Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
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Threedroogs
- Posts: 404
- Joined: 2006-07-20 00:38
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
i love the changes in the beta, although i would do away with the RPs altogether. or make it where you can only put an RP down if you have 3 SMs+SL present. that way, RPs would mainly be used to get a lone soldier or two back into the squad and stop the SL+1SM from fleeing the fight as soon as a few squadmembers get killed.
these beta changes wont destroy PR. these changes will take PR to a new level.
these beta changes wont destroy PR. these changes will take PR to a new level.
Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
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volks
- Posts: 346
- Joined: 2009-07-05 21:32
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I agree with teh topic. It must be realistic but it is a game at all. RP's are important to make people want play pr, and if they remove it, most ppl will rage quit pr.


Fortune favors the insane
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Threedroogs
- Posts: 404
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
i doubt we'll get a server option. the devs would have to balance the maps for RP and no-RP play. most maps are going to need tweaking if .9 has no RPs or nerfed RPs. i guess they could just balance the maps for no-RP play and then use that map for the version with RPs, but i dont think that'll work very well. i'd rather have the devs pick the direction they want for the mod and keep one version.Dr2B Rudd wrote:Good point there, mumble helps create impromptu teamwork, when you've spawned on a FB you can link up with a friendly squad thats heading your waysometimes this creates the best teamwork I've ever seen as players really enjoy having say...a 9 man squad instead of 6
Alot of fun. It might be why I think the beta is so much fun, as I never play without mumble.
Though I think alot of players really enjoy RP gameplay, this isn't necessarily a bad thing though I wish to play without them. Since this is a server side change...I really don't see a huge problem in having a Hardcore/Non-Hardcore division in PR. I wonder if we could use the ranked/unranked server setting to differentiate the servers in the server list. That way everyone is happy, the hardcore playerbase have their gameplay, the more casual gamers have their gameplay, and sometimes I'm sure each will cross over for their dose of variety.
Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
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crazy11
- Retired PR Developer
- Posts: 3141
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
Hmm let me think what happened when PR removed squad leader spawning, people said it would destroy PR.
Look at it now.
The DEVs will make the game they want to play, if you don't like it then you don't have to play it.
Look at it now.
The DEVs will make the game they want to play, if you don't like it then you don't have to play it.

You miss 100% of the shots you don't take.- Wayne Gretzky
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Tartantyco
- Posts: 2796
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
The man speaketh the truth.[R-MOD]crazy11 wrote:The DEVs will make the game they want to play, if you don't like it then you don't have to play it.
My personal best change would be:
FOBs need two crates, can be built within 200m(Maybe less) of each other
No Rally Points
2 players in a squad to request kits(As it is now basically)
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$kelet0r
- Posts: 1418
- Joined: 2006-11-15 20:04
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I think you'll find it was probably the OP who was the loudest voice - in fact rule of thumb is if this op thinks it's bad for PR, then it's probably the best idea ever[R-MOD]crazy11 wrote:Hmm let me think what happened when PR removed squad leader spawning, people said it would destroy PR.
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I love how people generalize everything here for some reason. It won´t destroy PR, but saying it will make it 100% better or else isn´t right either...
I can´t tell if you are being sarcastic or not, but I think I just lost 10 iq points.
But this:
Clearly.I disagree with everything you have said. It's a whine thread done clearly by a CSS bunny-hopper insta spawn rambo.
I can´t tell if you are being sarcastic or not, but I think I just lost 10 iq points.
But this:
Now only more people realised this...nothing is going to change the basic attitudes of players so we might as well go for the most realistic choice.
"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"
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00SoldierofFortune00
- Posts: 2944
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
Have you ever even played with me ingame? If not, then don't make up assumptions. And my post was AGAINST PR becoming CSS which it essentially does with this change. With FOBs being the main focus, there really is no need for squads anymore since people can spawn anywhere they want. Its not hard to use common sense and put two and two together.crAck_sh0t wrote:I disagree with everything you have said. It's a whine thread done clearly by a CSS bunny-hopper insta spawn rambo.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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00SoldierofFortune00
- Posts: 2944
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
[quote=""'[R-MOD"]crazy11;1198964']Hmm let me think what happened when PR removed squad leader spawning, people said it would destroy PR.
Look at it now.
The DEVs will make the game they want to play, if you don't like it then you don't have to play it.[/quote]
Again, did you even read my post? I already addressed this issue. People really need to read my post before commenting.
You cannot compare getting rid of SL spawn points to getting rid of RPs. With the SL respawn, it was replaced with RPs, so nothing was really lost. Something was just substituted for something more realistic and better for the squad. With the Beta, you are not substituting anything, you are essentially removing RPs in favor of FOBs which we all know are already ingame and have problems of their own. RPs were a squad based thing as well and was a fullproof way of keeping the squad together. FOBs are just a random spawnpoint, so what is really stopping any squad members from going off on their own to do their own thing since they have multiple spawns?
Do you guys even know why there is less teamwork on the insurgent side most times? Because they have so many spawnpoints that they don't need to rely on squads since they have a quick access point to the action.
[quote="$kelet0r""]I think you'll find it was probably the OP who was the loudest voice - in fact rule of thumb is if this op thinks it's bad for PR, then it's probably the best idea ever
[/quote]
Uhhh, no. I actually liked the idea of RPs when they first came out. I hated the idea of APC spawns though.
And I think you will find that the guys who are so for this change have the worst opinions because they are based off of one server (TG) which doesn't accurately represent 97% of the servers out there.
Look at it now.
The DEVs will make the game they want to play, if you don't like it then you don't have to play it.[/quote]
Again, did you even read my post? I already addressed this issue. People really need to read my post before commenting.
You cannot compare getting rid of SL spawn points to getting rid of RPs. With the SL respawn, it was replaced with RPs, so nothing was really lost. Something was just substituted for something more realistic and better for the squad. With the Beta, you are not substituting anything, you are essentially removing RPs in favor of FOBs which we all know are already ingame and have problems of their own. RPs were a squad based thing as well and was a fullproof way of keeping the squad together. FOBs are just a random spawnpoint, so what is really stopping any squad members from going off on their own to do their own thing since they have multiple spawns?
Do you guys even know why there is less teamwork on the insurgent side most times? Because they have so many spawnpoints that they don't need to rely on squads since they have a quick access point to the action.
[quote="$kelet0r""]I think you'll find it was probably the OP who was the loudest voice - in fact rule of thumb is if this op thinks it's bad for PR, then it's probably the best idea ever
Uhhh, no. I actually liked the idea of RPs when they first came out. I hated the idea of APC spawns though.
And I think you will find that the guys who are so for this change have the worst opinions because they are based off of one server (TG) which doesn't accurately represent 97% of the servers out there.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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badmojo420
- Posts: 2849
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
There is no more imposed need for squads, you are correct. If people wish to play squadless, they can do it easier now. But, now squads will be based around building teamwork, rather than just securing a spawn point. Less people will join your squad, and run off on their own. Team players will join squads to be part of something, not just to gain an extra spawn.00SoldierofFortune00 wrote:With FOBs being the main focus, there really is no need for squads anymore since people can spawn anywhere they want. Its not hard to use common sense and put two and two together.
And if your only reason for joining/leading a squad was to get a spawn point. I don't know if you're the type of person this game is geared towards. These changes are just making this more obvious.
00SoldierofFortune00 wrote:Do you guys even know why there is less teamwork on the insurgent side most times? Because they have so many spawnpoints that they don't need to rely on squads since they have a quick access point to the action.
There is less inter-squad teamwork because it's obvious what the team needs to do. And that task is extremely easy to do without lots of communication. Who needs voip, just listen for gunfire and help out when you hear it.
But, i personally find there is more team-wide teamwork on the insurgent side. Players of different squads will often help each other. I've worked closely with players not in my squad a number of times, with and without mumble.
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Clypp
- Posts: 2148
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I prefer the RP way as well. PR's greatest strength is teamwork and teamwork happens at the squad level. Any reason that makes the squad act unnaturally, such as protecting the SL over completing the objective is unrealistic and hurts the fun aspect.
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
Removing rally points isn't going to ruin anything. The problem is that they've been in so long that so many things are based around them that its like removing a cast off of a person with a broken leg; It's going to be wobbly until certain things are done.
All of the kits, spawntimes, flags etc are really made for rally points. Most maps do not have the transport vehicles required to maintain the kind of troop strength that you could have with rally points. Basically, IFVs and APC's have become even more dangerous, because their best use is picking off exposed infantry crossing open ground. I've played on the test servers for a number of hours and the biggest threat at the moment is APC's. After that its single riflemen in cover. Because there is no spawn, the payoff for killing squads of troops is much higher, because when they are dead, they're dead. What I am seeing more of is troops dispersing and obviously being more careful.
00SoldierofFortune00, you have a point that removing rally points is going to minimize the benefits of being in a squad. I've played as a lone wolf in PR and tbh the payoff isn't bad for the effort put in. Let me explain:
Tactical Benefits to "Lone-Wolfing":
All of the kits, spawntimes, flags etc are really made for rally points. Most maps do not have the transport vehicles required to maintain the kind of troop strength that you could have with rally points. Basically, IFVs and APC's have become even more dangerous, because their best use is picking off exposed infantry crossing open ground. I've played on the test servers for a number of hours and the biggest threat at the moment is APC's. After that its single riflemen in cover. Because there is no spawn, the payoff for killing squads of troops is much higher, because when they are dead, they're dead. What I am seeing more of is troops dispersing and obviously being more careful.
00SoldierofFortune00, you have a point that removing rally points is going to minimize the benefits of being in a squad. I've played as a lone wolf in PR and tbh the payoff isn't bad for the effort put in. Let me explain:
Tactical Benefits to "Lone-Wolfing":
- The enemy is always a lot more visible than you are; You will practically always get the first shot.
- It is a lot easier to maneuver one or two people than with 6 that you've never met.
- If you die, it is mostly your fault.
- Its not really a fair fight, so if you fail, so what. If you succeed then you "must be really good". (This isn't really true. Ingame the odds favor the lone wolf because of the factors listed above).
- One scoped rifleman is worth exactly one ticket, but can slow down or kill an entire squad. If you kill two soldiers, you are ultimately helping your team win. And more often than not, I can take out a full squad if they are bunched up. Settle times help quite a bit.
- As I said the main disadvantage to lone wolfing comes down to numbers. Removing rally points will ultimately cut the number of soldiers that you can face. This also means that the amount of damage a single soldier can do to a full squad is multiplied by the number of times that squad would respawn in a given engagement.
- Squads will be a lot less visible. Ironically, this means that single troops are going to fight squads a lot more like they would fight other lone wolfers.
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Hunt3r
- Posts: 1573
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
My two cents regarding the matter is that it won't. What is needed to prevent the shock of the removal of RPs is to keep log trucks, and trans helos to be on every map. One, or the other, or both.
That's all that's needed. After that there isn't much to be done beyond making the supply crates a bit grippier so they don't do something annoying like sliding away, to give away your position.
That's all that's needed. After that there isn't much to be done beyond making the supply crates a bit grippier so they don't do something annoying like sliding away, to give away your position.
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Threedroogs
- Posts: 404
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
the changes will make lone wolfing easier and more effective, but it will also make squad teamwork more important. in the beta (especially with no RP spawn at all), the squad is everything. i wanted to be in visual contact with at least a few of my squadmates at all times, with all six of us within 50 or so meters. successfully attacking an objective takes a serious amount of teamwork on the squad level. attacking is very hard without the ability to hide an RP a few hundred meters from the fight. when someone was shot, the entire mission shifted to securing the downed infantryman and reviving him. i view all these things as improvements. my guess is that if there's more lone wolfing, it will happen around the FOs most of the time. any added defense is okay in my book.
once part 2 and 3 reintroduced the RPs, the action got a little worse because the SL is encouraged to avoid the fight, especially when things have gone wrong for the squad. i hate having the choice of retreating 150m with one squadmate to set a quick rally. i'd rather be forced to fight it out. i think that's more fun for everyone involved. i thought the game was much more interesting when we had to secure the downed squadmates at all costs, and when it wasnt possible to get to them it felt like a big sacrifice. i am really hoping the devs decide to remove the RP spawn completely and then tweak the transport vehicle spawn times and a few other things (or give all squads the ability to request transport, perhaps on a 10 minute timer if the vehicle is destroyed).
once part 2 and 3 reintroduced the RPs, the action got a little worse because the SL is encouraged to avoid the fight, especially when things have gone wrong for the squad. i hate having the choice of retreating 150m with one squadmate to set a quick rally. i'd rather be forced to fight it out. i think that's more fun for everyone involved. i thought the game was much more interesting when we had to secure the downed squadmates at all costs, and when it wasnt possible to get to them it felt like a big sacrifice. i am really hoping the devs decide to remove the RP spawn completely and then tweak the transport vehicle spawn times and a few other things (or give all squads the ability to request transport, perhaps on a 10 minute timer if the vehicle is destroyed).
Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
Eggyweggs...I would like to smash 'em!
http://www.youtube.com/watch?v=x3-E3xuQtqI
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Kim Jong ill
- Posts: 166
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I think the idea that this is to stop RP's acting as a siege engine is an absolute cop out on behalf of any potential defenders, if you plan to just sit there after a repulsed attack with your thumb up your arse then you deserve to lose. Rather then just sitting there like a stunned mullet how about you dedicate a portion of your force to tracking down the attackers and overrunning their rally, they can't effectively defend a rally if they've just spawned (Or waiting to spawn) and you're counter attacking quickly.
This seems to me a massive shift of responsibility away from defending forces and instead putting it on the shoulders of those attacking, which isn't right.
As the OP stated this is going to kill effective flanking actions, all it takes is your medic to be killed and/or pinned down and your squad will be mince meat and sent back to a FOB god knows how far away.
This seems to me a massive shift of responsibility away from defending forces and instead putting it on the shoulders of those attacking, which isn't right.
As the OP stated this is going to kill effective flanking actions, all it takes is your medic to be killed and/or pinned down and your squad will be mince meat and sent back to a FOB god knows how far away.
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Rudd
- Retired PR Developer
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I don't know about lone wolfers.
Lone wolfers tend to have great tactics for themselves, they walk from cover to cover etc, any sound is going to be the sound of an enemy etc.
But too often I see squads just walking through the forest in as if going to a picnic, if they too were walking from cover to cover, treating each rock as a potential hiding place for an enemy they would be fine, their numbers give them a false sense of security, whereas lonewolfing gives you a keen sense of your mortality.
But if a squad is actually doing what its supposed to be doing, then lonewolfers don't have a chance.
Lone wolfers tend to have great tactics for themselves, they walk from cover to cover etc, any sound is going to be the sound of an enemy etc.
But too often I see squads just walking through the forest in as if going to a picnic, if they too were walking from cover to cover, treating each rock as a potential hiding place for an enemy they would be fine, their numbers give them a false sense of security, whereas lonewolfing gives you a keen sense of your mortality.
But if a squad is actually doing what its supposed to be doing, then lonewolfers don't have a chance.
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mat552
- Posts: 1073
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
PR as it was with the SL spawn is dead. It's a completely different game. (Same with minimaps, and all the other major changes. I still miss my infantry minimap, and I still get lost in cities.)[R-MOD]crazy11 wrote:Hmm let me think what happened when PR removed squad leader spawning, people said it would destroy PR.
Look at it now.
This change could be successful, but there are arguably no maps currently released that are playable by the general audience without rally points. Every single map in PR right now was designed after the rally points were introduced, and it clearly shows.
(Congratulations, the test is a success on servers that have a reputation for being the best of the best, with long standing traditions of teamwork and realistic intentions. The true test is how it functions on the wastes, in the wild.)
Edit, on lonewolfing. It's better in the beta than it has ever been before. A single rifleman, waiting for just the right moment, can set a squad, and thus a part of the blob, back. Everyone can be as 1337 as a sniper, without the kit. I love being that rifleman, especially on muttrah, I feel like a ninja.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Hunt3r
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
Seems like it encourages lone-wolfing, which means that removal of RPs would basically mean that either there'd be more teamwork or more lone-wolfing, to be captain obvious.
We need to run more servers with RP changes before we can really establish anything.
We need to run more servers with RP changes before we can really establish anything.
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RHYS4190
- Posts: 959
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Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
people should read this guy's entire post, It long, but he raises some interesting issues. And he hit's the nail on the head in the regard to lone wolfing, We are more likely going to see a increase then a decrease and it a problem that not going to go away.
But true full the dev's think that by removing or nerfing the rally's in going to improve PR and make things better, i don't think so, I think PR has out grown the BF2 engine.
And it needs to be redesigned to PR specifications
But true full the dev's think that by removing or nerfing the rally's in going to improve PR and make things better, i don't think so, I think PR has out grown the BF2 engine.
And it needs to be redesigned to PR specifications
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Jevski
- Posts: 397
- Joined: 2007-03-16 02:39
Re: Who Else Thinks that the RP Changes (being beta tested) will Destroy PR?
I agree with soldier, trying the beta on specific servers only works well on those servers.
They do not give a good picture of the general playerbase of PR.
As an experiment the base is too small, it does not give a good picture. Like flipping a coin twice and then say it lands "heads" 100% of the time.
I do like the new system, I just dont think its usuable on public games. Scrims and such yes.
Ive tried playing on servers where the base wasnt the usual up to standard, guess what, no one except the usual 1 or 2 players build firebases. Asking for help or anything did not help in any way. . And being the only SL that does anything at all can be very stressful.
And yes, play on another server, but that does not help PR If all the good and experienced players are on 2 or 3 full servers, how will the beginners learn?
As I have stated before in another thread, removing the RP will remove any independence from the rest of the team in case they dont teamwork. Not all server have the same rules, on some its not mandatory to follow Sl or Co's order.
As many may say Rp's are not realistic, well of course they arent. This is still a game. And as such we must also remember to keep the playability alive. How many would play PR, if you had 1 life?
They do not give a good picture of the general playerbase of PR.
As an experiment the base is too small, it does not give a good picture. Like flipping a coin twice and then say it lands "heads" 100% of the time.
I do like the new system, I just dont think its usuable on public games. Scrims and such yes.
Ive tried playing on servers where the base wasnt the usual up to standard, guess what, no one except the usual 1 or 2 players build firebases. Asking for help or anything did not help in any way. . And being the only SL that does anything at all can be very stressful.
And yes, play on another server, but that does not help PR If all the good and experienced players are on 2 or 3 full servers, how will the beginners learn?
As I have stated before in another thread, removing the RP will remove any independence from the rest of the team in case they dont teamwork. Not all server have the same rules, on some its not mandatory to follow Sl or Co's order.
As many may say Rp's are not realistic, well of course they arent. This is still a game. And as such we must also remember to keep the playability alive. How many would play PR, if you had 1 life?


