Magic marker change?

General discussion of the Project Reality: BF2 modification.
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Magic marker change?

Post by ZephyrDark »

Image
(From Rhino's recent Muttrah City DEVBlog : https://www.realitymod.com/forum/f389-p ... rhino.html)

On this you can see the upcoming change to the grid system on the mini-maps for the next patch.(Confirmed by Rhino(or at least on of the Devs) in Rhino's post) You can also see in the lower right corner a scale which I assume is going to be set for each map/map size.

Now what this has made me come to believe that the "magic marker" that it has been called by myself and others is going to have it's "insta-rangefinding" removed.
(Disclaimer: I do not intend this to be a suggestion, please do not interpret it as so.)
What I would like to ask is that IF this is to happen, how do people think it'd affect gameplay? My opinion is that mortar crews will have to do some quick pen & paper scrawls to figure out distances, possibly having the spotter use their GLTD to help give a more accurate spotting.
Thoughts?
|TG-31st|Blackpython


Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Magic marker change?

Post by Redamare »

im a bit confused .... so your asking .. instead of some one asking the distance you can now easily just guess the distance from targets? . . you think that the fact that one Grid reference is 150m that it will be exploited? ... now that its already out in the open that one grid is 150 m then isnt it too late? ..

also yes its probly better for moarters because its not going to be the easiest thign to hit targets from across the map with out help ANYWAY .. soo i think that its a good change :)
crot
Posts: 1786
Joined: 2010-09-07 19:05

Re: Magic marker change?

Post by crot »

The distance scale is actually very good for the mortars, but why did they add 5 more quadrants? For more precise targeting?
Just_A_Thought
Posts: 37
Joined: 2009-08-23 13:40

Re: Magic marker change?

Post by Just_A_Thought »

Redamare wrote:im a bit confused .... so your asking .. instead of some one asking the distance you can now easily just guess the distance from targets? . . you think that the fact that one Grid reference is 150m that it will be exploited? ... now that its already out in the open that one grid is 150 m then isnt it too late?
I think he means that when the SL puts down an observe marker, squad members will no longer know exactly how far away it is as the distance won't show up on the HUD or map. People will have to use some quick math/map skills if they want to know.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: Magic marker change?

Post by MikeDude »

Oh called.. Being called Mike ingame is gonna be very confusing... Since the ''M'' (Mike) is added as a grid now...

What is the ''I'' Called? Irene?
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Image

[3dAC] MikeDude
Loving PR since 0.2.
Indian_Clay
Posts: 53
Joined: 2008-11-29 06:35

Re: Magic marker change?

Post by Indian_Clay »

mikeyboyz wrote:Oh called.. Being called Mike ingame is gonna be very confusing... Since the ''M'' (Mike) is added as a grid now...

What is the ''I'' Called? Irene?
I is for India.

This is a good move. I always thought that the grid references were too general.
Post count = IQ
Burton
Posts: 791
Joined: 2009-09-24 17:02

Re: Magic marker change?

Post by Burton »

I is India

Alpha
Bravo
Charlie
Delta
Echo
Foxtrot
Golf
Hotel
India
Juliet
Kilo
Lima
Mike

Edit: Damn ninjas
Last edited by Burton on 2010-09-21 02:00, edited 1 time in total.
Reason: Ninjad
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: Magic marker change?

Post by MikeDude »

HA Burton got Ninja'd!
Still.. having the ''M'' Grid is gonna be confusing for me :D

''Go to Mike 7''
''Uh Mike? What?''
''Not you!''
''oh :'(''

''NEED CAS AT MIKE 10''
''WHAT? DONT KILL ME!@!''
''Fking grid you idiot''
''Ah :'(''

Few examples :D
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Image

[3dAC] MikeDude
Loving PR since 0.2.
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Magic marker change?

Post by Sniperdog »

Image

Move along folks, nothing to see here...
Image

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Will Stahl aka "Merlin" in the Squad community
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Magic marker change?

Post by Celestial1 »

'[R-DEV wrote:Sniperdog;1446450']Image

Move along folks, nothing to see here...
I love you, mister. Also whoever contributed to the actual change.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Magic marker change?

Post by PLODDITHANLEY »

Maybe the poor SL's get a calculator now?

Right its five and a bit squares away ... errrr 5 times 150 plus a little bit ... errr .... DEAD :? ??:

Hope the ranges stay if not it'd be damn hard to effectively use the SL markers?.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Magic marker change?

Post by Rudd »

Right its five and a bit squares away ... errrr 5 times 150 plus a little bit ... errr .... DEAD
we should definately put a mental maths test out before release then, and then test again 6months later.


we shall improve your mental maths, WE SHALL!
Image
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Magic marker change?

Post by PLODDITHANLEY »

[R-DEV]Rudd wrote: we shall improve your mental maths, WE SHALL!
New SL test?


Mental arithmetic?

We shall improve your English, the day you spell 'the' correctly I'll be a happy man. :lol:
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Magic marker change?

Post by Kain888 »

If magic markers will disappear it would be one of the best changes from all that separates PR from vBF. :)

Less magic markers = more teamwork and more usage of coordinates.
Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: Magic marker change?

Post by Moonlight »

PLODDITHANLEY wrote:New SL test?
20/20!
^^

Btw, I'd be glad to see some changes with 3d markers, basically anything will be good. In DEVs I trust. ;)
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: Magic marker change?

Post by General_J0k3r »

lol. i can already imagine mortar crews sitting in front of their screens with pocket calculators ready for some serious trigonometry :D
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Magic marker change?

Post by AnimalMother. »

at the end of the PR manual we should definitely have a maths test of some description!

bringing a whole new meaning to RTFM


also for those familiar with TG, the TGU could run maths lessons to help those wanting to be mortar whizz kids


in fact i see this as being a perfect marketing scheme, get the parents on side! "look mum, i'm just doing some trigonometry homework"

therefore, best change ever!
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Magic marker change?

Post by cyberzomby »

Oh my! Very disturbing idea of having to do math next to SL'ing! Im doing this for fun everyone... :| If I want to think while playing I'd just grab my old school books and read those...

Lets see how this will turn out. Right now I'm not all for the idea of removing the exact range. PR always has struck a nice balance between COD and ARMA. Hopefully it wont go to much to one side of those ;) But we'll have to see how it plays out. Could be interesting could be to hard! Theres already a shortage of good SL's or players on most servers.
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: Magic marker change?

Post by Chuc »

Well we've coded in a range estimator that pops up with the Capslock map for squad leaders, it's the grunts that have to do the estimates themselves ;)
Image
Personal Folio - http://www.studioash.net
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Magic marker change?

Post by PLODDITHANLEY »

So we need:

Wind resistance of mortar shells

Weights

Mussel velocity

Is ingame gravity the same as IRL?


Mortar tut?
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