Play CA, then come back to say that CA marginalizes technical skill too much.Snazz wrote:Yeah theres a lot of things in CA I'd be happy to see integrated into mainstream PR, but I'm not keen on all of it.
The marginalization of technical skill is something I disapprove of fundamentally. I feel tactical skill is already well rewarded in unison, increasing it's value further should not require dumbing down the technical aspect.
I have a strong distaste towards any form of lock-on weapons in gaming, which I've developed since BFV. So naturally I'm not enthusiastic about them becoming even more prevalent.
I understand the desire to better represent the real life capabilities of the assets, but because the maps are far too small for the weapon system ranges it just seems cheap.
[Mini-mod] Combined Arms
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: [Mini-mod] Combined Arms
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: [Mini-mod] Combined Arms
I've already been playing around with CA offline, very little to no people play it on line regularly so I can't experience proper game play.Hunt3r wrote:Play CA, then come back to say that CA marginalizes technical skill too much.
However the marginalization is obvious enough to me personally just from the increase of lock-on weapons.
Oh and the fact marginalizing technical skill is the first stated goal in the CA overview:
OverviewThe overall theme of CA 1.0 is "Tactical Skill", as opposed to "Technical Skill". The automation of targeting for most vehicles has resulted in the marginalization of the individual player's ability to aim and dominate with personal skill. Subsequently emphasis has shifted toward the player's ability to function in a unit, and most importantly, on the unit commander's ability to lead.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: [Mini-mod] Combined Arms
Yes, marginalizing technical skill where realistic is a goal of CA. If you'd like to play online, there should be a new version and a gametest tomorrow. Talk with CAS if you want to find out when.Snazz wrote:I've already been playing around with CA offline, very little to no people play it on line regularly so I can't experience proper game play.
However the marginalization is obvious enough to me personally just from the increase of lock-on weapons.
Oh and the fact marginalizing technical skill is the first stated goal in the CA overview:
Overview
In some ways technical skill is increased, with the addition of bullet drop and the fact that now you must process information much quicker. Sure, it's true that tank combat is much deadlier and faster, but you now must use WASD to move your turret.
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Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
Re: [Mini-mod] Combined Arms
Please don't use the Filefront links for now, use the 10th community ones. To put it bluntly; the Filefront links are more f'd up then the folks in this video...
http://www.youtube.com/watch?v=gIjBIZBzRrs
(skip to 2:17)
Regardless 0.999 (aka the last content build) will be out shortly and the links for that will be fresh.
http://www.youtube.com/watch?v=gIjBIZBzRrs
(skip to 2:17)
Regardless 0.999 (aka the last content build) will be out shortly and the links for that will be fresh.


Will Stahl aka "Merlin" in the Squad community
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Frostaholic
- Posts: 9
- Joined: 2009-10-03 14:55
Re: [Mini-mod] Combined Arms
Thank you for including a way to manually install CA
Last edited by Frostaholic on 2010-02-09 03:36, edited 1 time in total.
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Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
Re: [Mini-mod] Combined Arms
Yeah I do it because of all the problems we've had in the past with installers. We have a lot less issues with it nowadays but even if so I still think including it remains a good idea.
On another note if you have installed PR 0.9090 you wont even be able to play currently, but not to fret we are working on compatibility now.
On another note if you have installed PR 0.9090 you wont even be able to play currently, but not to fret we are working on compatibility now.


Will Stahl aka "Merlin" in the Squad community
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SGT_Griggs
- Posts: 70
- Joined: 2009-05-14 12:58
Re: [Mini-mod] Combined Arms
"Please don't use the Filefront links for now, use the 10th community ones. To put it bluntly; the Filefront links are more f'd up then the folks in this video...
YouTube - Operation Repo - DUNGEONS & DRAGONS REPO
(skip to 2:17)"
LOL " i am known by that in your realm" haha i actually almost p*ssed myself laughing
but anyway, back to CA.
*Edit I think that the CATOBAR would be a nice thing to see integrated into PR...
YouTube - Operation Repo - DUNGEONS & DRAGONS REPO
(skip to 2:17)"
LOL " i am known by that in your realm" haha i actually almost p*ssed myself laughing
but anyway, back to CA.
*Edit I think that the CATOBAR would be a nice thing to see integrated into PR...
"The rush of battle is often a potent and lethal addiction, for war is a drug
My anti EVERTHING gun
My anti EVERTHING gun
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: [Mini-mod] Combined Arms
PR needs that Nimitz to be fully modeled before they are going to make the CATOBAR and carrier ops even remotely viable.
IMO, Combined Arms has more team level coordination between different types of forces, ie combined arms working a lot better. I suppose you could say that squad level coordination is reduced because a rifle is now relatively accurate.
IMO, Combined Arms has more team level coordination between different types of forces, ie combined arms working a lot better. I suppose you could say that squad level coordination is reduced because a rifle is now relatively accurate.
Last edited by Hunt3r on 2010-04-13 04:06, edited 1 time in total.

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Limitbreaker
- Posts: 38
- Joined: 2009-10-05 14:38
Re: [Mini-mod] Combined Arms
There are some things in that CA mod that really NEED to be implemented into PR.
For example, dogfights in PR are completely broken. You know that.
For example, dogfights in PR are completely broken. You know that.
