Questions about the changes in 0.9

General discussion of the Project Reality: BF2 modification.
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MendozaMan
Posts: 43
Joined: 2009-08-15 10:28

Questions about the changes in 0.9

Post by MendozaMan »

A few quick questions, as I don't get some or don't know a lot the things that will be implemented/changed in 0.9.

For one, I heard that the marksman kit in 0.9 will be greatly improved. What is the team going to do to make it not suck? It is one of the most underappreciated kits now, and has been since 0.8 due to its inabilty to have accurate fire and killing power.

Vehicles and choppers on fire - As it is now you only have a few short seconds before it blows up. I find this highly unrealistic at times, an engine on fire doesn't blow up after five seconds in RL, now does it? Is the 90% damaged mode going to stay longer in this fase in 0.9, or is it still going to blow up almost instantly? Choppers on fire (They also look cool) would be a challenging task to crashland, but now you simply cannot make a landing when you get a 90% damaging hit. (I understand this, but having more emergency landings gives better stories to tell and improves gameplay)

Game modes - Are there any plans for new gamemodes, or redoing the C&C mode? As it is now, absolutely noone plays C&C for some reason I have no idea of. It needs something outstanding.

Insurgency - The team balance when neither teams are professional is rediculous. A noobish insurgent team will do far, FAR better then a noobish coalition team. Are there any plans on improving or at least giving the coalition a better edge over insurgents other then 5-minute vehicle convoys?

And lastly, what about jets? Is the team planning anything on making jets useful in 0.9, without them requiring ultra-skilled pilots? They are too easy to shoot down with the (unrealistic) point 'n lock on system. We need some different AA systems, or make the jets less vulnerable when they are faced with ground-to-air missile systems.

Choppers are fine as it is, and all the other kits are also great (Saw got a huge improvement, and it was needed). I like the mod as it is now, it is balanced in almost all the aspects with a few quircks I mentioned above.

I hope I can get some answers to these.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Questions about the changes in 0.9

Post by master of the templars »

Well i doubt you will get any infomation, they like to keep it secret.
Which is kinda understandable.
Make nukes, Not war
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Questions about the changes in 0.9

Post by rampo »

I have my race watch ready for this thread to be locked but i believe the marksman kit's are most certainly going to be changed for the next release
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Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Questions about the changes in 0.9

Post by Mad-Mike »

MendozaMan wrote:Vehicles and choppers on fire - As it is now you only have a few short seconds before it blows up. I find this highly unrealistic at times, an engine on fire doesn't blow up after five seconds in RL, now does it? Is the 90% damaged mode going to stay longer in this fase in 0.9, or is it still going to blow up almost instantly? Choppers on fire (They also look cool) would be a challenging task to crashland, but now you simply cannot make a landing when you get a 90% damaging hit. (I understand this, but having more emergency landings gives better stories to tell and improves gameplay).
this would be a great idea nd more realistic. but lets just wait and see wt the future brings us ;)
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Questions about the changes in 0.9

Post by Mad-Mike »

gazzthompson wrote:
gd vid :D
Jevski
Posts: 397
Joined: 2007-03-16 02:39

Re: Questions about the changes in 0.9

Post by Jevski »

I would suggest that you visit Thebattlearena server.

I often see the brits win. I really dont get the posts that say that ins. is unbalanced. Now even with the uav its way easier to find caches.

Ive changed playing style for a while, and started going rambo. And I usualy get around 3-5 caches and die about 3-8 times on maps like Basrah and falluja.

I often see the brits engage and fight for no other reason than to kill. And that is wrong.
Stay back, observe.

Look for mines and traps.
Is there a civ car in the vicinity that didnt spawn there.
From where are the ins running and towards what direction.

You can gain tons of intel, just by looking and hearing.
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: Questions about the changes in 0.9

Post by TheLean »

The marksman is pretty fine isnt? The reason its underused is because it its bad in CQB, but that has got to do with the maps being CQB oriented. Thats why the MP5 is so popular also.

Also, it got a change in .086 since it was bugged before, perhaps you havent played with it alot.

I agree that insurgency somewhat favors the OPFOR. Bluefor requires much more inter-squad coordination whilst playing insurgents is more similar to old BF2. When the bluefor gets a good team going it is awesome fun.

Edit: I totally concur that C&C needs a new design. Check these two threads out for some great suggestions;
https://www.realitymod.com/forum/f18-pr ... evamp.html
https://www.realitymod.com/forum/f18-pr ... ost1086210
Last edited by TheLean on 2009-09-14 19:34, edited 1 time in total.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Questions about the changes in 0.9

Post by goguapsy »

MendozaMan wrote:A few quick questions, as I don't get some or don't know a lot the things that will be implemented/changed in 0.9.

For one, I heard that the marksman kit in 0.9 will be greatly improved. What is the team going to do to make it not suck? It is one of the most underappreciated kits now, and has been since 0.8 due to its inabilty to have accurate fire and killing power.
i believe they are getting a bipod.



and I agree, more crashlandingz!!!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Questions about the changes in 0.9

Post by Rudd »

I would agree that burning vehicles of all types should have a longer period before exploding, they get disabled most of the time anways, so if you want to finish the vehicle off, you probably can.
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666PROTECTOR
Posts: 87
Joined: 2008-12-15 21:27

Re: Questions about the changes in 0.9

Post by 666PROTECTOR »

Originally Posted by MendozaMan View Post
Vehicles and choppers on fire - As it is now you only have a few short seconds before it blows up. I find this highly unrealistic at times, an engine on fire doesn't blow up after five seconds in RL, now does it? Is the 90% damaged mode going to stay longer in this fase in 0.9, or is it still going to blow up almost instantly? Choppers on fire (They also look cool) would be a challenging task to crashland, but now you simply cannot make a landing when you get a 90% damaging hit. (I understand this, but having more emergency landings gives better stories to tell and improves gameplay).
this would be a great idea nd more realistic. but lets just wait and see wt the future brings us

yea guys lets turn this mod back to Vanila !!! :26_suicid

are you serious ? gus jet should be instantly down if he get more than 30 % of demage

how do you imagin jet beaing deamge at 90% and flaying srly , try to cat 1 wing from jet -and its down ,

about imbalance, after 10 years of online gaming i can tell that it adds more fun ,and its is more challenging for weaker side ,in real live opposite armies are never equal!

"And lastly, what about jets? Is the team planning anything on making jets useful in 0.9, without them requiring ultra-skilled pilots? They are too easy to shoot down with the (unrealistic) point 'n lock on system. We need some different AA systems, or make the jets less vulnerable when they are faced with ground-to-air missile systems."

jets are most deadly asset in this mod! and need of ultra-skilled pilots only adds to roll playing - ther are dedicated ground tropes ,snipers tanks crew and jets pilots , back again like in real word , you cant be jet pilot,sniper and tank driver at seam time !

gazzthompson - deployd marksman is great idea



sorry for my bad english
Playing Battlefield series since 2002 & Studing Antropology :gamestudies
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Questions about the changes in 0.9

Post by DesmoLocke »

If you search hard enough and go to some deep dark places in the forums, you can find a lot of tidbits that might show up in 0.9. It's not like the R-DEVs are trying to hide the information (well some of it maybe). ;-)
[R-DEV]Chuc wrote:I dunno about you but any recoil or deviation values from .86 have not been changed for .87..

But recoil as in the way we're representing it is going to drastically change for 0.9.
Deployed Designated Marksman Rifles - Project Reality Forums
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PR player since 0.5 (Feb 2007)

Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Questions about the changes in 0.9

Post by Alex6714 »

666PROTECTOR wrote:
how do you imagin jet beaing deamge at 90% and flaying srly , try to cat 1 wing from jet -and its down ,
Let me correct you there.

"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Questions about the changes in 0.9

Post by Mad-Mike »

DesmoLocke wrote:If you search hard enough and go to some deep dark places in the forums, you can find a lot of tidbits that might show up in 0.9. It's not like the R-DEVs are trying to hide the information (well some of it maybe). ;-)



Deployed Designated Marksman Rifles - Project Reality Forums
wow thanks for posting this, good find :D
MendozaMan
Posts: 43
Joined: 2009-08-15 10:28

Re: Questions about the changes in 0.9

Post by MendozaMan »

Thanks for the video DesmoLocke, that cleared up a lot of my questions about the marskman kit.

Also, 666PROTECTOR, although I know english is not your original language, I am having a hard time taking people seriously when they use a lot of capslock, exclamation marks and question marks. Just a friendly tip buddy, try to be more civil. It works wonders. (IF I ASKED THIS WAY I WOULD GET NO ASWERS YOU SEE?!?)

Now my only remaining questions are about Command and Conquer and suspected insurgency changes in 0.9 (Although I am not really expecting to get an answer to these, I can try, right?)
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Questions about the changes in 0.9

Post by Mad-Mike »

no harm in trying. :razz:

Buts lets just be patient and the things that we dont know about 9.0 wil be exciting when we discover them ourselfs.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Questions about the changes in 0.9

Post by boilerrat »

Mortars, we need the manual ones as mentioned....https://www.realitymod.com/forum/f196-p ... ortar.html


Please god I want these :P
W4lt3r89
Posts: 73
Joined: 2009-02-17 22:09

Re: Questions about the changes in 0.9

Post by W4lt3r89 »

Resurrecting this thread in order to ask this -
Will the attack choppers be tweaked in the 0.9?
Such as the health / armor ratios of the apache for example. It's bit ridiculous when it can be taken down with roughly 6 to 8 .50 cal rounds, while the armor plating should make the chopper very resistant to that caliber fire.

Also another question is the fire and forget type missiles for the LG type, same as in Combined arms, which tend to work better then the current constant aim mode of LG's and at speeds higher then 150, very hard to hit targets.

*edit* just noticed this was asked before... Delete please.. Stupid me.
"Being Commander in PR is like playing RTS game, where every unit has different AI and is more likely to do the opposite thing you hope for" - W4lt3r
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Questions about the changes in 0.9

Post by Rissien »

As far as jets go, wouldntmake sense for any idiot to hop in one and rape everything. You should have to practise with it and learn how to get good like all the current good pilots did.
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Paladin Necroman
Posts: 90
Joined: 2009-12-29 18:08

Re: Questions about the changes in 0.9

Post by Paladin Necroman »

I just had to sign in the forum to give it my opinion :roll: as an on-line player for years like our friend here and as a big realism fond player and fan (realism, as it says in the title name of this very game! remember?


In real conflict, a side is NEVER even to the another! What are you trying to do with this game, guys? turn it to a regular BF2 or some other stuff that has been out there for years to entertain mediocre gamers, so that dyamics get easier to play, so kids don't be angry and unpacient with better opposite teams and not concetrate on their own skills and gaming? I personaly consider PR another level in on line gaming and not some regular COD4 crazy shooting in tiny little ridiculous maps with even this, even that, all even and boring.

Skills and effort, that's what makes a war so interesting despite hardware and conditions. Look at Iraq now, America has got all the technological hardware, and still hanging around for almost a decade there.
Last edited by Paladin Necroman on 2009-12-29 19:28, edited 4 times in total.
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