Project Normandy - Feedback

General discussion of the Project Reality WWII modification.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Project Normandy - Feedback

Post by AfterDune »

If you participated in the beta, please post your bugs and feedback here. No spam.

Thanks.
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Feedback

Post by AfterDune »

Some bugs I encountered:
- Beachflags are recappable, should not be like that
- SdKfz 231 should not be available so soon, should appear later in the game :s)
- LCVP passenger camera is on crouch level
- Area attack available too quickly for US
- SdKfz 251C gunner is hard to kill
- US M2A1 is a bit... bugged
- US Jeep front passenger can't really look to the right
- Ammo bag could get its own weapon selection icon
- Did Control Center spawn vehicles?
- Beachflags were hard to capture
- Control Center flag is floating in the air, on the west
- Control Center spawns M2A1
- PAKs not showing amount of ammo
- More kits could use binocs, but not all
Last edited by AfterDune on 2011-10-28 22:03, edited 7 times in total.
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Project Normandy - Feedback

Post by PLODDITHANLEY »

When we as US capped Control it spawned a gunless willy's, and a Howitzer with very tricky sights regarding ranges.

A nice map needing great amounts of teamwork to let US get on land. Really enjoyed it.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Feedback

Post by AfterDune »

Only officer kits had binoculars (and crewman I believe). I thought it was nice to play this way, but for gameplay reasons it would be good if a bit more kits had binocs as well. Thoughts?
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jozi02
Posts: 260
Joined: 2008-02-17 20:32

Re: Project Normandy - Feedback

Post by jozi02 »

I couldn't kill gunner on stationary AA gun (I shot him couple times without any effect)
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Project Normandy - Feedback

Post by PLODDITHANLEY »

I like fewer kits with bino's, makes the officer special, maybe with any sniper kits too but otherwise inf don't need them without sights.

Means the officer is more likely to be doing his role if no one else has binos.

I'd be very worried that on a full server with an organised defence US couldn't get on land.

Solutions:

1. Limited (6) para drop
2. Smoke on LC's
3. More wrecks/cover on the beaches
4. More routes up the cliffs but we've all got a rope.
5. Less MG's or field guns for defenders

but again with a decent full mortar squad on US from the start that'd probably change quite a lot, still if the bunkers are well manned.....
Last edited by PLODDITHANLEY on 2011-10-28 22:26, edited 3 times in total.
Adriaan
Retired PR Developer
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Re: Project Normandy - Feedback

Post by Adriaan »

I personally liked the lack of binoculars. It wasn't too hard to see if a target was enemy or friendly using the map anyways.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Feedback

Post by Pvt.LHeureux »

Yeah I think that more kits could use binos.

Fences. Any way to replace them with the new fences where you can go prone to pass under them?
Smoke grenades seem to act weird, too long to deploy/not totally showing sometimes or just bugged in general.
Paks could use optics, maybe the same as the "Fools roads" cannons for placeholder?
No optics aswell for the SdKfz 231
Static MG42 not having iron sights (voluntary?)
K98 not ejecting shell in hipfire (I don't know if you can do something about it)
The M1 Carbine could maybe use the sound (or similar) in this video? : FH2 Sounds WIP - YouTube)
The thompson rate of fire really needs to be faster (as seen here : Shooting the M1A1 Thompson - YouTube)
BAR (deployed mod), iron sights not zeroed in the center of the screen.
Colt 1911 doesn't have the front sights on it (in iron sights mod, again I'm not sure you can do something about it)

I think the map could use more static buildings and stuff in the fields (maybe more houses/farms) and maybe on the side of the roads.
You could rename the flag named "farms" "fermes" instead. So all military flags would be in english while civilians flags would be in french :) .

Would love to see 3D iron sighs for this one day, 2D iron sights makes people react too much if the gun was a toy and so they don't take in account the deviation.

I don't know if you can fix most of that without animators..

EDIT : Also the SdKfz 231 main cannon should be full auto and maybe have like 5 more shells by magasine.
Last edited by Pvt.LHeureux on 2011-10-28 23:06, edited 1 time in total.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Project Normandy - Feedback

Post by A.Finest »

Hehehe, The BETA was good! Us in squad 3 @ Axis had lots of fun camping at Objective FOX for 1:3O hour, Cant forget when AfterDune went like "uuhhhhhh" When Axis started recapping the coast again :)

Overall It was good and lots of fun, thanks for a good game guys :)
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Feedback

Post by Pvt.LHeureux »

'[USF wrote:uss-finest[Lea;1688345']Hehehe, The BETA was good! Us in squad 3 @ Axis had lots of fun camping at Objective FOX for 1:3O hour, Cant forget when AfterDune went like "uuhhhhhh" When Axis started recapping the coast again :)

Overall It was good and lots of fun, thanks for a good game guys :)
Yeah I was in your squad, defending Fox and taking lots of mortars hits :mrgreen:

Also AD, the mortars are really effective with this type of gameplay! :-D

MG42 is one hell of a weapon, and scary too.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Project Normandy - Feedback

Post by Arc_Shielder »

First of all I want to thank AD for inviting me. It was definitely worth it once I embarked in a LCU and felt all those sound effects (explosions, storm, etc) crawling up my spine.

The bugs I found are already covered so I will just say that the americans don't need to have it easier - and I played both sides. I think in the first round the use of mortars was poor and even so it's not exactly hard to find an opening in a 64 server as germans can't cover the whole beachline unless they are very, very well organized. And IF that was the case, americans really never managed to gather the whole team to assault together, which is exactly what AD intended.

The amount of Flaks and MGs are in good number and respective deviation (also sights, germans don't need accurate ones for balance reasons). The americans only need to use the mortars available and inter-squad cooperation through Mumble to achieve success, which IMO, is not that much hard to accomplish.

All in all, good fun. If there's a next Beta session I want to be there for sure. :mrgreen:
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sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: Project Normandy - Feedback

Post by sharpie »

M1911 could have the makarov sound instead of the m9 sound? It just doesnt feel right, knowing that the .45 has a much beefier sound to it :3
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Adriaan
Retired PR Developer
Posts: 5150
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Re: Project Normandy - Feedback

Post by Adriaan »

sharpie wrote:M1911 could have the makarov sound instead of the m9 sound? It just doesnt feel right, knowing that the .45 has a much beefier sound to it :3
The Makarov is about the same calibre though (9x18mm). :p
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sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: Project Normandy - Feedback

Post by sharpie »

[R-DEV]Adriaan wrote:The Makarov is about the same calibre though (9x18mm). :p
>_<

<3333
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Feedback

Post by Pvt.LHeureux »

I think that next time the US time should all coordinate to rush the beach at the same time, having 10 boats coming at it, then more chances for the US to reach the cliffs. Also with 128 that would be awesome <3
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Project Normandy - Feedback

Post by Stealthgato »

Don't all the pistols have the same sound in PR? (and they sound pretty crappy tbh)
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Feedback

Post by Pvt.LHeureux »

Makarov has a different and more violent sound, the colt should use it.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: Project Normandy - Feedback

Post by sharpie »

Is there a date set for more testing?
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

[DM]P*Funk: its like a funk guitar seminar up in that *****

K_Rivers-"...everything is broken in your country,"

RinWarZip: Your butthurt is like cold september morning by the seashore for me. Refreshing. Pepper mint.

AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Feedback

Post by AfterDune »

Not yet. Need to iron out the bugs first ;) .
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