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#61 |
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Retired PR Developer
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don't forget a few of these maps arent gonna make it to the next version
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#62 |
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PR:BF2 Beta Test Team
![]() Join Date: Jul 2009
Posts: 495
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Will this take out the team rallies like at the start of certain maps or the taliban team (not squad) rallies on korgenal and archer
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#63 |
![]() Join Date: Feb 2009
Location: London
Posts: 670
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is it just me that dont like the sound of even more bloody running?
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#64 |
![]() Join Date: Feb 2009
Location: London
Posts: 670
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is it just me that dont like the sound of even more bloody running? RP are mainly used (as i see) to get sqauds together not the other way around.
how many times have you joined a squad and SL says hang on ill place a RP so you can join us? well not any more looks like we will have to run alone for 5mins to meet up with them. |
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#65 |
![]() Join Date: Feb 2009
Posts: 24
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Oh jeez. This will just segregate the squads and make PR a borefest while you wait for the rest of your team to spawn at the FB, or a marathon simulator while you walk everywhere trying to catch up to your squad.
No way I'm gonna hoof around for 5 minutes only to arrive at a bunch of corpses. So that would inflate the amount of medics even more. A nice shoutout for the driver/pilots, but otherwise probably a bad sign for the grunts who get to twiddle thumbs some waiting for your squad to die or logistics for a regroup get worked out. |
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#66 |
![]() Join Date: Mar 2009
Posts: 46
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I think all of you who are posting saying it sounds great needs to go and play it. Ive been playing it for a while now, so I can make up m y own mind before posting.
I had mixed feelings about these changes, but it seems that it is very one sided in terms of how it works. I am all for teamwork, but this DESTROYS PR on many levels, and it seems that everyone ive played with agrees. First of all, its now very hard to get any bases up outside the main base now, because at the start of each game, the enemy just has to destroy your means of dropping crates out, which isn't that hard if everyone focuses on it. You then have to keep spawning at main, and all that happens then is the enemy swarms the main base and thats it for the rest of the game. This has happened to me many times, and even on the odd chance that it doesn't happen, and you manage to get a base up outside main, it doesn't last long. The next point is that squad leaders no longer seem to actually use the squad leader kit as theres hardly any point in it any more besides the occasional building. Which they can just get from the crate when they get there anyways, and then switch back. Even if you somehow forced them to use it, PR has still become a major running fest if you manage to get out somewhere. Lets give you an example. Playing the korengal valley for a while, it took us about 25 mins to get a squad out of main which was basically me driving a humvee at full speed with the 50 shooting all over the place just incase. We didnt really have much of a plan apart from get out alive, so we decided to try and take outpost. We actually managed to get there, and parked up. We roped up into it, and actually got in there. After being there for about 2 minutes we were surrounded, and pelted with RPGs. The medic went down, dead dead. His kit was no where to be picked up, so we basically lasted about 2 minutes after that. Back to spawning at main base. Most of the squad quit after that. On another similar occasion on korengal valley, we decided that when we got out, we would then sweep back on foot and try and kill all the people hiding around base, which got us allot of kills, but you still end up losing it and spawning at main again. PLEASE DONT remove RPs. PR is a very very fun game, but theres only so much you can do with a game over real life. Its allot easier to aim and kill someone in real life, which makes it all the more frustrating in PR. Thats fine though, I can live with that. But if I die and have to spawn 3000m away because the medics dead, then that just makes me want to play something else after a while. |
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#67 | |
![]() Join Date: Feb 2008
Location: Espoo
Posts: 74
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Quote:
Maybe add a feature, that if there's three or more enemy players inside that spawning zone you wouldn't be able to spawn? Just like we have nowadays with FOB's. To remove the rally point by the opposing team it would have to be knifed or destroyed by other means. Think about it, it would basically serve something for everyone. We'd have the squad teamwork/effort as intended plus it would be easily "overrun" as well if placed poorly. This would be partial answer for the lack of good transportation in public servers. I'm all thumbs up for this suggestion - what do you think about it? edit: really HC version of this could be that you'd be able to spawn only if one of the squad members inside the spawning area is medic. | |
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#68 |
![]() Join Date: Jun 2009
Location: Bayern
Posts: 196
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I read about this thing yesterday, but it was really late and I had to go to bed, before going to bed i had some thoughts i wrote down. I wanted to test it first, but the servers are empty at the moment, so i will first post what i am thinking and adding the stuff i saw as soon as i will have played.
FOBs are bigger than rallies, so they are easier to detect, when i think about the situation on INS maps, i always see insurgents hanging around with "chache kits" and this is usually where the cache is, okay here i need to mention that the crates will propably dissappear after a short time because of rearming, or kit requestion - is the request of a kit emtying the crate like rearming ? Or what about spotting enemies all the time in the same place - that means there is a fob, its the same with the rally, but on a rally only spawns one squad not three, or four - when there are three or four squands there will be at least one idiot who gives away the position with stupid behaviour, like firing with no reason, throwing smoke, or being spawned to close to the fob. I can imagine that on vehicle maps unfurtunal placed FOBs will cause many squads to spawn on the mainbase, and take a vehicle. On the other hand i remember playing kozelsk several days ago, we were holding the bunker, almost alone - 2 guys on the south entrance where the apc is - 2 guys on the west infantry entrance, and an AR on north entrance, I as squadleader was checking the situation on every door by running back and forth, helping where help was needed, or replacing the medics position when he needed to heal - but when the medic was not able to get the dead ones, i placed a rally which was overrun (enemies on the bunker) after 7 secs, but my squadmates were able to spawn. We won, but the rally system made it possible. When having only firebases, there should be more protection of the FOB, more HMGs, foxholes and wires. |
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#69 |
![]() Join Date: Mar 2007
Location: CapeCod
Posts: 88
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All good questions. Quick ideas that come to mind. Maybe adding another medic or giving each squad leader 3 or 4 total rallys to be placed. No more random rallys. SL has to use them wisely. I'll be playing beta later for the first time. I'll ponder more...
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#70 |
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With the RP thing, I was thinking; perhaps people could only spawn on a rally if X members of their squad were within a given distance, to make it actually be a RALLY point rather than a portable spawn (which, more often than not, is what it's used as). To clarify;
Say you have a full squad. You're looking for a cache on Insurgency. Two squad members get downed by a PKM in the middle of a road, and it's impossible to reach them to revive them. They give up. The rest of your squad has to fall back to the RALLY to regroup before heading out again. It would be near enough an identical mechanic to the condition of having one squad member near the SL for him to be able to plant the rally in the first place, no? And I mean, it'd solve all the problems we have with RP's; Soldiers not working together as a group, (as they would have to be in a group to respawn in the first instance) It being used as a mobile spawn point to launch soldiers at an enemy position (as they would have to work together and coordinate, falling back if enough troops go down). And to counter the problem of the entire squad going down and the rally falling; well in realistic terms, they can't rally if they're dead anyway, can they? So the rally would go down if all 6 squad members are killed, and they would need to restart their mission at an FB or one of the fixed spawns for their team. Which would, in turn, make people less inclined to run out and catch bullets, thinking they can always respawn at the rally. |
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