128 Player TEST Sisu (Europe)

Player feedback for all Project Reality: Battlefield 2 servers.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

Ill make an announcment when the WC is over. Temexter. If you want to help me, contact me on xfire.

// Wicca out
Xact Wicca is The Joker. That is all.
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: 128 Player TEST Sisu (Europe)

Post by Oddsodz »

So sad that this server is having to use a false reading "seeding" scrip to put it self at the top of the in game server browser list (it is by default set to sort by player count).
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

Why is it sad?
Xact Wicca is The Joker. That is all.
CallousDisregard
Posts: 1837
Joined: 2009-06-02 11:31

Re: 128 Player TEST Sisu (Europe)

Post by CallousDisregard »

Wicca wrote:Why is it sad?
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Je veux ton amour
Et je veux ta revanche
Je veux ton amour
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Player TEST Sisu (Europe)

Post by Wicca »

hahahaha Epic. Saw that.

Its just a server, if you feel sorry for it your crazy!
Xact Wicca is The Joker. That is all.
LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: 128 Player TEST Sisu (Europe)

Post by LITOralis.nMd »

PLease do not leave the server up as 9000 player capacity when it is locked down.

THe server was in my favorites list and PR would not start beyond the first splash screen while BF2 was trying to ping the status of the SISU test server.

I had to create a new desktop shortcut with the +restart command line, than had to manually delete the SISU server from my favorites list.

That will obviously be beyond the knowledge of many people who play on the server, so please refrain from glorifying yourself with 9000 slot server claims :wink:
manligheten
Posts: 202
Joined: 2007-03-25 21:01

Re: 128 Player TEST Sisu (Europe)

Post by manligheten »

Please remove Fools Road with the ridiculously imbalanced "Britts got everything, Militia nothing"-armor layer from the maplist. Put in the infantrylayer or modify the map-code so only one apc spawn or something.

5 apc + 2 tanks vs some BRDM is just silly. Given that Britain got scopes and militia don't it's anyways predestined for them to win any AAS.


When playing Qui Riwer there should be only infantrylayer as it becomes a stalemate with armor due to that the map wasn't designed for TOWs or that huge view distance in the first place.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 Player TEST Sisu (Europe)

Post by Soppa »

LITOralis.nMd wrote: THe server was in my favorites list and PR would not start beyond the first splash screen while BF2 was trying to ping the status of the SISU test server.
Maybe lag in server browser was because server is not up?
That happens with every server which is in your fav list and is offline.. even it has 16 slots.

And if there is other peps who has this issue, there is no need to start game with +restart,
updating server list takes just some time, be patient and remove red servers from favlist.

Anyway, increased slot numbers has nothing to do with ping or GS Query reply times atm.
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: 128 Player TEST Sisu (Europe)

Post by Oskar »

manligheten wrote:Please remove Fools Road with the ridiculously imbalanced "Britts got everything, Militia nothing"-armor layer from the maplist. Put in the infantrylayer or modify the map-code so only one apc spawn or something.

5 apc + 2 tanks vs some BRDM is just silly. Given that Britain got scopes and militia don't it's anyways predestined for them to win any AAS.


When playing Qui Riwer there should be only infantrylayer as it becomes a stalemate with armor due to that the map wasn't designed for TOWs or that huge view distance in the first place.
I was there for both rounds last night, and I'd have to agree.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 Player TEST Sisu (Europe)

Post by Soppa »

Oskar wrote:I was there for both rounds last night, and I'd have to agree.
Maybe allow some extra HAT/LAT kits for militia to make it even more fun? ;)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 128 Player TEST Sisu (Europe)

Post by Rudd »

tbh I've played a couple of fools road rounds on the 128, and I found it really balanced

the militia just have to stick to the forest, which effectively nullifies the British armour's advantage, the militia HAT kills even the challenger 2 in one shot.

Dylym village is one of the most easily ambushed sites in the whole of PR

The Spandrel is a problem now since it has to remain stationary, thats the only balance problem with teh map imo.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 Player TEST Sisu (Europe)

Post by Brainlaag »

[R-DEV]Rudd wrote:tbh I've played a couple of fools road rounds on the 128, and I found it really balanced

the militia just have to stick to the forest, which effectively nullifies the British armour's advantage, the militia HAT kills even the challenger 2 in one shot.

Dylym village is one of the most easily ambushed sites in the whole of PR

The Spandrel is a problem now since it has to remain stationary, thats the only balance problem with teh map imo.
Really depends on the flag-layout. As it was yesterday, its not playable at all.
!Fortress-->146-->Train Depot-->133-->Dylym Village.

First of all the Militia has no chance to capture 133 as its the first British capable flag and if Milita tries to defend Train they just get slaughtered by the heavy armor. Thus the only good flags are all the very first flags or the fortress, which in both cases leaves no room for mistakes as its the "last" flag. Without any given fallback point every team is doomed, if both sides are balanced.
Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: 128 Player TEST Sisu (Europe)

Post by Pesticide »

river kwa yesterday also had a bad flag isseu, all flags where above center brigde so effecitlve the entire bottem half of the map was not being used and the us base being in the middle of the map cutting even more away from the playable field. so only 40% of the map (river crossing was being fought over)

the us base really needs to move to a corner to make better use of the mapspace for 64v64
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vishuddaxxx
Posts: 139
Joined: 2008-07-06 16:24

Re: 128 Player TEST Sisu (Europe)

Post by vishuddaxxx »

hello, is the server up this weekend ? that is 03- Jun - 2011
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »

Bellator wrote:So, basically, my suggestion would ensure that anyone who can find the mumble channel immediately finds the password, voila. No more questions.
I tried to contact someone responsible for PR Mumble on server admin forums with no success.

They have earlier recommended to create a sub channel named like "Server password is foobar". Can't do that nor change top channel name.
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drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: 128 Player TEST Sisu (Europe)

Post by drs79 »

Will this be happening again?
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »

Server is up now. Welcome to epic battle and gameplay :25_flamer
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »

Server password is still in Muble,

in left side message window when you connect to Sisu's channel.


Please be a sport and check it there and don't spam Mumble before in squad and spawned!

Thank You!
Last edited by temexter on 2011-06-03 19:39, edited 1 time in total.
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: 128 Player TEST Sisu (Europe)

Post by temexter »


Information and rules in opening thread

Please read and assimilate!
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: 128 Player TEST Sisu (Europe)

Post by Mats391 »

played a little on the server today. kokan and muttrah, two maps i run fine with 64 on medium setting with 30-40fps. with 144 i can hardly get above 15fps
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