviving system here: http://www.realitymod.com/forum/f18-...n-outpost.html but i can live with this new system though |
|
|
|
|
#12 |
![]() Join Date: Feb 2009
Posts: 339
|
Because the game is limited to small squad sizes and a fixed amount of players, RPs attempted to simulate a larger squad, but why? The game itself it all downsized to a scale, so to speak. If it were a real larger squad size, the soldiers would not continue to return in never ending microwaves. That is one of the reasons it was removed. It was not, however, completely removed for practical purposes (squad member leaves, new one joins, etc.). It also gives you the chance to finish filling out your "realistic squad size" without last forever. The game could let you deploy a RP even if enemy are nearby. It would be a risk you take, as you won't get the RP again unless you are by a working FB.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ZIPPO BlueDirk
|
|
|
|
|
|
#13 |
![]() Join Date: Jan 2010
Location: Lugansk
Posts: 112
|
The new system is good for games, held officially for Events and clan fighting. On most servers, where we have to play in normal times, this system is completely knocked the players confused, makes SL unbearably heavy, and does not promote team play. Most of the team engaged in construction of FOBs, while forgetting about the main tasks for the capture and defense points. The main purpose of the game players is now a search and destruction of FOBs. Key battles for the point of capture, as in previous versions, virtually none. On large maps, people just get lost and begin to deal with their affairs outside squads.
Battles are not like fighting regular troops. Now this is some small contractions. Guerrilla warfare. In previous versions of 1-2 squads, on the occupied territory, in a safe place could installed the RP and it was possible to simulate a mass attack point of capture. The defending side had to exert maximum effort and squad work to reflect the attack. Battles were strained. Now the attacker squads, losing 2-3 people, must somewhere to run away, out of combat, seek hiding places to gather for the attack again. The system is not perfect, neither in terms of simulation of real battle, neither in terms of make better gameplay. So I am more inclined to option number 3. There are positive points and good ideas, but the system needs refinement. |
|
|
|
|
#14 |
![]() Join Date: Dec 2008
Location: Capital of Beer
Posts: 253
|
I personally can live with the new system, but I think it should be changed back to old terms. The reason I think this is the following:
The Squad-Leader is just not important anymore. When Im playing as SL I dont really care about the officer kit anymore cause its simply not needed. When Im in a firefight and everyone gets taken out except for another one and me I can do the following things: Kill the rest of the enemys, take a medickit and revive rest of my squad ( Im often medic as SL this times ); Try to retreat and get slaughtered on the way to a "save" position; Hold positions and stay hidden untill they leave and take medickit and revive rest. When youre getting killed as SL its over anyway when theres no medic around since you cant set yourself a rally when youre dead. What Im trying to say: The Officer is not important anymore cause for the rare occasions where you have to set a rally for someone joining late, well, unlucky for the one guy. And in every other situtation either the medic does the job or I rage-quit ( lol ). Often there is a FB near too. When I stumble over a special-kit ( probably even a enemy one ) I often find myself keeping it regardless if Im SL since well, read the above. Hope I wrote it somehow understandable, still slightly drunk. |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [14:12] * RedWater slaps AncientMan around a bit with a large fishbot [14:12] * AncientMan sends hordes of lemmings over RedWater |
|
|
|
|
|
#15 |
![]() Join Date: Apr 2009
Posts: 754
|
|
|
|
|
|
|
|
|
|
|
|
#16 |
|
Banned
![]() Join Date: Mar 2010
Posts: 49
|
yeah but if you're not planning on building anything then the squad leader may aswell just take a grenadier or something.
|
|
|
|
|
#17 |
![]() Join Date: Sep 2008
Location: Toronto Ontario
Posts: 237
|
From my original "toilet over flowing" forum post:
"Love it, brings the need to build FOB's to the forefront, and forces SL's to THINK before they deploy; "Battle Awareness" is needed and therefore improved....adds urgency to operations...PR has always had it's share of rules and protocol, these are no different...learning is GOOD!" |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Sir, I am unaware of any such activity or operation... nor would I be disposed to discuss such an operation if it did in fact exist, sir." - Captain Willard |
|
|
|
Last edited by bazza_1964; 03-05-2010 at 03:50 PM..
|
|
|
#18 |
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
|
Voted "I dont like it and the community is having a hard time using it."
I actually don't have a problem with it on the large wide open or wooded maps where FOBs can be hidden and easily built like Iron Ridge/Yamalia for example. But it still ends up being frustrating because my squad will end up seperated at some point or another and if your transport pilots suck, especially on Yamalia you are screwed. But on practically every other map, all the good FOB spots have been memorized like all the T-shaped buildings/under the hotel on Muttrah or easily spotted on small maps like Fallujah or Gaza, so it makes defending a FOB almost pointless. Another big problem comes with city maps, city battles, and especially Insurgency. You are GOING to take casulties in a city battle. You can be as careful as you want, but there is a reason why urban fights are the most brutal in real life and its no different in this game. Rally points essentially allowed a squad or a team to gain a foothold in or right outside of a city to make an assault. This was especially important in Insurgency where you have the Insurgents and Taliban who have no requirements to build a hideout, just a SL with a SL kit. Now you end up with the Taliban/Insurgents having 6 Hideouts to spawn on, 1 permanent main spawn point, plus both caches and even the SL RPs on Taliban side. The Insurgent side can pretty much have 2-3 Hideouts in one area while the US have 1 big one and easily traceable because the troops usually just go straight in. That gives the Insurgents/Taliban a massive advantage, especially in the city fights. I've won playing insurgency as US/UK/RUS too in 0.9, but it usually comes from 1-2 man squads sneaking into unknown enemy caches dressed as insurgents and taking them out themselves, not 1 or 2 full squads attacking. Also, battles are a lot smaller now, don't end up in stalemates, and they are very quick, almost skirmish like now. Sure, I guess you don't have to hunt down enemy RPs anymore, but that comes at the cost of having exaggerated numbers because of the RPs and thus bigger battles. IMO, the current system rewards camping because those on offense are at such a big disadvantage. Probably the biggest problem comes from the fact that on some maps, the OPFOR team can win simply by camping the enemy main or supply route and cutting off the BLUFOR logistics. If HAMAS simply mines the roads on GAZA, there is no way the IDF can get their lone supply truck into the city to build. If they camp the roads with a technical, you get the same effect too. The survival of the entire team shouldn't depend solely on 1-2 guys with supply trucks to held build. Some things just don't make sense with the new RPs either. What if.... -You use it to respawn fallen squadmates back into battle, but a new guy joins the squad and wants to spawn? -Encourages the SL to stay back and hide as opposed to take part in the battle which was possible with RPs -How many times will you actually be in a battle and have a chance to fall back, let alone 100M to place an RP? Battles aren't a big frontline like WW1 anymore. -What's the point in walking all the way back to rearm it off a FOB when the guy can simply spawn back in and rejoin the squad in the same amount of time??? This is all a recipe for splitting up a squad. |
|
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
|
|
|
|
|
#19 |
![]() Join Date: Jan 2007
Posts: 105
|
Well as I voted before I hate it, it doesnt work, destroys gameplay [explain]
I would prefer something totally different than going back to what we had before for many of the reasons we now have a new system. And the current short one time spawn is inadequate. Squads now get too fragmented spawning all over the map even with an SL that tries hard directing spawning. An frankly I’m doing way too much digging and walking. Suggest tie a floating spawn point that stays 150 – 200m from the SL much like Parachuting in some PR maps and BC use. |
|
|
|
|
#20 | |
![]() |
Quote:
when playing PR - i ALWAYS play with new squadmembers, cause I'm not in a clan - I think lots of others also play clanless. so it's very hard - and it destroys the squad-/gameplay completely: people are widespreaded on the field. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
|
|
|
![]() |
| Tags |
| change, opinion, point, rally |
| Thread Tools | |
| Display Modes | |
|
|