Guide to adapting to the v0.95 changes

General discussion of the Project Reality: BF2 modification.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Guide to adapting to the v0.95 changes

Post by LITOralis.nMd »

This cache marker change to 35M is going to drastically alter gameplay. You can not emphasize that point enough.

A 35M radius or 70M Diameter circle can have one squad search the 70M diameter circle in a single sprint of the squad members.

0.917 Cache marker is 140Meter radius.

r = 140 m
C = 879.64594300514 m
A = 61575.21601036 m2
ON a 2Km Insurgent map: 3.07875% of the total map area (excluding dome of death, water etc).


0.957 Cache Marker is 35M radius.

r = 35 m
C = 219.91148575129 m
A = 3848.4510006475 m2
ON a 2Km Insurgent map: 0.1924% of the total map area (excluding dome of death, water etc).

The Cache Marker Search Zone is now 93.75% Smaller!

I guess the informants not only know which neighborhood it's in, not only which house it's in, but also which backyard it's in.

To put it in perspective:
Cache Marker Search Zone Area = 3848.4510006475 meters^2 = 0.951355719 acres = 0.385 hectares = 41441 square feet

IT is equivalent to a 199 feet by 199 feet square area.

It's 1/3rd smaller than an American Football field. American football fields are 120 yards long by 160 feet wide when including endzones. Look at an American Football field and from the back of an endzone to the opposing 30yard line is the entire size in area of the search zone now.

It's smaller than a one acre yard at my parent's house... I could mow the entire search zone in under an hour using a 20 inch walk behind mower. :P I suggest using a John Deere rider mower in a combat zone to quicken things up.

That is a really small search area. Especially for exposed caches.
Last edited by LITOralis.nMd on 2010-10-14 03:11, edited 2 times in total.
Reason: better examples.... sorry metric world... soccer pitches are randomly sized
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Guide to adapting to the v0.95 changes

Post by LITOralis.nMd »

Thought of a funnier scenario that will occur:

a 35M radius circle has a inner circle with a radius of 17.5M
If a guy puts an observe marker on the cache marker and runs in a perfect circle at 17.5M from the marker, the entire circumference of the sprint is only 109.9 meters. Should take all of a 8 second sprint if unobstructed.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Guide to adapting to the v0.95 changes

Post by Celestial1 »

You can sprint almost exactly 150m before running out of energy, so you could have done that for both cache areas (running across the diameter, that is).
I would assume that if someone had knowledge of where the weapons cache actually was they'd probably have some insider information, like knowing what building it's being held in. (Arresting collaborators fuels this; collaborator is an insurgent, and though unarmed, has the knowledge of where the caches are being stored).



What you need to keep in mind to deal with this change:
  • It's now more important to stop BLUFOR from ever getting intel in the first place.
  • What that really means is you need to die less as an insurgent and/or get more civilians martyred for the sake of keeping intel low. Fight with a guerrilla mind, bait them into bad alleys, ambushes, and shooting civilians.
  • When the cache is exposed, you have no ability to wander around the cache; pull in really tight, and prepare to make your last stand to keep the cache safe.
JackAttack91
Posts: 78
Joined: 2008-12-03 22:14

Re: Guide to adapting to the v0.95 changes

Post by JackAttack91 »

One thing about the cache intel changes is that it will make ghosting far less effective (hopefully)
NULLI CEDE
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Guide to adapting to the v0.95 changes

Post by LITOralis.nMd »

Celestial1 wrote:You can sprint almost exactly 150m before running out of energy, so you could have done that for both cache areas (running across the diameter, that is).
RIght, but you are missing my point... IF you run 150 meters in a straight line with a viewing distance of 17.5 meters to your left and right, you can view about 5250 inside the line (150 *(17.5*2)) , plus the 612.5 meters at the finish line (17.5*(17.5*2)) . So about 5865 meters squared in total.

IN 0.917 5865m^2 is less than 10% of the cache marker's total search zone.
IN 0.957 5865m^2 is 152% of the cache marker's total search zone.

Drastic drastic alteration of gameplay.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Guide to adapting to the v0.95 changes

Post by Celestial1 »

Right, and I'm not arguing that. I was just adding in that fact.

The search no longer needs the squad to be spread out to achieve maximum efficiency in searching the area; sticking together in 0.95 will be just as efficient in regards to cache searching and more beneficial in regards to survival.
theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: Guide to adapting to the v0.95 changes

Post by theflidgeface »

Celestial1 wrote:Right, and I'm not arguing that. I was just adding in that fact.

The search no longer needs the squad to be spread out to achieve maximum efficiency in searching the area; sticking together in 0.95 will be just as efficient in regards to cache searching and more beneficial in regards to survival.
Very good points.

And as for the guide, you did a nice job. I bet it helped a lot of people who were confused.

The M15A3, weapon of the future

Semper Fi
Nagard
Posts: 217
Joined: 2008-05-02 17:06

Re: Guide to adapting to the v0.95 changes

Post by Nagard »

Yep nice thread indeed. (Didn't see the FAQ thread which rendered my question unnecessary). This thread together with the FAQ pretty much answers all the questions one might have.
BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: Guide to adapting to the 0.95 changes

Post by BrownBadger »

NyteMyre wrote:How was I rude?
I just saw in the manual that cache-markers are 140m accurate. The manual was released after the changelog, so i assume that is true. Before I made the post, i looked it up. So yeah, I thought i know it all



Like i said, I did.
How were you rude? You wrote something for one reason only, to put somebody down.

Nice guide, contains most you'd want to know.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Guide to adapting to the 0.95 changes

Post by NyteMyre »

BrownBadger wrote:How were you rude? You wrote something for one reason only, to put somebody down.
No, I wrote it to state that in the manual it says 140m and that he might be wrong
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Guide to adapting to the 0.95 changes

Post by Celestial1 »

NyteMyre wrote:No, I wrote it to state that in the manual it says 140m and that he might be wrong
You said he needs to RTFM. With bold.
ZiRo
Posts: 43
Joined: 2007-03-03 11:04

Re: Guide to adapting to the v0.95 changes

Post by ZiRo »

Updated.

Quoted Celestial1 - thanks!
Added observation regarding lack of 3D Markers and CAS, providing an alternative solution with smoke.

If a mod could prune the thread of argumentative / inaccurate comments it'd be appreciated!
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