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Old 01-01-2009, 11:50 PM   #101
Incomplete Spork
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Default Re: [Gameplay] Logistics

I agree. Devs don't take this as a personal hit but you don't seem to play many normal games the way you are making these changes. Even though to play pr you do need some smarts but all you are doing now is screwing the game over to where the only fun in it is to play with your clan or in a tournament.

Look, you can't fix stupid. There will always be people soloing these tanks and these new logistics things to the front lines. I know the game is Project Reality but I also like to have, not have a chore playing the game. I'm gonna hold off talking about the new PR till I actually play it but this just seems like it's even harder to play in a pub game.
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Old 01-01-2009, 11:52 PM   #102
sentinel
Default Re: [Gameplay] Logistics

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Originally Posted by Zrix View Post
Looking good!
I assume the repair crate repairs so slowly that its no use standing next to it and tank damage, like in vBF2?
Lets hope so.. Also why not take it to a ho nuva leva by making the engineer wrench only work while repair station in nearby. In fact make engineers only thing to repair vehicles, so that the tanks squad would need their own pit crew. Instead of making the repair station a self-repairing station.

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Old 01-01-2009, 11:56 PM   #103
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Default Re: [Gameplay] Logistics

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Originally Posted by sentinel View Post
Lets hope so.. Also why not take it to a ho nuva leva by making the engineer wrench only work while repair station in nearby. In fact make engineers only thing to repair vehicles, so that the tanks squad would need their own pit crew. Instead of making the repair station a self-repairing station.
tahts actaully waht i kinda wanted..but the only thing is taht it takes more infantry off the filed and puts them behind a tank

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Old 01-01-2009, 11:58 PM   #104
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Default Re: [Gameplay] Logistics

Theres a differents between APC and IFV too
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Old 01-01-2009, 11:59 PM   #105
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Default Re: [Gameplay] Logistics

i guess they'll balance out the APCs to earlier number of trucks etz..
I am just curious on the kit request thing. lots of driving for the truck dropping of crates everywhere. LOTS.
But now an ambush on the supply lines will hurt!!

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Old 01-02-2009, 12:00 AM   #106
[R-DEV]OkitaMakoto
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Default Re: [Gameplay] Logistics

Theres a difference in simply giving up on the PR player base by giving them exactly what the bottom of the barrel* would seemingly force us to do and striving to push PR more and more away from BF2's gameplay.

The DEV team will continue to raise the bar and ask that the player base, the mature player base, continue to move up with us farther and farther from original BF2. We did it with Insurgency mode, we did it with rally points, we did it with removing SL spawn, we did it with removing all but the most basic kits from the initial spawn screen.

You guys act like we never play the game, but did you ever think that we realize these problems with the current gameplay and are simply not letting those few bad rounds, or immature players, from ruining the way the game was meant to be played.

Will there be tards? Always. Will the majority of the players get used to these changes and make PR better for it? Yes.


* and please note, Im note referring to any of you here as "bottom of the barrel" I mean those who steal assets and refuse to work as a team, etc


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Old 01-02-2009, 12:04 AM   #107
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Default Re: [Gameplay] Logistics

Why is it that every time someone asks about Artillery or more seats on a tank or more and better aircraft, we always get the same line trotted out about "Taking men from the battlefield" then you look over here and they want to turn most of the team into support elements instead of combat. You've nerfed the engineer to nothingness, you've taken away any form of light recce, and you've taken away any ability for a squad to operate independently. I get that you want to make the game more teamwork oriented, I really do, but you're forcing teamwork. You're looking at things and saying "Players aren't doing exactly what I want so I'll make it impossible to do anything unless they do exactly what I want" instead of allowing the player to work with what they have and come up with their own ideas.


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Old 01-02-2009, 12:07 AM   #108
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Default Re: [Gameplay] Logistics

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Originally Posted by spacemanc View Post
I agree with timo on that one - Im not in a clan - I only play on public servers. Ive often typed out the question to my team "FFS - what does APC stand for!!!!" as Ive been stranded etc, so as I said its a good intention to encourage their greater use. Teamwork isnt always there on public servers and even if it is, asking two strangers to drive across Kashan for 8mins to pick you up, and then drive back again, is a big ask in gaming terms.
Hey, I mean comon, if we're going to talk about Kashan, we'll use transport helicopters and not APC's to ferry people across the vast deserts.

Anyways, it's perfectly logical to assume there will not be any teamwork between APCs and Infantry. Because there is none now, and there never has been. (i'm talking about the average public game) Those that say people who take an APC will have to know that they need to transport the infantry, aren't right (conman) because ur always going to get that noob who wants to go super uber rambo with his APC.

I played a game today where my squad ran to get transport/a kit from the APC, and he looked at us, and just sped away from us. If these changes are going to fix that, I'm definitely for them.
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Old 01-02-2009, 12:08 AM   #109
McBumLuv

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Default Re: [Gameplay] Logistics

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Theres a difference in simply giving up on the PR player base by giving them exactly what the bottom of the barrel* would seemingly force us to do and striving to push PR more and more away from BF2's gameplay.

The DEV team will continue to raise the bar and ask that the player base, the mature player base, continue to move up with us farther and farther from original BF2. We did it with Insurgency mode, we did it with rally points, we did it with removing SL spawn, we did it with removing all but the most basic kits from the initial spawn screen.

You guys act like we never play the game, but did you ever think that we realize these problems with the current gameplay and are simply not letting those few bad rounds, or immature players, from ruining the way the game was meant to be played.

Will there be tards? Always. Will the majority of the players get used to these changes and make PR better for it? Yes.


* and please note, Im note referring to any of you here as "bottom of the barrel" I mean those who steal assets and refuse to work as a team, etc
Well said. I've got to listen to the interview right now. I've just played a game of Qwai where there was an APC squad whoring around with China's APCs (ironically our only transport because many other vehicles were on the front lines, out of reach to the infantry in need). One of the players kept complaining and complaining about those bloody infantry squads that weren't doing anything, meanwhile this guy downright refuses to give transportation with his APC because it's "not there for transport, that's what trucks are for"

yes, there will always be smacktards, but giving them less of a reason to act as such will also discourage them and allow servers better administering, thus better gameplay.


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Old 01-02-2009, 12:11 AM   #110
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Default Re: [Gameplay] Logistics

I will have to see them in action, but on paper, I am not excited about the reliance on APCs for transport. First, I really like Hummers and Vodniks, so it stinks that there's going to be less, but I'm afraid that without them for transport, there's going to be more reliance on walking everywhere, rather than on the APCs.

I still can't wait for .85.


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