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Old 12-02-2009, 04:42 PM   #31
PuffNStuff
Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

I have one suggestion, make AA countermeasures, more effective. Its just a downer when u drop all your flares on the way back only to have a last chance missle come through all the flares and kill you. Especially for the planes, in reality, those places dont just shoot on flare out at a time, it shoots them out like it has flare diareea
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Old 12-03-2009, 11:40 AM   #32
Lindahl
Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Have not tried it that much yet but hopefully this will encourage more fireteams and better tactics, squad wise. I have seen to many squadleaders constantly running in the front of the squad with 5 members slacking behind. Maybe not on the more serious servers but its quite common that the sq leader is the first getting killed. Unfortunately,

More fireteams and more teamwork in the future and I thrust the Dev's, so whatever they will do 0.9 will be epic.
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Old 12-04-2009, 11:06 PM   #33
Gossy*AUS*
Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Quote:
Originally Posted by JSteger View Post
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?
You have to rearm the Rally Point off a Firebase, so you would only be able to do it once, therefore negating the possible positive effect of doing it?


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Old 12-06-2009, 11:39 AM   #34
blachhawk
Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Hi all.

I see that the idea is really great for a well organized team. I know that this is what we all want and like to play in that way. But..... how many times are you playing with all members of the squad following orders??? Worst, all team???? I play a lot and can't see this too often.

In my comunity we used to play a lot to PR, now.... only 3 of us continue to play. Why? Because they think so many changes made it so slow. With this I want to let you know that making things "too real" sometimes makes its unplayable (not my case).

A good way to know if the changes are prefered is creating 2 idem servers, one with the change the other without it. After a month, see which one has more players. Keep that one. It is important to use the same server name and same maps for both.

Something like:
Tactics & Teamwork - 0.87
Tactics & Teamwork - 0.87 Beta
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Old 12-06-2009, 01:36 PM   #35
hiberNative

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Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

these updates tire me. i'll just let you guys test it for me and wait for 0.9.

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Old 12-06-2009, 04:19 PM   #36
Doom721

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Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

I think blachhawk has a point:

I'm not saying teamwork and working as a team is bad, its just from my experiences playing on TG with the open beta revisions, everyone ALWAYS works together

I almost feel you need a broader test group even past the 5-6 or so servers, and to test it on servers that aren't as strict on forcing teamwork, or with less active admins ( Public play, newer players etc. )


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Old 12-06-2009, 04:53 PM   #37
HAAN4
Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Quote:
Originally Posted by Le_Chuck View Post
Personally i dont like that new RP-system. I know, it was annoying, that some squads did their own useless thing and travel at places, where they shouldnt be. You tried to get rid of that by limiting the rally survival time, but people exploited it again for already mentioned reasons. By forcing the SL to reload its rally to set a new one, you make the rally almost useless, because you cant simply set one if needed. In my opinion, you should be consequent and take the rally away in general or stick with the normal system (non beta) or at least the C beta version without reload.

The temporary RP-system shurely has its advantages, because if you get the SL and the medic + 3 grunts, you can be almost shure, that you have eleminated the nme squad. Squad cohesion was sometimes much better. But that can be handled by a good SL too.
The disatvantage is, that on public servers, people already started not to join squads, because they think, that there is no rally anyway. Squadless amount of players will increase.

Dont try to influence peoples behavior that much by game changes. People who dont care about teamplay anyway, will not change their minds just because game mecanism forces them. Imo it will not pay out.

THX for your efforts by keeping this game running for that long though.
I kwon the felling, i to has hated then how the changed AR kits to scoped.

so long this ideia is something that is making life Wrost, is something that i deply defend, the best estrategys don't come from the good thing,s but the bad ones.
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Old 12-06-2009, 09:31 PM   #38
IAJTHOMAS

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Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

I also prefer the all or nothing approach. Of all the betas, I've like no rallies the best, although it doesn't always work on all maps (the suggestion of reintroducing time limited supply drops for map with diffcult terrain, and expecially where one side has air superiorty, like Korengal was a good one to at least look in to imo).

Otherwise I'd rather just have the old rally system. The other varitaions seem very complicated with little gain that I've seen.

Quote:
Originally Posted by SilentWarrior View Post
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.

- 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.
These are all just points which come down to badly tactics and decision making.

If an MG is firing at your position, you don't pop your head out that the point of them. Don't complain about being killed by MGs if you're like trying to engage in a head on firefight with one.

If your pilots are morons and your SLs dont build FBs you lose.

If you're TOW is poor, you'll have trouble as US on EJOD.

What's the point of playing a team based multiplayer game if you don't want to rely on your team for anything?


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Old 12-07-2009, 02:59 PM   #39
SnipeHunt
Supporting Member

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Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Of the betas... I have to say that the no rally point was the best gameplay I've had.
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Old 12-07-2009, 03:16 PM   #40
Durandal

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Default Re: Project Reality v0.874D Open Gameplay Beta : Part 3

Also going to vote for the all-or-nothing approach. I see the problem with rallies, and I'd like to see firebases being the center of action a bit more... but on the other hand, I've had a lot of fun with rallies in the past (not exploiting them mind you). A lot of great extended battles to be had.

Plus, my biggest gripe is that in most cases, firebases are entirely useless. Only takes a couple of minutes (sometimes a matter of seconds) and you can't spawn on them anymore because a couple of hostiles ended up wandering nearby.

If you're going to get rid of rallies, you've got to fix the firebase thing. Otherwise, you'll just have some pretty big idle parties going on in the main bases.
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