Hows the new game mode?

General discussion of the Project Reality: BF2 modification.
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xseeyax
Posts: 228
Joined: 2007-03-14 20:15

Hows the new game mode?

Post by xseeyax »

Hey guys, I haven't had the time lately to actually download PR.96 but I'm just wondering how's the new game mod. AASv4 or whatever, does it create more intense battles or what?

Thanks.
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Zoddom
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Re: Hows the new game mode?

Post by Zoddom »

absolutely. gameplay reminds completely of a real battle, had the most exciting rounds these days
dtacs
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Re: Hows the new game mode?

Post by dtacs »

I've found its exactly the same as AAS3. The battle isn't more linear and centered, there are still tanks and anything else for that matter deliberately avoiding the flags and fighting elsewhere.

Its almost like it makes no difference at all to be frank.
AFsoccer
Retired PR Developer
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Re: Hows the new game mode?

Post by AFsoccer »

dtacs, it wasn't designed to dynamically change the game play. Basically what it does is remove the chance that you'll get a horrible flag configuration. With AASv3, most of your routes were probably decent but once in a while you'd get one that didn't make any sense due to the random picking of flags by the computer. AASv4 allows the mapper to remove those anomalies so that 100% of your routes should make sense now.

It also allowed some extra features on certain maps...

I personally have enjoyed the improvement and I've heard lots of good comments to that affect. :)
ytman
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Re: Hows the new game mode?

Post by ytman »

I dug it on Silent Eagle and Burning Sands. Made the strategy more focused. On Shijia it really shines with so many of the CPs right next to each other.

Dtacs, the point of having large maps is to manuever... even if their are no CPs there the area may still be valuable and worth fighting over.
xseeyax
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Re: Hows the new game mode?

Post by xseeyax »

thanks guys for letting me know, I can't wait to get it and try it out!
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Fall
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Re: Hows the new game mode?

Post by Fall »

its not a new amazing gamemode its the same one thats been played the last few years . just fixed
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Ford_Jam
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Re: Hows the new game mode?

Post by Ford_Jam »

Fall wrote:its not a new amazing gamemode its the same one thats been played the last few years . just fixed
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dtacs
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Re: Hows the new game mode?

Post by dtacs »

'[R-DEV wrote:AFsoccer;1628596']dtacs, it wasn't designed to dynamically change the game play. Basically what it does is remove the chance that you'll get a horrible flag configuration. With AASv3, most of your routes were probably decent but once in a while you'd get one that didn't make any sense due to the random picking of flags by the computer. AASv4 allows the mapper to remove those anomalies so that 100% of your routes should make sense now.
The problem of AASv3 wasn't the randomly generated flag configurations, it was the horribly placed flags to begin with. I bring attention to Hill 210 on Fools Road, a flag which is impossible to reach with vehicles for the British without going around the northern side of the map and then heading south. Its totally illogical for the British to be taking this point first off, and takes expansive amounts of effort to get a grapple hook onto a tree so the infantry can climb up and cap.

And don't even get me started on Hill 91 - some 200m away from the British main - but thankfully that was removed.

To be honest, a more interesting and option-increasing alternative to AASv3 would have been to make multiple flags attackable at any one time, so as to force the commander and squad leaders to make critical decisions on placement of forces. Whilst keeping in tune with Fools Road, this would give both teams multiple options on where to go, instead of consistently going in the same directions.

However in its current state, we just have squads sitting on a flag spinning around on a TOW desperately looking for some type of thermal signature in order to reduce certain boredom.

And what was and is needed is a game mode that dynamically revolutionizes gameplay. We've been playing the same gamemodes for years on recycled maps which are a combination of others or bring little new to the table. In short, more variety is needed. CnC didn't cut the cheese and never will.

I hope you take into account what I'm saying, but either way I won't reply to your retort, lest I be infracted for providing feedback until the section is re-opened.
Sidewinder Zulu
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Re: Hows the new game mode?

Post by Sidewinder Zulu »

It's pretty good, not much stuff has changed (wasn't expecting it to) but the new maps are great, and there's plenty of small additions which significatly improve gameplay.

For example, can we all pause for a minute and talk about how awesome it is that we can finally sprint more than 30 feet without getting tired? :smile:
The increase in sprint regeneration is one of the best improvements to PR since thermals, IMO.
PFunk
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Re: Hows the new game mode?

Post by PFunk »

dtacs wrote:The problem of AASv3 wasn't the randomly generated flag configurations, it was the horribly placed flags to begin with.
I completely agree with this sentiment. Fool's Road in particular was a brilliant map marred by flag locations that seemed to have been selected to fulfill a required minimum flag pool.

I remember the last PRT battle on Fool's and how getting those crappy flags guaranteed some very early troubles just capping up to the meeting in the middle. From a competitive POV AAS3 was always capable of creating some truly stupid imbalances. I remember earlier in the same campaign on Qinling 16 (or whichever has Chinooks and the Scimitar) both middle flags (those being the ones after the Farm/Outpost flags) were on the Chinese side of the river and the flag radii actually overlapped.

AAS4 should really just be an upgraded AAS3 with the added bonus of a total reassessment of existing flag positions and the methodology whereby those bad flags were ultimately chosen.

4 should just replace 3 or is the intention that 4 is to be tested in this version to see if its able to replace 3?
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80HD
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Re: Hows the new game mode?

Post by 80HD »

PFunk wrote:I
AAS4 should really just be an upgraded AAS3 with the added bonus of a total reassessment of existing flag positions and the methodology whereby those bad flags were ultimately chosen.

4 should just replace 3 or is the intention that 4 is to be tested in this version to see if its able to replace 3?

Agreed 100%. I don't see any compelling reason to run AAS3 anymore (fwiw)
AFsoccer
Retired PR Developer
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Re: Hows the new game mode?

Post by AFsoccer »

Fools Road has a completely new flag set-up. Please play it and give it a chance.
karambaitos
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Re: Hows the new game mode?

Post by karambaitos »

does quinling run AASv4? played it today, and the flag layout was a bit derpy
then again the map it self is layed out strangely

but on burning sands the few rounds ive had it was pretty cool, and didnt give you a flag to cap behind your most forward flag
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Truism
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Re: Hows the new game mode?

Post by Truism »

Why is Quinling still in the game? I don't think I've seen anyone say much good about it in forever.
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