v0.95 scripts for no enemy kits

General discussion of the Project Reality: BF2 modification.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: 0.95 scripts for no enemy kits

Post by Trooper909 »

Silly_Savage wrote:Don't you think we would have gone down that route if it were available? C'mon, don't be so naive; we're not that dumb.

Well if its impossable to do than I dont get why not to leave it how it is tbh.

On insurgentcy mode this will promote more blu camping on hills immune to long ranged fire even worse than now.

And theres lots of dumb decisions on every realese to date alongside the good ones.for example:
Asad kul battle for mansion none thought that arranging the flags in such a way would make the map unplayable?

RPG's being bugged for nigh on 2years now?wile on RPGs rememeber when thay couldnt kill a soldier with a direct hit to the face? many more but wont go on.(mean no dissrespect but is true)

I have no dought .95 will be great all releases are but there are allways many turds in the fruit bole and this is one of them mark my words.
It only makes the gameplay more fun for the factions with the best weapons and we all know who gets the best weapons.

O btw do soviet era weapons get finnished with this version or we have to still put up with place holder's and out of date weapons?
in hoc signo vinces
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: 0.95 scripts for no enemy kits

Post by Silly_Savage »

Trooper909 wrote:On insurgentcy mode this will promote more blu camping on hills immune to long ranged fire even worse than now.

O btw do soviet era weapons get finnished with this version or we have to still put up with place holder's and out of date weapons?
See, that's the problem. Most people try and play the Taliban/insurgents as if they were a conventional faction. Let them come to you on your own terms. If they're camping in the hills, then they're not destroying caches. I don't see a problem here.

A typical scenario played out as an insurgent in v0.917:


Contact made with the enemy.
--> Rush. --> Die. --> Respawn. --> Repeat until all enemies are dead. --> Steal their kits. --> Fight the enemy head-on with the same proficiency as a trained Coalition solder.

That is dumb and I'm personally ecstatic that I won't have to deal with that bullshit anymore.

The PKM/Pecheneg is not in the release, so yes, it will still have a placeholder for now.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: 0.95 scripts for no enemy kits

Post by Kain888 »

Silly_Savage wrote:A typical scenario played out as an insurgent in v0.917:[/U]

Contact made with the enemy.
--> Rush. --> Die. --> Respawn. --> Repeat until all enemies are dead. --> Steal their kits. --> Fight the enemy head-on with the same proficiency as a trained Coalition solder.

That is dumb and I'm personally ecstatic that I won't have to deal with that bullshit anymore
Very, very true. But I doubt it will be totally gone in 0.95. Insurgents still have things that allow them lemming rush tactic. Fixed spawns, low waiting to spawn time and they don't care about deaths.
009783232
Posts: 42
Joined: 2008-11-14 03:53

Re: v0.95 scripts for no enemy kits

Post by 009783232 »

Alucard wrote:Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.

now im all for this when it comes to INS and not engi's or HAT's being used by the insurgents however this does not make any sense when it comes to things such as marksmen kits, sniper kits etc. stealing an enemy sniper/marksmen is one of the things i do best on INS why are we making it so that the insurgents can't use a M24 or m14 sure they may be inexperienced when firing it however it is not realistic to say that they couldn't fire it accurately...... am i the only one thats sad about this? :cry: :cry: :cry: :cry:
This is a terrible change; insurgents can and do take blufor weapons when they can get their hands upon them in both the game and in real life. This might make sense for blufor v blufor, but it makes absolutely no sense for the insurgents. If an insurgent squad is able to claim an m249 from the blufor, they should have access to an m249.

The way for it to not turn in to blufor v blufor is simple, blufor should not be using human wave tactics.

When a french outpost was overrun by taliban in 2008, they were all looted. When Iraqi police stations were attacked, their weapons were taken. When a USMC 4 man sniper team was killed in Ramadi in 2004, all of their equipment was taken. The use of stolen equipment by unconventional forces is almost universal, it should not be taken out of project reality for that reason.


Unfortunately, insurgency is becoming completely imbalanced against the insurgents, and some people are of the opinion that it is ok for the blufor to win absolutely every round on the classical Iraqi insurgent maps (eg. Karbala). I understand that the insurgents are getting a mobile anti-tank platform, but for one this means that all of the anti-vehicle capacity is pushed towards vehicles, rather than ieds like it should.


To complement this massive change however, one or both of the below should happen.

1. Blufor tickets should be halved
2. Epipens should be removed.

Otherwise, iraqi insurgents will be hard pressed to win a round again.
Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: 0.95 scripts for no enemy kits

Post by Trooper909 »

Silly_Savage wrote:See, that's the problem. Most people try and play the Taliban/insurgents as if they were a conventional faction. Let them come to you on your own terms. If they're camping in the hills, then they're not destroying caches. I don't see a problem here.

A typical scenario played out as an insurgent in v0.917:


Contact made with the enemy.
--> Rush. --> Die. --> Respawn. --> Repeat until all enemies are dead. --> Steal their kits. --> Fight the enemy head-on with the same proficiency as a trained Coalition solder.

That is dumb and I'm personally ecstatic that I won't have to deal with that bullshit anymore.

The PKM/Pecheneg is not in the release, so yes, it will still have a placeholder for now.

Thay are destroying caches camping on hills tho and letting them come to you is no advantage either.

thay play like that because there is no other way tbh.

The letting them come to you scenario plays like this:
Spot the enemy from your hiding spot and wait for for them to come to you.he never does and just smashes the whole area with TOWs, Bradly's, tanks ,choppers,arty (soon to be hats) untill all defeders are dead from splash damage if the cache suvives all that (it normaly dont) send in the CQC troops that are better than the faction bassed on CQC blow the undefended cache =win (happend 2hours ago lol)

In that time the defenders have inflicted zero kills on the enemy due to having no counters to any of the above.
nade traps kill more of your own team than enemy,mines same as nade traps,RPGs impossable to shoot from hiding as you will pwn yourself and have totaly random devition,IED's close to a cache will blow it to bits no matter if the cache in a concrete building and the IED is outside.

Really there is no fighting like a gurilla in PR anymore all insurgents can do to slow blu down is zerg them to death untill thay get good guns than hang back and ambush a few random nooby troops with no awareness.If you cant hide as maps are made with blufor in mind only insurgents are just target practice.

But that is now in this version what happends in .95 remains to be seen.
I do see your point tho I for one hope it works for the best.I see this working for AAS as normal factions would be in shit for leaving his weapon in the field and comming back with a shiney AK.I cant see the possitive for insugents from this just yet another dissadvantage.

Just dont make the best faction in the game unfun to play you hear me? :p
in hoc signo vinces
Calhoun
Posts: 45
Joined: 2009-06-20 04:54

Re: 0.95 scripts for no enemy kits

Post by Calhoun »

Silly_Savage wrote:
A typical scenario played out as an insurgent in v0.917:


Contact made with the enemy.
--> Rush. --> Die. --> Respawn. --> Repeat until all enemies are dead. --> Steal their kits. --> Fight the enemy head-on with the same proficiency as a trained Coalition solder.
I don't think it could be described more accurately than it was here. Karbala is a great example of this nonsense, where a large U.S. Army fortification in the desert will result in every insurgent rushing the fortification, who end up doing little more than providing intel.

And people need to be more responsible with their equipment. It's not difficult to understand that an ammo box is able to resupply anyone, regardless of their team, and that they should be destroyed before you pull out. If you really dislike scavengers, hold at your forward outpost for five minutes before moving out so you can be sure every kit left lying around has disappeared.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: v0.95 scripts for no enemy kits

Post by AfterDune »

009783232 wrote:text
I'm sure they pickup weapons in real life, but as stated many times before, this has its consequences in-game. Insurgents/Taliban should never go head-on with coalition forces. That would be insane. Right now in-game, they do. Why? Because you can. Hopefully that will no longer be the case in v0.95, or at least much less common than now.

Instead, Insurgents/Taliban should use ambushes, hit-and-runs, drive-by shootings, etc. It requires a different approach - which is a good thing.

We'll see how things turn out. If it's really that bad and hurting gameplay as some people seem to think, we'll release a fix. Don't worry about it, just play the game for a couple of weeks and see how it goes.
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009783232
Posts: 42
Joined: 2008-11-14 03:53

Re: 0.95 scripts for no enemy kits

Post by 009783232 »

Silly_Savage wrote:See, that's the problem. Most people try and play the Taliban/insurgents as if they were a conventional faction. Let them come to you on your own terms. If they're camping in the hills, then they're not destroying caches. I don't see a problem here.

There are two problems with the above sentiment. Firstly, the game mode means that the victory conditions for the insurgents require that the vast majority of the team are fixed around sets of single vulnerable objects, rather than ambushing. This means less than a third of the team is realistically able to act fluidly and engage in ambushes without having the cache vulnerable to individual 'ninja' blufor or single squads. The fraction of the insurgent team that is able to fluidly ambush and engage enemy armour is already insufficient for the task for most competent blufor teams.

This is compounded by the problem that insurgent ammo technicals are extremely rare because of the perceived issue by develops with taking away insurgents from cache defense. So the smaller percentage of insurgents that are able to act fluidly are unlikely to have enough ammo to engage blufor armour effectively (as they will have to rtb between each set of rpg shots or ied blast). With these logistical issues with maintaining ambushes, insurgents are rarely able to engage blufor armor, logistics and transport in transit.

Secondly, the soldiers on hills are extremely effective at destroying insurgent teams. Firstly, with the large amounts of assets available to blufor, every individual insurgent outside of buildings (eg Archer) will be easily killed. Basically for blufor, the progression on maps with hills overlooking caches is:

1. Continually shoot everything that moves (especially on maps without civis)
2. Kill the spawnpoints with distant armour.
3. Randomly fire explosives at a few suspect buildings
4. If random explosives fail to kill cache, get squad enter city that is now devoid of all but sporadic taliban defense
5. Kill cache.


TLDR:

Insurgents can't realistically ambush in PR
Insurgents are forced to face blufor head to head
Hill camping is impossible to deal with for insurgents.
Last edited by 009783232 on 2010-10-12 08:58, edited 1 time in total.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: v0.95 scripts for no enemy kits

Post by Silly_Savage »

Silly_Savage wrote: Wait until release, and if everything is as bad as you all are making it out to be beforehand, then I'm sure a change will be issued.
[R-DEV]AfterDune wrote: We'll see how things turn out. If it's really that bad and hurting gameplay as some people seem to think, we'll release a fix. Don't worry about it, just play the game for a couple of weeks and see how it goes.
/thread
"Jafar, show me a sniper rifle." - Silly_Savage 2013
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: v0.95 scripts for no enemy kits

Post by AfterDune »

Wait until release, play, think, play, play, think, play, think, judge, think, think, think, play, play, think, judge, think, post.

/locked
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