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#21 |
![]() Join Date: Jun 2008
Posts: 4
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I like the changes but one temporary rp is a bit harsh. I'd prefer to see two or three rp shots or better yet one rp and the ability to always plant an rp next to a truck or apc. I think this would encourage mech teamplay, give value to the often abandoned trucks and give you a choice between a noisy but steady frontline or a stealthy foot approach where ROE are vital.
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#22 |
![]() Join Date: Feb 2006
Posts: 217
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If i'm honest I think all this changing of the game mechanics is becoming a bit much. PR won MOTY for how it was. My advice would be don't fix something that isn't broken get more content in the game & maybe coders can take a little break
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#23 | |
![]() Join Date: Jul 2007
Location: Sea of Tranquillity
Posts: 832
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Quote:
Very VERY GOOD advice that. | |
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#24 |
![]() Join Date: Sep 2007
Posts: 193
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It's a fair point except for one thing. The numbers 0.874. Not 1.0, but 0.874 (a,b,c,or d).
This is a game under development and has been for a little while.Ever changing but still the same.A bit like real war where the rules change over time due to circumstances,like the A bomb for instance.Or the bow and arrow.Or IEDs for that matter. One day we'll get 0.9 and then later we'll get 1.0 if we're good little soldiers and build enough FoBs.In the meantime,when you hear the whistle, just pop your head over the top and run toward the enemy for a bit. Anyway,them Generals are always fiddling about......... |
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"and pray that there's itelligent life somewhere out in space because there's bugger all down here on Earth"
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#25 |
![]() Join Date: Feb 2006
Posts: 217
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Agreed that its always a WIP which is why they are beta testing it but I just think the guys are looking into it a little too much, maybe feeling because they havent changed this area massively recently they feel they need to now? I still think the new factions and weapons/vehicles will keep the community happy without having to change stuff like this.
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#26 | |
![]() Join Date: Sep 2007
Posts: 193
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Quote:
Good job we've got a forum to discuss it in. | |
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"and pray that there's itelligent life somewhere out in space because there's bugger all down here on Earth"
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#27 |
![]() Join Date: May 2006
Location: Lisboa
Posts: 51
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Personally I think that this change must be brought with other major changes, if brought alone, it will damage the game.
Examples are : - Scoped MGs seriously made long range fighting a joke, make them spawnable, but not scoped, I know it is realistic, but if you cant even pop your head out from 500m to try and sharpshoot the guy with your rifle, it will be much bigger pain with this new rally mecanic. It should have no scope, so he can still lay fire upon us, but not as acurate as poping us off at that exact sec we pop our head out. So we can actually sharpshoot the MG out, and say "MG down and smoke is up, move!". - More vehicles, I cant stress this enough, we have tons of flight assets in maps like Muttrah.. where we should have some more water moving vehicles, yes ... boats! Boats are very good vehicles when you need semi-fast deployment and every nub with half hour flight time is trying to fly us in under AA cover. As with other maps, make the troop carriers (inf trucks) spawn more often, or even make them explode after 2 minutes of not beeing used, we still have tons of ppl that drive in them alone and abandon them in retarded locations. - Give us deployable sandbacks, I cant remember where I saw this, i think it was on BF42 (as a mod), that can be placed just like foxholes, but in more quantity, and that can be destroyed by vehicles by driving fast into them, they really made the diference in some locations for setting up temporaly defences. - Muttrah city only (muttrah is a very special example, I cant remember any other map where this is stressed so much) -> take out MEC missile AAs or lower their damage, but also take out cobra and attack huye, I know this may sound a bit odd, but, APCs and MGs are good enough at keeping transport choppers from going in hot zones, while it makes it possible (without bug using, will consider going out of map and back in a bug) to land ppl on the ground. Placing a AA in the far West area of the docks (the ship) and one in the castle area is enough to keep the whole American team looking at each other in the carrier. I know it is partly the fault of infantry, APCs and ultimately attack choppers, but on public servers you just dont have enough coordination to keep every single MEC from effectively building in said areas. And since MEC APCs will stay at range shooting down boats and HATs shooting down our APCs, it is always a very tight situation (game turning actually). - EJOD Desert -> take out the MEC tank, since i dont really see it as beeing a balance point for that map, normal APCs can take out strykers without any problems anyways, the tank unbalances it alot if you happen to have a good crew in it. Give mec and us some more transport trucks. - Some Russian maps have way too many heavy vehicles without proper ticket bleeding. This makes it so that infantry not only has a very hard time going in to battle, but also makes it beeing ignored a bit. With every single nub going for vehicles such as tanks and APCs, without providing transport to infantry or cover for that matter and simply going "duck hunting". The flag bleeding problem further stresses out this point, because, even if you manage to defend a flag for 30minutes, while fighting off enemy infantry, tanks, apcs, artilery, etc, you still dont cause enough damage on the opposing team, thus making the round last forever (with every single infantry having to walk a ton lot thus making ppl leave an otherwise good map, and no fobs arent really helpful due to the sheer mass of enemy vehicles walking around and trucks beeing unable to deploy crates on hard to reach terrain where a fob would make the diference). I have more, but, I am tired of writing, and since this will make little to no diference, I cant be arsed more. |
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#28 |
![]() Join Date: May 2006
Location: Lisboa
Posts: 51
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Forgot to add that, that all the stuff I mentioned were to give the players some "slack", so that we can still make mistakes, while not letting the team lose over just one mistake.
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#29 |
![]() Join Date: Nov 2009
Location: Melbourne, VIC, AUS
Posts: 17
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Weakening AA and De-Scoping the MGs are bad Idea, purely because it retracts from the realism.
To compensate for the Nubs who love to crash / lose choppers unnecessarily, maybe on maps which are very chopper-centric make sure there are other forms of transport available in case it does happen, IE Barracuda / Muttrah. Increasing the amount of transport would only increase the number of tickets you lose when everyone runs off in their own truck. If any map needs to be adjusted it is Korengal Valley. Getting a good FOB up in the opening minutes is nigh on impossible, made impossible because there is almost no where to do it anyway. The Amount of insurgent spawns would have to be reduced or limited to only the main spawn and caches, or the period of time they are available drastically reduced. Other than that, I believe the current beta version, for what the Devs are trying to achieve, is basically spot on. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Gossy*AUS* - Australian Universal Soldiers *AUS* |
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#30 |
![]() Join Date: Feb 2009
Posts: 38
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Just one question..
Since you cant have a rally point within a 100m range from the enemy. Couldnt they use this as a way to find out if there is an enemy near by? Not to much of a big deal, just wondering. Awesome changes btw. Off topic - Has the PR team announced a possible date for 0.9? |
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