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#31 |
![]() Join Date: May 2009
Location: Sussex
Posts: 82
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If we are going to rely on FB's far more, would it make sense to remove the ability to destroy it with a knife, and also remove incendairy grenades for most classes, except squad leader, rifleman specialist, and the combat engineer? Just so that one randomer walking around does not have the ability to destroy it by himself.
Also this could make wire traps more useful since the SL would presumably rather use his incendairy on the FOB itself and not the defences. |
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Littlebird + AR + Grenadier + LAT = hours of entertainment
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#32 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,071
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#33 |
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Pls do not remove the rally points...
The Rally Points are a reason for a lot of teamplay in Pr... you have to stick together... to work as a Squad - the Rally Point is one reason for the teamplay in PR. Its a big fail if you remove the rally points.. |
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#34 | |
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Quote:
Now more than ever a medic is the most important guy... I've lost count of how many times me or my squad "respawned" so the medic wouldn't get needlessly shot... | |
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In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#35 |
![]() Join Date: Oct 2006
Location: small island north of florida...NFLD
Posts: 373
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will there be any need of an officer kit for SL's?
with these changes? (serious question). |
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#36 |
![]() Join Date: Jan 2008
Posts: 1,099
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With the SL kit you can use marker smoke, use the special binocs for lazing targets and having super zoom, you have additional bandages and possibly even a cool hat.
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My
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#37 |
![]() Join Date: Oct 2006
Location: Trondheim, Norway
Posts: 2,783
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Make Norway OPFOR! NAO!
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. It's your hamster Richard. It's your hamster in the box and it's not breathing. |
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#38 |
![]() Join Date: Nov 2009
Posts: 47
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Here's an idea im just throwing out there, the point of gitting rid of the RPs is to put more focus on tem work, but if one person in your squad dies 'dead-dead' then thay would have to spawn at the nearest FB. so, the squad is a man down, should they all RTB and meat up with him, or keep going and let him make his way back to them? RTBing is the best tactical answer, but we all know that 90% of the time the SL is going to say, 'just tray and make it back to us.' i havent tryed the open beta yet, so im by no means an expert on the subject, but it seem like squads will be just as fragmented as thay try and make there way back to there SLs.
all this to suggest an idea. im not sure how hard the codeing would be on this, but would you change the RPs so they only allowed a limited number of spawns? say, 7-10 spawns before the RP goes on cooldown? you would have to increase the cooldown of the RP to something over 5 minuets to prevent the SL from refreshing it after every few deaths. the point of the RP is to be a regrouping point, by setting a limet to the number of spawns it allows your squad can still regroup if one or two die off, instead of having one person run all thay way from the FB half way across the map. just something to think about. |
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#39 |
![]() Join Date: Jul 2008
Posts: 206
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Penalises those that actually stick together in a strong unit by forcing them to pub it with others at the FB; will try it out but majority of player I know condemn this in terms of gameplay fluidity and only adds to the walking simulation aspect. The idea of having a more dynamic front line was appealing with RP's and helped simulate the lack of numbers in many engagements. Combine this with weapons that give the defender an uppermost edge and it's just going to be a waste of time and provide little entertainment value which at the end of the day is the sole reason I don't have sand in my arse crack at the moment in some god forsaken hell hole. I'd expect weapons to be completely rebalanced for this to work as it will render some positions nigh on unassailable.
Secondly this will fail so hard on public severs when you can't even rely on others to build hideouts at the moment. You'll have to enforce compulsory squads of course since having randoms spawning on your FB will be a complete waste of a FB. Mostly RP's provided a refuge from the fact you had to suffer some noob pilot etc to transport you in a beeline towards the enemy stronghold and you somehow survived long enough to retreat and set up a RP with your remaining squad members. This is just a failing of those not instructed to stick with their fire-team/ a lack of will to enforce control over them and moding the game to accompany them is just a giant cop-out. If someone doesn't follow you as an officer you pull your pistol out and put one in their head and kick them from the squad, get the hell over it you're in the army now soldier. |
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#40 |
![]() Join Date: Oct 2008
Posts: 212
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While writing my thesis I had a quick thought about how PR would be without rally points.. and that I really would like to have such a feature. Et voila.. here it is!
Nice job! |
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