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29 May 2023, 00:00:00 (PRT)
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Old 2023-03-25, 16:18   #1
Crylink
Post New kit , QOL and Infantry bufffs

here are a few suggestions I've collected in the past weeks , might add more later.


Assistant LAT kit -
Basically a rifleman kit but reduces reload speed for the LAT(by 15-25%) player if they're nearby. I believe this will encourage more players to rearm the LAT to better fight tough assets. to balance this kit perhaps a reduction in ammuntion(in the box) capacity is in place.

Quality of Life -
1. When a player is pressing "Call medic" button instead of him being visible on the map for a few seconds , an increase to a minute would be convenient.

2. An option in the launcher to disable the intro scene when launching PR - it gets old when you've seen it 2,000(a likely estimate) times.

3.When Adjusting mortar Bearing/Elevation instead of WASD control , allow the player to more rapidly adjust it with the mouse. It feels silly watching the mortarman slowly moving the mortar during a rush.

4.When aiming down sights with a bipod the courser moves annoyingly slow, an option to toggle the slow movement would be a relief.

[U]Ways to Buff Infantry-[/U]
0. Lately I've been feeling like infantry in PR is often rendered next to useless when faced with TANKs , CAS and IFVs when they're the majority of the players. so here are ways to buff them.

1. Scale HAT/AA Limits depending on map. Example ,on Khamisiya 2 HAT kits and 4 AA kits and on Muttrah city Default 1 HAT 2 AA.
1.1 - Scale LAT kits per squad depending on map. Example 1 LAT per squad on Dovre winter and 2 LAT per squad on OP Thunder.

2.Remove the need for 2 crates and FOB to build TOW and instead the tow will require 3 ammo bags per shot to simulate the players carrying it to the battle. this will allow infantry to use the TOW without the need for large trucks or helicopters giving away their position.

3. Remove the sandbags Or Increase Sandbags and protection(around the operator) and Remove/Increase dust effects accordingly. currently building an ATGM cannot be done discreetly and considering the TOW operator is vulnerable any effectiveness is diminished.

4. Add a new type of Foxhole which resembles trenches more. If the Ukraine war has taught me anything is that 105 years after WW1 trenches are still more relevant than ever. Foxholes in the game are kind of joke when even small caliber mortars can destroy them leaving infantry players completely naked on maps like Kashan desert.

5. add camouflage on emplacements like Foxholes , AA and TOW.

6. (Difficult) Add scopes to more LAT kits like the Polish faction.

7. Add RPG tracers. I don't know if this is realistic but RPGs in the game show little indication of where the projectile is headed. Perhaps add significant tracers to coop mode where players can practice their shots.
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Old 2023-03-26, 15:54   #2
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: New kit , QOL and Infantry bufffs

  • The assistant LAT kit buffing reloading is not possible
  • Extending time for medics to see dead sounds like a good idea. No idea if we can increase it easily and I think one minute is a bit much
  • Disabling intro is already possible in Options -> Global -> "View into Movies"
  • Mortars are meant to be slow to adjust. But we do have some tasks regarding mortar targeting in backlog. Mostly recreating the HUD in HD for more accuracy in aligning angles
  • This is intended feature to make the operator more stationary. We wont change that

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2023-03-27, 20:12   #3
dcm
Default Re: New kit , QOL and Infantry bufffs

I agree with scaling LAT/HAT/AA kits with corresponding enemy assets.

I have no opinion on everything else.
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Old 2023-03-27, 21:28   #4
BubblyNinja

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Default Re: New kit , QOL and Infantry bufffs

Quote:
Originally Posted by Crylink View Post

1. Scale HAT/AA Limits depending on map. Example ,on Khamisiya 2 HAT kits and 4 AA kits and on Muttrah city Default 1 HAT 2 AA.
Just to understand it, you want to scale HATscaling to map size? Scaling HAT to map size/assets will be inherently broken since there isn't a direct balance between faction kits. For instance, aside from MEC, Redfor factions suffer since they don't have guided missiles kits. Factions with 2x spike will wipe the floor with assets to the point that it isn't an INF buff like you're expecting but a redfor nerf overall and this may be even worse if and when javelin comes to the game for US and UK factions. At best a buff to LAT allocation per squad or allowing LATs to carry 2x of a RPG-26 or AT-4 rather than one.

If you want specific kit allocations for each map/layer then it may end up becoming convoluted.

Quote:
Originally Posted by Crylink View Post
Foxholes in the game are kind of joke when even small caliber mortars can destroy them leaving infantry players completely naked on maps like Kashan desert.
Pretty sure there have been numerous threads on buffing foxholes to at least protect from mortars. This would actually be a nice addition and actually have value in placing them outside of small arms protection and points
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Old 2023-03-28, 13:53   #5
Gerfand

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Default Re: New kit , QOL and Infantry bufffs

Assistent LAT is a bit of a bad one, because that already exists... its having a guy as Rifleman, its just that people look at the Rifleman and say "bland I want a cool toy"... then they get the Sniper kit :sigh:

Having more than 1 RPG-26 and AT-4 is bad, my question tho is how fast do they reload (aka how much do it cost) beacuse def it should not cost the same as 2 RPG-7/M-72. One thing that is a question tho, is vs Heavy, and I mean Tanks and well armored APCs, what is the damage when you hit the top and back of those vehicles, I think that if you hit an Abrams on the sides if it doesn't have TUSK its very thin armored (Tho when I play the game I just assume its a TUSK abrams for parity), but being able to 2-3 shoot a Tank with those LAT (or at least Cripple it) if you hit the right place (roof, engine) is not a bad idea, btw while I'm not sure on the Damage numbers, today is very well balanced, I just wished I had a Rifleman with me.

Also
Foxholes are extremely strong lol
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Old 2023-03-28, 13:57   #6
Gerfand

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Default Re: New kit , QOL and Infantry bufffs

Quote:
Originally Posted by Crylink View Post

5. add camouflage on emplacements like Foxholes , AA and TOW.
If this wasn't PR I would say "Add a Camo emplacement", however if this wasn't too difficult for little gain, I would say "add alt emplacement with built-in cammo"
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Old 2023-04-20, 05:26   #7
dcm
Default Re: New kit , QOL and Infantry bufffs

HAT and AA kit availability seriously needs to be looked at, especially on of the larger, more asset heavy maps. It's infuriating when your own tank squad is incompetent, the enemy tank squad is dominating and the guy with your only hat kit is off somewhere playing with himself, while you scream and beg for relief from vehicle rape. AA also has this problem but to a much lesser extent. Because there's always a second AA.

I'd scale AA and HAT kit availability with amount of assets on a map. Two AA kits guaranteed, and 1 possible extra AA kit, if the total number of CAS choppers is two or more. For HAT, it be one kit guaranteed, and another kit extra, if the amount of tanks(namers too) exceeds two or more.

Also what about adding another type of Anti-Tank Kit? A so called Medium AT? This hypothetical 'Medium Anti-Tank' kit, could also get some of the regular HAT kit's equipment but to a lesser degree(SMAW/RPG-7VR/PF-98 rockets, but only two rockets), or more of rifleman anti-tanks launchers. Say twice the regular amount of standard rockets(AT4/RPG-26/PF-89), in exchange for not having any frag grenades and less rifle magazines.
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Old 2023-04-20, 14:32   #8
Grump/Gump.45

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Exclamation Re: New kit , QOL and Infantry bufffs

Quote:
Originally Posted by dcm View Post
HAT and AA kit availability seriously needs to be looked at, especially on of the larger, more asset heavy maps. It's infuriating when your own tank squad is incompetent, the enemy tank squad is dominating and the guy with your only hat kit is off somewhere playing with himself, while you scream and beg for relief from vehicle rape. AA also has this problem but to a much lesser extent. Because there's always a second AA.
I would try convincing these problem players who think they are "helping" and "hunting" while imagining things they are going to do which aren't reality. Instead of them doing things like waiting at a map edge the tanks are not guaranteed to used. Convince these players that if they are in view of the people and things that will get attacked by armor, then they can use it as bait. Where as if they are alone, they might be spotted with no fast escape or opportunity to shoot armor while not being shot at by it.

I see it all the time, the anti-tank kit is trying to peek, aim and fire while already being shot at, if there was another friendly nearby the armor might switch targets, doesn't work when everyone is spotted within a scopes circle, so spread wide.

Stay in view of each other to save each other by watching for things that mess with each other. 1 man per within the width of an enemies scope view. Use others as bait to stay safe and save them. Its a teamwork game, if they are going off on their own to "hunt", they don't know the definition of hunt, you use environmental bait.
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Old 2023-04-20, 14:51   #9
-Lee

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Default Re: New kit , QOL and Infantry bufffs

I love playing mortar and no, I wouldn't want to move the mortar with my mouse, ever. With the bipod deployed the slow ADS movement is a nerfing method (along with increasing deviation faster) rather than helping the shooter, which is something I don't think should be changed. I kinda agree that calling medics on the map sucks because it lasts too little, but I am not sure if changing that is the solution, for starters you can't differentiate between a downed person and someone bleeding that is asking for a medic, it might also get OP.

In my humble opinion, most of your suggestions are merely personal preference.
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