Your opinion on the new 0.91 rally point change?

Post your feedback on the current Project Reality release (including SinglePlayer).

Your opinion on the new 0.917 rally point change?

I love it
91
38%
I like it but it has issues [explain]
17
7%
I like it but the community is having a hard time using it
28
12%
Whatever, the game evolves every version
47
20%
I dont like it and the community is having a hard time using it
28
12%
I dont like it at all [explain]
12
5%
I hate it, it doesnt work, destroys gameplay [explain
17
7%
 
Total votes: 240

BurkeSooty
Posts: 43
Joined: 2008-11-10 11:44

Re: Your opinion on the new 0.91 rally point change?

Post by BurkeSooty »

I guess that's a fair point to some extent, i remember the last time I walked 2km but I can't remember the time before that. but there's still plenty of 1km walks, in my recent experience usually several per game. Some of them are fine, if I'm told that we're going the long way round to an objective I can get on board with that, not fun, but I can see the point (tactical advantage or whatever). Walking for 5-10 minutes just to get to your sqd is however a massive ball ache.

I'd like to just change/clarify what I said in my previous post by colllating distance walked with time waited. They're one in the same really. Waiting is a little less annoying as you don't have to pay any attention to where you going, but they both amount to (sometimes necessary, but mostly unnecessary) tedium.

Ok, so we're probably not going to revert back to .87 rally system, and .91 is a compromise; but perhaps just a tiny little compromise further and it would give folks a more reasonable chance of staying with their sqd:

5 minute automatic rally rearm

or

Rally rearms from crates
Deathangel_321boom
Posts: 29
Joined: 2007-05-18 11:35

Re: Your opinion on the new 0.91 rally point change?

Post by Deathangel_321boom »

Joining a server to find no intact FOBs or a massive walk to your squad which is the only not full one does indeed suck. I agree with a new renewal time for the RP is more like 5 minutes or go to crates/FOBs, remembering it can only be placed for a minute and with no enemy nearby and can be easily destroyed so will only be used when safe anyway. Then the SL still has to be careful about his life, you won't get people spawning direct into the combat zone repeatedly especially if the enemy do their job and take out the leader which is a good tactical move...
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Your opinion on the new 0.91 rally point change?

Post by gazzthompson »

manligheten wrote:I rather prefer 1+5, lmg as the support group, but as the sl can't perma-die now you have to stay back, as in PR0.5. I like the "gamey" feeling of the RP as they give you the illusion of that you are facing a whole platoon when actually you are facing just 6 to 12 guys. If there is some spawn system that's gamey in PR it is the epipen struck to a .50 cal decapitated guy makes him respawn on the place. That's gamey respawn, effectively rendering any guerrilla or needlesting tactics useless.
I've noticed a huge degeneration of "squadplay" since the RP got nerfed. You don't really need a squad anymore in the same way other than grabbing kits. Of course, it isn't just the RP nerf that in my opinion degenerated squadplay (the reason why I thought PR is fun). The lmg spawnable with zoom in 2 man groups rendered the 6 man squad much less important and imbalanced the game. Now you have to have 4 guys in the group but as kit stay for 5 minutes on the ground it doesn't really make a difference.
To win in PR now you need good armor and transports and good FOB builders. The infantry doesn't really matter in the same way they used to. They are just rank and file caping flags by their presence rather than skill and tactic. That's maybe how some people want it, but I like playing infantry and thus it is boring to have such a diminished role.
Empirically I find squadsmembers much more reluctant to talk on voip and interact with one another than before. The overall mood on the forum more whiny. More ragequitting players and extreme circulation of squadmembers. More common for admins to whine on players to follow rules (i.e. a kafka-ish setup of does and don't concerning doing too effective things, like someone would care in a war). All that I've noticed and a dedicate that mainly to the nerf of RPs, and secondly to the spawn LMG and imbalanced/big maps.
I like 0.91 RP is better than 0.9, but that's just because I really disliked 0.9 RP.
disagree on all points, first is for another thread (the hole talk of epipen). Second point ("infantry are just rank and file caping flags") as an avid infantry player i still find the infantry to be the main fighting force of any team (maybe not on kashan). and the last bit is down to personal experience/ opinion.
manligheten
Posts: 202
Joined: 2007-03-25 21:01

Re: Your opinion on the new 0.91 rally point change?

Post by manligheten »

gazzthompson wrote:disagree on all points, first is for another thread (the hole talk of epipen). Second point ("infantry are just rank and file caping flags") as an avid infantry player i still find the infantry to be the main fighting force of any team (maybe not on kashan). and the last bit is down to personal experience/ opinion.
Well, duh! Everything about this thread is personal experiences and feelings. We can't prove anything other than we would do some actual measurements attaching a fun-o-meter to a random sample of PR players' brains.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Your opinion on the new 0.91 rally point change?

Post by dtacs »

'[R-DEV wrote:CodeRedFox;1322031']I never lead from the front as a SL, you should be sending your team forward or 3 guys as your fire team and 3 guys (including you) as your support team.
Everybody has different ways of doing it, there is no right or wrong way (well, other than the obvious) and everybody has their own flavor of attacking. I for one split my squad up into 3 groups, MG team(MG+Spec), Assault team(Spec+RF) and Leadership team (SL+Med), with MG team setting up on a roof for cover, assault team rushing in (they're expendable) and Leadership team flanking and staying out of the fight for the most part.
The gamey attitude about RP is much less about a spawn points and used as a regrouping option instead.
Its being used as a regroup tool but more often than not for a single squad member rather than waiting for a group spawn. Its a gamble sending the medic into the fray for a revive that you can't always tell the greeny that there is a rally available and he'll have to run from the nearest FOB, kwwping the
'run off the FO into the fight' mentality. Back with the placeable RP's it meant the teams attacked off their spawns respectively, however now its the team just coming from one place, the FO.

I'd rather have the placeable RP's back, but as a squad leader you have to improvise and adapt, so I've grown to use it, albeit being indifferent to its induction.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Your opinion on the new 0.91 rally point change?

Post by Rudd »

Its a gamble sending the medic into the fray for a revive that you can't always tell the greeny that there is a rally available
that is a good point, instead of right click for "Gather around me" I'd like a confirmation message on if the RP is avaliable or not.
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ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Your opinion on the new 0.91 rally point change?

Post by ZAP44 »

gazzthompson wrote:care to elaborate?
Sure Gazz…to say I love it to me would mean I think we have reached perfection. I don’t and I’m not sure on this issue we ever will. If you’re in combat you don’t have a bunch of recently dead buddies or replacements pop out of the back room or out of a bunch of bushes. I know it’s hard getting the mechanics of game play and reality to work together when the object is to kill or eliminate on one hand and bring back to life and reintroduce into the game on the other hand. Anyway as I said I think this is the best arrangement so far and I hope any further changes, which I’m sure there will be, are given a lot of thought.
manligheten
Posts: 202
Joined: 2007-03-25 21:01

Re: Your opinion on the new 0.91 rally point change?

Post by manligheten »

ZAP44 wrote:Sure Gazz…to say I love it to me would mean I think we have reached perfection. I don’t and I’m not sure on this issue we ever will. If you’re in combat you don’t have a bunch of recently dead buddies or replacements pop out of the back room or out of a bunch of bushes. I know it’s hard getting the mechanics of game play and reality to work together when the object is to kill or eliminate on one hand and bring back to life and reintroduce into the game on the other hand. Anyway as I said I think this is the best arrangement so far and I hope any further changes, which I’m sure there will be, are given a lot of thought.
You don't try to assault a whole city with a reduced platoon in the first place. 32 soldiers is less than you need to take a multi level T-house. You need people to pop out of the bushes for it to work.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Your opinion on the new 0.91 rally point change?

Post by gazzthompson »

manligheten wrote:You don't try to assault a whole city with a reduced platoon in the first place. 32 soldiers is less than you need to take a multi level T-house. You need people to pop out of the bushes for it to work.
which is why we have firebases, the RP system as it is and ticket system.

I believe this system helps solidify front lines , with previous systems a squad could operate alone separate of the team but now ive seen alot more team wide movements due to firebases being so crucial. But this 10 min regen of the RP's still means squads can flank or skip ahead of the team and still hold its own, just not as easy as before (and rightfully so).
Last edited by gazzthompson on 2010-04-16 11:34, edited 1 time in total.
DDsO.Jimbo
Posts: 22
Joined: 2009-04-04 07:34

Re: Your opinion on the new 0.91 rally point change?

Post by DDsO.Jimbo »

I really hate the new Rally-Point-System since Rally Points are limited in any way (I think its since patch 0.874)

Wouldn't it be more useful for the Teamplay If there is a possibility for Squadmembers to spawn some steps behind the Squad ? Of course under the condition that no enemies are camping around the RallyPoint ...

Even like before patch 0.874 .. :?

regards, Jimbo :-)
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Your opinion on the new 0.91 rally point change?

Post by CodeRedFox »

dtacs wrote:Everybody has different ways of doing it, there is no right or wrong way
manligheten wrote:I rather prefer 1+5, lmg as the support group
Very true guys, guess my point I fail to make was the SL shouldnt be the first in because you lose your ability to fall back and set a RP.
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"apcs, like dogs can't look up" - Dr2B Rudd
Sirex[SWE][MoW]
Posts: 158
Joined: 2009-07-22 09:46

Re: Your opinion on the new 0.91 rally point change?

Post by Sirex[SWE][MoW] »

My main problem with this is that we have to low player limit. 32 players on each team with trucks,apc, ifv,tanks and helicopter with a minimum of 2 players per vehcile simply don't leave much infantry troops left. The old Rallypoint could raise the effective number of infantry in play and thier importance to the game, this has been lost. But i agree that the use of RP as a movign lifeline was gamey.

My solution is to renamne it to "staging point" with 5-7 min uptime and the current 10 reload time. This will allow people to make platoon size assaults and raise infatry importance in the game. Otherwise we can just g over to pure vehicle combat right now.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Your opinion on the new 0.91 rally point change?

Post by gazzthompson »

'Sirex[SWE wrote:[MoW];1324435']
My solution is to renamne it to "staging point" with 5-7 min uptime and the current 10 reload time. This will allow people to make platoon size assaults and raise infatry importance in the game. Otherwise we can just g over to pure vehicle combat right now.
We have staging points for the team to make platoon sized assaults. firebases.
Sirex[SWE][MoW]
Posts: 158
Joined: 2009-07-22 09:46

Re: Your opinion on the new 0.91 rally point change?

Post by Sirex[SWE][MoW] »

gazzthompson wrote:We have staging points for the team to make platoon sized assaults. firebases.
Yes and that don't work. Becouse you can't set up firebases tha close or they get destroyed. So no it is not a staging point for a detment attack, it is a base which you conduct cover ops/searh adn destroy missions from. Since the difference between my rally convertet to staging point and a firebase is that a firebase is valuable! The team will try to protect it and make it a mini base. A rally/staging point would be a genuine staging point, you place it down make assault for around 10 mins where you either fail or win.
USMC_Cook
Posts: 89
Joined: 2008-01-04 20:43

Re: Your opinion on the new 0.91 rally point change?

Post by USMC_Cook »

I think both .90 and .91 systems are great. However, I hated the old system where you could just drop a rally and continuously spawn on it. IMO, the teamwork and gameplay has improved substantially since the old rally system was removed, and I will cry if it's ever brought back.
Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: Your opinion on the new 0.91 rally point change?

Post by Moonlight »

USMC_Cook wrote:I think both .90 and .91 systems are great. However, I hated the old system where you could just drop a rally and continuously spawn on it. IMO, the teamwork and gameplay has improved substantially since the old rally system was removed, and I will cry if it's ever brought back.
I second that. It made people care more about their lives in fear of walk/wating for transport from a distant fb. Also there's no more of lemming rushing tactics. It leads to more teamwork (at least if the team wants to win ;D ).
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: Your opinion on the new 0.91 rally point change?

Post by General_J0k3r »

i didn't like the fact that it reloads at first. now i don't care because 10 minutes is long enough and as stated before the system is a good medium between the two versions.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Your opinion on the new 0.91 rally point change?

Post by Rudd »

General_J0k3r wrote:i didn't like the fact that it reloads at first. now i don't care because 10 minutes is long enough and as stated before the system is a good medium between the two versions.
I agree with Joker, this is a bit of lube for the machinery without being messy.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Your opinion on the new 0.91 rally point change?

Post by Herbiie »

I love it, there is more team work now, and everyone takes cover a bit more now too, which is good.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Your opinion on the new 0.91 rally point change?

Post by ytman »

[R-DEV]CodeRedFox wrote:I never lead from the front as a SL, you should be sending your team forward or 3 guys as your fire team and 3 guys (including you) as your support team.
Maybe I'm taking lessons from the wrong person from the wrong time period, but the book Infantry Attacks by Rommel has him going out on foot into the thick of it whenever it is needed.

I personally love to lead my squads and always put myself into the unknown (with 1 or two for support) rather than send my squad first.

Really now though... I think I lost where I was going with this... as I love the new rally system and think it works great even with my play style.

I do think the 10 minute re-arm time is good as it provides an excellent option to a beaten and battered squad that had to retreat or is stuck behind enemy lines.

I also love how these new changes have been tied with the expanded role and power of the FO's.
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