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#31 |
![]() Join Date: Jun 2009
Posts: 305
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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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#32 |
![]() Join Date: Nov 2008
Location: Copenhagen
Posts: 31
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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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#33 | |
![]() Join Date: Nov 2009
Location: Melbourne, VIC, AUS
Posts: 17
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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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#34 |
![]() Join Date: Jan 2009
Posts: 1
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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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#35 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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these updates tire me. i'll just let you guys test it for me and wait for 0.9.
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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 are now the AK Jesus" / Expendable Grunt |
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#36 |
![]() Join Date: Jul 2006
Location: Michigan, USA
Posts: 500
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "FAIL" - Right after you drive on the grass in Gran Turismo 4 Playing PR since Halo dropping spec ops and SL spawn To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ( .3 To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ) Proud Member of the ~6 player PR clan StrkTm |
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#37 | |
![]() Join Date: Jun 2009
Posts: 465
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Quote:
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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#38 | |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 1,164
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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:
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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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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#39 |
![]() Join Date: Feb 2009
Location: Bay Area, CA
Posts: 523
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Of the betas... I have to say that the no rally point was the best gameplay I've had.
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#40 |
![]() Join Date: Sep 2008
Location: Muttrah City
Posts: 108
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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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