[HUD] Limited kits on spawn menu

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Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: [Hud] Limited kits on spawn menu

Post by Spaz »

\/\/007-1337 wrote:1 ctd
2 general crashes
3 sqaud bug thats plauged since early PR
4 insurgent cell leaders dying of fire too easy
5 braking your ankles of slinding down a 3 foot hill
6 getting stuck in scenery and having to suicide cos u can't move
7 server lists not updating
8 assets killing teammates when placed
9 placed assets being able to be hidden inside so you cant be shot, or seen
10 so called weapons deviation' yet guys can still kill you whilst running and shooting yet ur lay prone

i could go on the list is endless glitching inside walls vehicle bugs weapons bugs nades not exploding
If you know any bugs please post them in the bug section this will help the devs find bug that they or the testers may have missed.
PR Bugs - Project Reality Forums

And if you have any suggestions for gameplay fixes please post them here.
https://www.realitymod.com/forum/f252-pr-v0-85-feedback

A good way to help the devs improve the game and finding bugs is to sign up as a tester.
https://www.realitymod.com/forum/testerapp.php

\/\/007-1337 wrote:the bugs make ppl simply quit out of game and turn off there pc it happens all the time pple leaving servers because of the bull***t
Hmm, last time i checked PR got more players then ever and its a pain in the a** to join some servers because people not leaving. ;)
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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [Hud] Limited kits on spawn menu

Post by masterceo »

\/\/007-1337 wrote:brown toung'

1 ctd
2 general crashes
3 sqaud bug thats plauged since early PR
4 insurgent cell leaders dying of fire too easy
5 braking your ankles of slinding down a 3 foot hill
6 getting stuck in scenery and having to suicide cos u can't move
7 server lists not updating
8 assets killing teammates when placed
9 placed assets being able to be hidden inside so you cant be shot, or seen
10 so called weapons deviation' yet guys can still kill you whilst running and shooting yet ur lay prone
1.don't have them lulz
2.same
3.vanilla bug, can't be fixed
4.???
5.again, vanilla
6.happens very rarely and if it's found and posted in bugs forum, DEVs fix it for next release
7.never experienced it
8.only if teammates are dumb enough to run in front of squadleader when he is placing one, yeah sure it happens sometimes, but you can revive him right?
9.i don't think much can be done about this, BF2 engine
10.yes, deviation needs still some improving imo, but now it's actually pretty good, you should have played 0.8 to see what bad deviation is.

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: [Hud] Limited kits on spawn menu

Post by USA-Forever932 »

Warpig- wrote:In theory, but most people don't give a rats *** about helping you spot with the SAW. I've asked many times :-P
Join my infantry squads :mrgreen:
Threedroogs wrote:people are acting like a squad with one medic is too hard or too burdensome for the medic. this is NOT the case (as long as you have a good squad that stays together). i have been using one medic squads forever and it's VERY effective. in fact, it's MUCH more effective than having multiple medics. i think everyone that's been relying on two medics for the squad will be surprised at how unnecessary two medics are (after we get to play the new version a bit, of course).
It's not that it's too hard, it's not that it's too burdensome it's that it's too restricting. Sure, we can play with 1 medic, but it's a pain. I often reduce my squad to 5 members when I play with only 1 medic because it increases efficiency and my mobility goes up with the reduced team. For me, having two medics in a squad is more effective than having one. I believe that it's the choice and preference of the squad leader, and that the game should support the squad leader's choice of having 1 or 2 medics and prevent him from having a medic spam.
Oldirti wrote:I agree completly with M.Warren on the Suppression effects.

On medics, here's my two cents:

-1 medic is fine, it will make the game alot harder, and make people more cautious.
-Make headshots instakill for the sake of realism, and because stealth suffers if when you kill someone he might just come up behind you
-No Mo RP's. (make sure there is more Transport though.)
-Well, if it stays 1 medic, I guess I'm going to have a lot of 5 man squads. It's just more effective for me to lead 4 others when cuffed to only 1 medic.

-Yeah, headshots instakill would be nice.

-NO NO NO A THOUSAND TIMES NO! I can see it now, your squad drives down muttrah in a truck, you stop a safe distance from the firefight and begin to huff it along. But before you know it, CLACKA CLACKA CLACKA BOOM BOOM BOOM, a Cobra Rapes your squad's face and you have to go all the way back to base again and walk up to the city. LAME! PR is not ARMA. This is a game designed to created an equilibrium between hardcore simulator and arcade. Sure rally points are realistic, but it's not fun. I don't want to have a game consisting of 1:30minutes of walking and chopper rides and 10 minutes of action no matter how close to real life it is.
Alex6714 wrote:Yeah but I mean if one medic kit is always available per squad, and people are so obsessed with fireteams then there would be more 3 man squads, because with mumble it would be more effective to slip up squads to get that extra medic kit and rallypoint.


But I was more talking about people not going off in their own world with their own squad, rather keeping together and getting help from another squad, instead of just splitting into 2 fireteams to assault themselves.
It's good that PR has crunched people down into squads. It's a great thing, squad communication is great as well. APC squads working with infantry and infantry squads making tactics with eachother. But we don't want to have to make it so that it takes two squads to do the most rudimentary of tasks. We need 2 squads for a flanking maneuver? We now HAVE to use Mumble in order to be effective? The flexibility of kits allowed SLs to do new things with their squads. With all these limitations, because I honestly wasn't worried about the others, we are losing the ability to do new things. Sure we can do them with other squads. But what about those smaller games? What about those huge maps where you have squad vs squad battles. Now your squad can't single handedly out think another enemy squad by itself. That was one of the great things about PR. 6-8 people working together to defeat another team of 6-8 all within the greater 32v32 player battle. Now we are forcing players into blobs of 12-18. Sure it was cool in those games of AL-Basrah where we steamrolled the insurgents using all of the vehicles at once. I was there with DB, so freaking awesome. But that's not every game of PR. Also, why is it so bad to have 6 man squads going off on their own? Patroling the map for civilians or contacts. In fact, when there were big blobs of men around the map. It was my small group of 5 men with a Humvee who eliminated 3 caches (Different game of Operation Archer).
Alex6714 wrote:About fireteams, why slip up your squad when the second fireteam can be another squad. There is teamwork for you. And if you really want fireteams and 2 medics, you just make 2 squads of 3 and there you go. 2 Rallies aswell.....
Well, it looks like every server is going to have to switch up their rules about locked squads because people are suddenly going to have to turn on Vent, Xfire and Mumble and have an army of minature locked squads. "Maximum number of squads reached!" here we come! Honestly, not human blobbing your squad is a very good thing, as demonstrated in my last post. I'm a better SL in open terrain maps like Jabal, Ghost Train and Archer. On those maps, fireteams reign supreme and they can destroy enemies. They have found their use on City maps like Muttrah and many times on Sunset (I freaking love this map). So now we are going to have to have officers acting like Riflemen? Who is going to take the role of being the officer that oversees both fireteams? Instead of having
  • ]
    [1]Officer
    [1]Auto
    [1]Medic
  • [2]Officer
    [2]Rifleman
    [2]Medic
Why don't we just have
  • [1]Officer
    [1]Auto
    [1]Medic
    [2]Rifleman
    [2]Rifleman
    [2]Medic
This way, we don't use up two squads, we don't have officers acting like riflemen. We don't have all those extra rallies, we don't end up with 6 locked squads holding only 18 people 3 each. And we actually know exactly who in in charge.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: [Hud] Limited kits on spawn menu

Post by Ragni<RangersPL> »

masterceo wrote:4.???
This
https://www.realitymod.com/forum/f26-pr ... -fire.html
masterceo wrote:7.never experienced it
I did, and also couple of my clanmates had it. AFAIK it's not related to PR.




Back on topic....

Will it be still possible to pick up AR or medic kit from fallen foes or friendlies???
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: [Hud] Limited kits on spawn menu

Post by Spaz »

Belive me you will still be able to do fire teams with just one medic, fire teams aren't miles away from each other, if some someone gets hit you got at least 2 min to get your medic to his position to help him out.

I played in squads that splits into 2 groups and lead some myself and there have never been any problem with just having one medic.

It would also be interesting to hear from any real soldiers how many medics there would be on six people.
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Ssgt.Smit
Posts: 6
Joined: 2009-03-13 17:05

Re: [Hud] Limited kits on spawn menu

Post by Ssgt.Smit »

a auto rifleman with ACOG scope :D yeee
DeadSmile187
Posts: 172
Joined: 2007-12-17 16:24

Re: [Hud] Limited kits on spawn menu

Post by DeadSmile187 »

Sweet , cant wait !
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"We're surrounded. That simplifies the problem!"
"You don't hurt 'em if you don't hit 'em."
arthuro12
Posts: 396
Joined: 2007-02-09 16:41

Re: [Hud] Limited kits on spawn menu

Post by arthuro12 »

Ssgt.Smit wrote:a auto rifleman with ACOG scope :D yeee

Elcan :)

we use it on our MACH's as well buddy! :D
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Possibly the sexiest member alive.. I want to tickle your prostate :D
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Hud] Limited kits on spawn menu

Post by Human_001 »

Very good update! But...

On average out of every three BLUFOR Insurgent encounter they gona have LMG.
I don't think this is good idea. You won't see 1 out of every 3 soldier carrying LMG in real life right?

If this happens based on reality, can I suggest Insurgent spawn kit with RPG or SVD?
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: [Hud] Limited kits on spawn menu

Post by Spaz »

Human_001 wrote:On average out of every three BLUFOR Insurgent encounter they gona have LMG.
I don't think this is good idea. You won't see 1 out of every 3 soldier carrying LMG in real life right?
You will have 1 LMG for every squad that got 3 or more soldiers, so you won't be able to have 1 LMG for every 3 soldiers. (unless every squad have 3 soldiers.)
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[NPK]ShieldBreaker
Posts: 90
Joined: 2007-09-07 18:17

Re: [Hud] Limited kits on spawn menu

Post by [NPK]ShieldBreaker »

Arakizuki wrote:Whoa, a Elcan on a SAW. Finally! Now I wont have to ask my squad if that pixel over there is a sign or a hostile.
LOL :D

Suggestion:
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LMG can haz fortee mike mikes?
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: [Hud] Limited kits on spawn menu

Post by Grasli »

Nice!

But the changes for the Officer kit (Iron sight/Scope), will that be the same for the requestable menu? Ie. we can choose between iron/scope there too? ;)

As for medic:
It should be limited to 2 per squad (maximum), not only 1. As a lot of people have mentioned earlier, some squads split up in two (Cover/Assault or whatever), so having 2 medics per squad is kind of needed.
Singularity
Posts: 29
Joined: 2008-07-28 16:10

Re: [Hud] Limited kits on spawn menu

Post by Singularity »

5 Medic a team is a super team in close fight.
That will be history.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Hud] Limited kits on spawn menu

Post by fuzzhead »

I really have to disagree with the 1 medic per squad thing. A prime example of why having two medics is useful was found in a game of Jabal I had yesterday.

I led a USMC infantry squad comprised of the following

* -------------------------Cover Team--------------------------------
[1]Officer
[1]Automatic Rifleman
[1]Medic
-------------------------Assault Team--------------------------------
[2]Roflman
[2]Roflman
[2]Medic

We were mechanized with a group of PRCata guys who operated an LAV-25 for us. They drove us across the bridge and in range to dam for an attack. The enemy however, was well prepared with machine gun nests and a firebase. The APC, drove onto the dam and opened up on the enemy while supporting my assault fireteam (All of the people with 2s by their names). Meanwhile, myself, the automatic and the medic provided more flanking suppressive fire our side of the dam. I used my GLTD and attack markers to mark out targets for the automatic who had poor vision due to his irons. Sadly though, the automatic took a round through the chest delivered by a marksman who I shot quickly after. Luckily for us, we had a medic on standby who was also assisting in suppressing fire. He quickly got the automatic back on task and firing at the enemy. Needless to say, in the thick of the enemy forces, the assault team also took casualties. But because they were supported by the APC and suppressive team, the medic had the cover he needed to deal with any casualties. Just imagine for a second, that we did NOT have that medic. What would the situation have been like, do we have a medic running back and fourth to heal the automatic rifleman and the now four man assault team? This seems incredibly inefficient. A medic works well as a close range defender who can cover backsides and assist in attacks.

This may seem like a one time thing but it has happened again on Operation Ghost Train. This time in a different fashion. Again, leading an infantry squad for the British army with the same setup as the last time, my squad defeated the enemy by dividing up into two "Buddy teams" of three. Our task was to break the stalemate by using a small rope bridge to cross the river and take the Chinese held side of the bridge. The rope bridge looked dangerous, a squad that had been sent over before which was now defending, had just been lost. I setup my cover team with a good sight range of the far side of the bridge. It was now time for the assault team to cross. With the riflemen in front and the medic in back. The assault team crossed without any trouble, I ordered them towards the edge of the map to avoid any Chinese forces and they began to move north, still in our sight range but away from bridgehead. That was the easy part, one of the rifles quickly called in contact, and I ordered him to open fire. The tracer fire revealed the position of the Chinese to the cover team and the automatic rifleman, coupled with my GLTD, quickly took advantage of the situation. We killed several Chinese soldiers before being spotted. The enemy obviously had a rally nearby as no matter how many times we would kill them, they just got back up! Also, due to the density of the enemy, we were obviously dealing with more than one squad.

After making a large sum of kills, our automatic took a well-placed round which put him into blackscreen. He was totally unable to fire and required a medic. I now took the charge of suppression while the medic did his job. Unfortunately, our assault team had taken losses as well! Now it was up to their medic, covered by our automatic rifleman, to revive his team. The Chinese tried to take advantage of our casualties by making a push towards the bridge. The cover team took withering amounts of fire and had to pull back a few meters in order to get a better position. However, the cover team used this chance to strike back! They quickly regrouped and scoured through the area and located the Chineese rally points. Upon their destruction, the cover team made their way back to the bridge and shattered the remaining Chinese troops in a powerful pincer movement. The only thing that our squad was short on was ammo and epipens. We realized that the Chinese would regroup soon so, short on ammunition, we made our way across the bridge to attempt to break the stalemate. Proud that single handedly, through determination, tactics and teamwork, we had singlehandedly halted the advance of two Chinese squads.

These kinds of fire teams may seem difficult to organize, but they really aren't. I've jumped into pub games and have organized these teams. They allow squads to flank by them selves and more successfully spread out to cover more ground. Handcuffing squads to only one medic forces not only single squads to stay together, but multiple squads to bunch together around the two medics. IMHO, the difference between having one and two medics is like night and day. Having one medic slows you down and prevents you from moving fast and bringing shock. Having two allows one medic to function as a doctor, and another to focus on a slightly more combative role, still hanging in the back but acting as an extra gun as well as a bag when the time comes.

If this was TL;DR, I'm just asking for two medics per squad.
Try doing these same tactics with only 1 medic, I think youll see they can be just as effective (and sometimes more effective since you got more grenades/flexibility).

What you got to realize is that the ENEMY will also have these same restrictions (1 medic per squad) so it will basically be changing the role of the combat medic again...

I agree with most that too many times the a medic is always on point, which makes little sense but thats because the medic is so abundant/expendable, which will no longer be the case.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Hud] Limited kits on spawn menu

Post by BroCop »

Ahem Medic is on point (from my point of view) because the user forgets he is a bloody medic.

Also from my experience on PRT the medic that stays behind IS the one to fall the first (because he is a sitting duck for flanking manouvers)
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: [Hud] Limited kits on spawn menu

Post by Skodz »

Grasli wrote:Nice!

But the changes for the Officer kit (Iron sight/Scope), will that be the same for the requestable menu? Ie. we can choose between iron/scope there too? ;)

As for medic:
It should be limited to 2 per squad (maximum), not only 1. As a lot of people have mentioned earlier, some squads split up in two (Cover/Assault or whatever), so having 2 medics per squad is kind of needed.
I doubt medic should be on assault team...

So many people misusing it.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Hud] Limited kits on spawn menu

Post by Human_001 »

As I get it by reading some posts, I think some member here thinks:
Not being able to revive every single downed squad mate = Ineffective

This game is not about how effectively you can stab a dead friendly with magic wand. Please remember this game has potential to be infantry simulator and many users expect that.
Spaz wrote:You will have 1 LMG for every squad that got 3 or more soldiers, so you won't be able to have 1 LMG for every 3 soldiers. (unless every squad have 3 soldiers.)
And yes, for LMG, I think players will make 3 man squad more often for this. Not saying that 3 man squad is bad or anything. But they will join squad for M249.
But as you said, if there is going to be 1 LMG per squad, that is pretty real isn't it?
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Hud] Limited kits on spawn menu

Post by AnRK »

Will people quit it with the 2 medics is more useful argument? A squad comprised of an Officer and 5 portable miniguns would be more useful but it's also pretty stupid and unrealistic, I think 1 in 6 men is probably a little too much in terms of common ratios if you looked at the real figures but given the restrictions you work with with BF2 it's kinda reasonable.

Anyway it is more of a progressive role changing thing to have 1 per squad like has been said, it's very different from changing the limit from the potential 5 you have at the moment to 2 if that were to be the case, to have 1 medic over several means that they need to watch themselves. I assume it can't be done and that's why it hasn't but I'd go a step further and make it so if a medic goes down his kit can't be picked up by others, cos even with this system people will end up taking the medic kit when they go down without it having much of an impact other then perhaps said player having to get themselves in the line of fire to do so.
0blivi0us
Posts: 93
Joined: 2009-04-24 12:28

Re: [Hud] Limited kits on spawn menu

Post by 0blivi0us »

This'll be a great change, and it might force people into being good medics. Because lots of SL's prefer 2 medics. making one medic suspendible. Now a squad really has got to saver their medic and protect him. when a someone gets shot down, they have to group together to protect the medic.

Maybe people will actually work together instead of wondering off.

This is a great improvement.
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: [Hud] Limited kits on spawn menu

Post by Spaz »

Human_001 wrote:But they will join squad for M249.
They could do that now too....
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