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#31 |
![]() Join Date: May 2009
Posts: 130
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While the Non RP is nice, I thought the idea of respawning and rally points/fobs are to imitate a larger force?
A 6 man squad does not accurately represent the force how IRL military operates. Why not have 50percent casualty rule? If you lose 3 or more squad members, your rally goes down. Keeps the pace of the fight up and going instead of even more drawn out. Inorder to effectively test out the No rallypoints i think you might want to add or re add more transport assets. You cannot gauge how effective it is by just taking out certain things and tweaking others. Is it possible to limit how many spawns you can have on a rally? like say 8-12? kinda like a real squad. After that the rally goes away, the benefits are you actually imitate a squad size element. Keeps players on the edge and counting how many spawns or "reinforcements" they have while keeping the pace of battle. Another benefit is you still have the limited rally so a good working squad that overpowered and destroyed the enemy still gains advantages without having to kill the enemy in waves.(in reference to RP's are like siege machines) While increasing the FOB's are nice, still does not help when a player is using Ventrilo or Teamspeak and relaying Key locations. RP's help by being a constant random, no definite location. While I've seen plenty of times where the enemy would just solo a humvee up to a cache or FOB and kill it. just my 2 cents, but yea keep up the great work guys !! |
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Doom on You
]CIA[ Clan Founder DudezTY: Since we cannot kick people in ranked matches, how will we stop hackers who get past VAC? Mackey-IW: Our goal is to ban hackers from the game. * lol, wut?! Infinity Ward public interview* |
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#32 |
![]() Join Date: Apr 2007
Posts: 1,215
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those changes make sense...especially the RP time.
will try asap |
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#33 |
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Programming Manager
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0) What's the interval between RP placement?
Same as in 0.874, interval of 2 min between RPs. If we see the RPs being used in exploitive ways, like SL + 1 staying back and pumping out troops to die and repeat, we will consider increasing that number. 1) How close do enemies need to be to prevent RP placement? Varies by map size and quantity of enemies, between 50-100 meters. My suggestion is don't think about a specific number, but move to a safe position, not the closest position you can go without the enemy being close. 2) If an RP is placed and enemies approach, will it disappear as it used to or will it now re-require a knife? Yes, it will disappear by enemy presence if they approach it before the 30s have passed. That's another reason to not try to do it when you know they are too close. Fall back to safety. 3) How many squad members are required to have an Officer kit? Same as in 0.874, a squad of 2 can get an Officer kit. 4) How many squad members are required to place a RP and how close must they be to the Officer? Same as in 0.874, SL + 1 SM ~ 25m close. 5) You say 3 SM's to REQUEST kits; does that also include spawning with the medic/Auto rifle squad? Yes, same limitation of a squad of 3 is required to spawn with the medic/saw kit. |
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#34 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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This seems like a really good inbetween, promoting falling back and the use of the officer kit. sounds great, cant wait to play it.
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#35 |
![]() Join Date: Apr 2008
Location: V?sterg?tland
Posts: 549
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How much I like to see the teams being more dependent on firebases I can see past their vulnerability.
A big problem right now is that no more than one soldier needs to sneak up to the firebase, knife it and throw an incendiary grenade (or two if he/she wants to prevent it from being rebuilt) and thus one person alone has successfully taken away one of the more important assets to the enemy team. I can admit I've done this myself and I've seen lots of other people using this tactic. In my opinion this is even more unrealistic than the rally points since in my eyes, the FBs are a point, preferably defended/-able where the "invisible supply lines" can deploy reserves/new squads (therefor allowing spawning) -> simulation of supply lines that the bf2 engine can't simulate. And sure, perhaps one person could sabotage these supply lines but that would be some form of saboteur/spec-ops unit which no longer exists in pr. Rather, the presence of a WHOLE enemy squad by a now deserted/overrun fire base could actively deny enemies from deploying in that area. So one thing I would like to see is some sort of flag-ish like firebases where something like the presence of >~3-4 enemies /a ~1:2 of enemies-to friendlies-within-a-certain-radius ratio would make a firebase unspawnable. A ratio of 3:2 would destroy/remove/overrun the firebase either immediately or with a certain delay dependent on the enemies:friendlies ratio. This would imo be a more realistic overrunning of a defended point than the current knife-the-radio method (which I always have been hating btw since it can be exploited easily). Wow, just realized this probably is rather off topic. But meh, relevant enough to not get its own thread. |
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#36 |
![]() Join Date: Nov 2009
Posts: 186
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Will we get more anti building grenades or ways to destroy contructions with the increased focus on forward bases and contructions ?
or an easier way to destroy crates as now one crate can become a base , making it imperative all crates are destroyed |
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Last edited by [R-MOD]Saobh; 11-18-2009 at 01:32 PM..
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#37 |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
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i'll have to check out the new changes (obviously) before i know how they're going to play out, but i dont like the new RP mechanics.
this almost seems like it's bringing the SL spawnpoint back. the SL and one SM will be able to hang back and send an endless 4 man attack on a target from any angle. like i said, i will have to play it to see how it works, but on paper, i dont like it at all. perhaps if you cant put an RP within 200m of an enemy it might work. |
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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Last edited by Threedroogs; 11-18-2009 at 03:54 PM..
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#38 |
![]() Join Date: Feb 2008
Location: kotka
Posts: 1,023
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is there change to change that one server is just insurgency and one just aas?
because just right now 3 servers has insurgency. |
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#39 | |
![]() Join Date: Aug 2005
Posts: 628
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#40 | |
![]() Join Date: Oct 2009
Posts: 16
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