Sad about PR 0.9

Post your feedback on the current Project Reality release (including SinglePlayer).
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Sad about PR 0.9

Post by Navo »

Personally I would like to see some Blufor community factions replaced by Opfor factions. How much different are the Dutch to the Canadians?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Sad about PR 0.9

Post by Arnoldio »

6Skrillex6 wrote:"Now when I play PR 0.95, I am really sad. Too many fractions, too many new complicated features, like mortars"

That's the point no? If they weren't complicated people would just spam them and nukefest the entire map. >.>
If you dont like complicated stuff (witch PR realls isnt), its COD time for you.
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Orgies beat masturbation hands down. - Staker
Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: Sad about PR 0.9

Post by Walmarx »

Too complicated? Too many and varied factions? Seriously? Op best be trollin.

The only things I miss are keeping enemy equipment, and Molotovs. Everything else has changed for the better. It seems a greater focus is being placed on positive player behavior reinforcement than negative, i.e. deviation adjustment. I am continually impressed by each new map; they are getting better and better. I eagerly await each patch for the new and exciting features it will bring- this mod has come so very far, and it has further yet to go.

One semi-related question though- there cant be that many Simonovs floating around Iraq with no bayonets, can there? Even the pig stickers?
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Sad about PR 0.9

Post by dtacs »

They're going to issue an Insurgent that needs to cut wires and place IED's with a readily available and reliable knife (AK-47 bayonet), not a Mosin/Simonov spike.
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Sad about PR 0.9

Post by Spush »

Walmarx wrote:Too many and varied factions? Seriously? Op best be trollin.
There's too many fractions.. :mrgreen:
Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: Sad about PR 0.9

Post by Walmarx »

dtacs wrote:They're going to issue an Insurgent that needs to cut wires and place IED's with a readily available and reliable knife (AK-47 bayonet), not a Mosin/Simonov spike.
SKS's nearly always include a bayonet. If I'm not mistaken, they cannot even be removed by hand. I believe only the Chinese made SKS (Type 56?) carries the spike variant anyways. I can only imagine removing it was a silly balancing decision, or maybe it was an effort to make the knife in the grenade trap animation seem less out of place.

While we're on the subject- why on earth cant the AK-47 Insurgent attach his bayonet to its mount?
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zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Sad about PR 0.9

Post by zloyrash »

What I, PERSONALLY, didn't want to see introduced were the mortars. Why? Because if you give more power to the regular player there will be less commanders, and then less organization. Indeed on passworded nights mumble is available to coordinate SL's, but its just not the same on an average server. Also, otherwise active player bleeding into fixed assets is an issue, but a minor one at that. It was just perfect with the mortars being outside of the 4x4 box, and called to fire by the commander. More realistic if you ask me.

For exactly the same reasons I would like to see fighter jets being removed from PR. They don't cut it in quality, they don't cut it in scale either. It ruins immersion for me to see a MiG29 fly over me 300m above. It is not a standard procedure fly like that, so why should it be in PR? If it is for the sake of rock-paper-scissors, then its not longer Project Reality, but any other of the myriad of "well-balanced" games.

To sum up, not every type of asset available to the armies should be SEEN on the battlefield portrayed by PR due to scale.
totally agree!
I tought I will never see thread like that - so I say what I think.

I didnt play PR for a week or more, why? since last few patches I found that
1. Servers have more stupid rules every time I joint them. (not mod fault)
2. There is totaly no teamplay and there is nothing to make players teamplay with their squad.
3. I got tierd of all the bugs and hit boxes "lags" and other sh1t like that.
+1
PR needs more different maps.
I say it in another way:
PR needs more different maps.
I mean not only those endless fields with couple of trees on it (today's trend). MB there is no need to make very big maps at all. PR and BF2 engine are great for medium size conflict. Some old maps are not suitable for new PR (qwai). Or it needs to reorganize flags mb.

Socond thing. The mortars. People say enough about it here. I just say that mb mortars must becоme more complicated to use\build\navigate

Lets go next. in 097
Decreased soldier movement acceleration time to let momentum impact more
Now the soldier is too "fat" and inertial to look out of the corner (fast move out of the corner and back to gather info about what around the corner - like a lean left\right). So, there is no "lean left" or "lean right" ability now. We lost that tactiс moves. Why?

Deviation system.
Not so far away in the game:
I saw an enemy in 5-6m from me. He was behind the crate and I saw his head only. He didnt see me.
Hah, it was funny, I looked at this head about 4 seconds through my scope(AK). Big head with cross of scope on it. 4 seconds. 5-6 meters. Than I shoot and missed.
I remember Naked Gun 2 movie moment:

Removed ability to throw incendiary grenade further than 2m to prevent exploitation against vehicles
That is also not so good thing. There were not so much problems with vehicles, but now there are many with FOBs, supply crates...
I can not stand to watch how he trying to throw it, but he drop it under the feet. Very weak soldier.


I dont say about remove random totaly. But mb a bit decrease it?
And mb decrease that "accelerate feature"?
What do you think, guys?
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Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: Sad about PR 0.9

Post by Killer2354 »

zloyrash wrote: -snip-
That is also not so good thing. There were not so much problems with vehicles, but now there are many with FOBs, supply crates...
I can not stand to watch how he trying to throw it, but he drop it under the feet. Very weak soldier.


I dont say about remove random totaly. But mb a bit decrease it?
And mb decrease that "accelerate feature"?
What do you think, guys?
You do realize that incendiary grenades are NOT meant to be thrown because of how they burn. If you were to toss it onto your target, you'd have a good chance of not doing anything to what you want to destroy.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: Sad about PR 0.9

Post by zloyrash »

79. U.S. soldier Staff Sergent Russell Massey, of Michigan, with 4th Platoon, G Company, 3rd Squadron 2nd Stryker Cavalry Regiment throws an incendiary grenade during a patrol in the neighbourhood of Muhalla 834 in Baghdad November 13, 2007. REUTERS/Stefano Rellandini
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Incendiary grenade
- Destruction of vehicles of all sorts (airplane, trucks, cars)
- Clearing out bunkers
- Destruction of ammo caches, weapons systems, shelters
- And minor smokescreen use (White phosphorous only) WP causes tons of white smoke
Another cool thing is they can burn through underwater sea mine
Can be thrown 25 meters by average soldier
This is not used to kill!
Last edited by zloyrash on 2012-02-01 08:06, edited 3 times in total.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Sad about PR 0.9

Post by Rudd »

adding another meter to the throw distance wouldn't hurt anyone, but the gameplay that ensued when they had a long distance was ****
This is not used to kill!
it was ingame, I even saw them used against infantry ingame just to cause distraction or hurt them it they got it close enough, like a crappy molotov

it was like everyone had an RKG grenade! Screw having to carry an At4 around, you had the all powerful grenade of doom on your side.

the grenade was envisaged as a way to destroy abandoned enemy vehicles and weapon caches or deployed structures, thats it - thats what it does ingame and a short distance makes that work, though 1-2m extra wouldn't hurt anyone.
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Sad about PR 0.9

Post by ChallengerCC »

For me is this thread only: OMG :-?
But a new asset version would be nice. (with a limitation of fobs and spawns on it) :)
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kyuseok
Posts: 10
Joined: 2012-01-13 01:10

Post by kyuseok »

Going to refuse new reality experiences?
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LongHairedHuman
Posts: 110
Joined: 2010-11-23 16:03

Re: Sad about PR 0.9

Post by LongHairedHuman »

zloyrash wrote:-snip-

Incendiary grenade
- Destruction of vehicles of all sorts (airplane, trucks, cars)
- Clearing out bunkers
- Destruction of ammo caches, weapons systems, shelters
- And minor smokescreen use (White phosphorous only) WP causes tons of white smoke
Another cool thing is they can burn through underwater sea mine
Can be thrown 25 meters by average soldier
This is not used to kill!
Good luck hitting an airplane.

And lets take another look at that picture.

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Notice the soldier in the back. His gun is leaning against the wall, while the soldier casually strolls towards it. Combat situation? I think not.

If it was combat situation, the soldier in the back would have been better off using that grenade launcher on whatever the grenade is thrown at.

The picture is unreliable source, therefore your argument is invalid.

Until other proof is provided, that is.
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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Sad about PR 0.9

Post by FuzzySquirrel »

AN-M14 TH3 incendiary hand grenade

Also a few other sites that say the same thing.
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