|
Off-Topic Discussion For all discussions not related to PR. No Spam. |
![]() |
|
Thread Tools | Display Modes |
![]() |
#51 |
![]() Join Date: Sep 2011
Posts: 254
![]() |
![]()
and i'm glad you feel that way, sweetie
![]() |
![]() |
![]() |
![]() |
#52 | |
Retired PR Developer
![]() ![]() |
![]() Quote:
I wont go into all the details here, but you can fully read the Squad recaps (and of course there is some more tweaks to come for V12, not mentioned yet). I'll respond to some of your positions: - - RP spawn waves: first time trying something like this (RP with a spawn waves) we will see how it goes. the goal is keeping squads with an ability to stick together (right now there is the common trickle in effect of RPs). IS PR's expiring RP system ideal? It might be in some ways, but not in other ways. What I think you're missing in the assement (assuming your assessing in good faith and not just trying to be sour) is the "persistent ammo" changes, which means players respawn with the same ammo inventory that they die with, which will alter the pacing of the game, and affect how players use RPs, also affecting the way ammo distribution works. - - revive system change: this is actually doing what you had requested (making Squad closer to PR), in PR you can pickup any medic with his own kit. we're doing it slightly differently, because the BF2 kit system is a self contained balanced system, but some major drawbacks, flaws and quirks. we wont be returning to that system, but will continue to develop our own. there is some self limitations to the V12 revive system 1) non-medics get 2 bandages, medics get 8 bandages. bandages are still needed to stop injured players from bleeding out, so non-medics will not be able to constantly revive 2) non-medics take double the amount of time to revive incap players 3) incap players are revived with 5HP and 0 stamina 4) players below 10HP do not regenerate stamina there are some additional penalties we can give to newly revived players, pending on the balancing. to suggest none of these changes has any affect on pacing as you say, IMO is being naive or just purposely argumentative. | |
![]() |
![]() |
![]() |
#53 | |
PR:BF2 Lead Designer
![]() ![]() ![]() Join Date: Jan 2012
Posts: 7,968
![]() |
![]() Quote:
![]() We tried with v1.0 BETA to have longer give up timeouts to 'balance' rallies. Community screamed (mostly cause GUI never really gave you any decent indication why you had such a long spawntime) so it was removed but I believe it was also a step in the right direction. Spawning is pretty delicate as you are preventing people from playing the game and looking at a screen. I'm sure you guys will figure it out. | |
|
||
![]() |
![]() |
![]() |
#54 | |
![]() Join Date: Feb 2015
Posts: 234
![]() |
![]() Quote:
However, I don't think that Squad's infantry gameplay will ever feel anything like PR's after 1.x (whenever strafing speed was increased) unless you make fundamental changes that go against much of what has been established. The main problems are too little acceleration, too slow movement speed, weapons doing too much damage, ticket system, worse sound awareness, infinite view distance and overall map design. Even if UE4 would be perfect these things make it impossible to mimic the intense firefights PR has - not because there's lack of suppression (new suppression will be terrible for gameplay), but because there's lack of freedom during firefights and every engagement being heavily based on see first - kill first. I would really appreciate if after 3 years of development the goals would be clearly defined, saying that you're trying to make it more like PR doesn't mean much considering how much PR has changed and how little knowledge about the game the devs I was aware with actually have. I thought it was hilarious when they tried slowing the pace down by literally slowing down the movement by 20%, that achieved nothing at all. I wish you all the best. | |
![]() |
![]() |
![]() |
#55 | |
Retired PR Developer
![]() ![]() |
![]() Quote:
| |
![]() |
![]() |
![]() |
#56 | |||
![]() Join Date: Sep 2011
Posts: 254
![]() |
![]() Quote:
Quote:
![]() Quote:
![]() if it starts only when every single member has died then it will actually slow things down but no one will like that so i doubt it works that way. ammo changes - i don't think it has any effect because of how rallies are actually used: you don't need a lot of ammo to continue the meatgrinder usually. the fact that it does not expire will adjust the meta to hide rallies a little further away and never bother with fobs building which is not a good thing too anyway that's all the old news, we'll play it we'll see but i'm still very skeptical about these changes | |||
![]() |
Last edited by sirfstar; 2018-08-14 at 04:55..
![]() |
![]() |
#57 |
![]() ![]() Join Date: Apr 2013
Posts: 912
![]()
Location: Stockholm
|
![]()
I much rather just play PR with my friends than a feature incomplete game with a band aid.
|
|
|
![]() |
![]() |
![]() |
#58 |
Retired PR Developer
![]() Join Date: May 2006
Posts: 4,943
![]() |
![]()
Im just hoping that Squad's future medic system be based on hitboxes rather than numbers. Hits to arms and legs should result in different debuffs for the player, bandages should be applied to the affected limb, and no revive from a 20 mm HE to the head.
|
![]() |
![]() |
![]() |
#59 |
![]() Join Date: Jan 2008
Posts: 4,400
![]() |
![]()
Is nobody else concerned that I said Hi to Fuzzhead and he only said Hi back to Afterdune and Rhino?
![]() ![]() ![]() |
![]() |
![]() |
![]() |
#60 | |
Retired PR Developer
![]() ![]() |
![]() Quote:
I agree that engagements being heavily based on see first - kill first, is not ideal... theres a variety of different ways to tackle this. | |
![]() |
![]() |
![]() |
Tags |
devs, gonna, mod, prsquad, squad |
Thread Tools | |
Display Modes | |
|
|