[R-DEV]dbzao's Public Gameplay Test #3

General discussion of the Project Reality: BF2 modification.
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TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by TeRR0R »

I really enjoy using the UAV but for me the change sounds like a bit overdone.
If UAV don't need to refuel (which is great), then relocate time should be around 1-2 minutes.
Himalde
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Himalde »

I think that one squad member must fall back to RP (25m) to be able to spawn on it. If not it's might spread the squad out too much. Or reduce the time of rallies down maybe 10 min. That should be enough for 2-3 attacks, before it goes away. For defense FOB must be used anyway.
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jax
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by jax »

I like everything, except the idea not being able to grab enemy kits. Sometimes its just fun posing as the enemy for a bit as you wait to regroup with your squad.

Off we fuck.
maniac1031
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by maniac1031 »

IMO the kit change is a bad idea but that could be because I despise the m4 and switch it out for an AK the first chance I get on US army maps.
Shovel
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Shovel »

'[R-DEV wrote:dbzao;1759451']
  • UAV doesn't need to refuel and takes 15 seconds to relocate.
Really happy about this one. Commanders don't use UAVs enough right now, and this should be some good incentive.
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Wadziu
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Wadziu »

All of those changes sounds great, especially UAV and one cache only at then time. The only I would disagree with is RP for 15 minutes.
MaSSive
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by MaSSive »

maniac1031 wrote:IMO the kit change is a bad idea but that could be because I despise the m4 and switch it out for an AK the first chance I get on US army maps.
^ This. I dont like that change either. Maybe it better to make kit not drop of killed soldier? But despawns with him?

I mean look at combat situation. Heavy fire exchange, you managed to stop enemy attack, your hurt, there is a bunch of enemies dead lying around and their gear too, you're low on ammo, and your bleeding and you're medic is not close enough so he can patch you up. Ridiculous that you cant scalvage enemies for something that might help you. Thats why I say make it despawn completely its easier not to look at candy that you cant have ;)
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gaurd502
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by gaurd502 »

Well you can still grab patches and ammo bags from those kits. If they just despawned your couldn't do that either.
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MaSSive
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by MaSSive »

I dont know whats the change exactly, you cant use enemy special kits anyway, longer than 10 seconds or such, so thats why Im saying this. If its not disabled completely by this change and you cant pickup anything at all = shorter warning, kills in 5 seconds unless you drop or something, then better not having it around at all.

IRL ( ye I said it ), you cant use ammo of an AK equipped rifleman for M4 or vice versa, and you cant rearm AT missile from riflemans mags pack, so I'm guessing change might be towards that. Since all this about limiting HATs is in play etc.

Ill just have to hop in and see whats that change about.
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Arnoldio
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Arnoldio »

I have played now. All good, i approve not being able to carry enemy kits, as long as you can take stuff from them but it must kill you before you can deploy a HAT, wich you could do now.

One cache is extremely good and basic. Only problems are derp players as there is one point to defent, but nope, 2 people there, rest is in somalia.
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MaSSive
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by MaSSive »

Well derp... I dont like not being able to use enemy kits. Sometimes AK fits better than M4, or QBZ > M4 or G3> M4 ... :P eh got the point. Just leave rifleman PLEASE, lock the others.

As for INS that sounds pretty cool. Ins could be back on track with this actually, as it was before. I wish I had time to get on now, but its rather late to start any game now...past midnight.

Later.
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maniac1031
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by maniac1031 »

Ya just leave the kits as they are now with the rifleman kits specialist lat etc. I don't see why we would make the change.
Stealthgato
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Stealthgato »

Don't like not being able to take enemy kits.
ShockUnitBlack
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by ShockUnitBlack »

Needs a poll.

PS - Not being able to pick up enemy kits fixes the kit geometry issue.
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maniac1031
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by maniac1031 »

ShockUnitBlack wrote:Needs a poll.

PS - Not being able to pick up enemy kits fixes the kit geometry issue.
It's not that hard to tell the dif IMO and I'd rather be tked every so often than have to use an m4 :p
Murphy
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Murphy »

I admit I will always swap my M16 for an Opfor weapon (unless told not to by SL), but it makes more sense to have all kits restricted for the geometry. I'm also not sure how often US soldiers pick up AKs in the heat of battle, it might happen in extreme circumstances but is it often enough to warrant leaving riflemen kits usable for the enemy team?

I haven't played INS more then 2 times and both of them it was clear that the insurgent team didn't get the point of defending a cache even if it's unknown. What ended up happening was exactly what the changes were supposed to stop, ill/undefended caches and blu guys walk right up and C4/incind the cache. I think the players need more time to adjust to the play on insurgents, but I like the change.

The AT changes are nice and promote the use of FOBs a little more with the extra TOW. LATs are all over but the HAT guy must stay on task to be effective. This forces the team to work out who is doing what concerning the HAT kit, otherwise it can be somewhat of a curse. The amount of AT is still quite a handful for armor to deal with, but now there is a lot more pressure on the HAT squad.
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Jolly
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Jolly »

Stealthgato wrote:Don't like not being able to take enemy kits.
Insurgents can not take those kits is one good idea.
One insurgent with hat or LAT.....
Nightmare......
Too many times, My squad's wiped out by INS'S car with heavy machine gun, I can not destory it easily, I need LAT!!! But I was always fear of losing it.



Too much limitations of BF2.
DEVs are trying their best.......





db, we are running those test in both of Reality China server.
I will gather those feedbacks and return to you as soon as possible~
maniac1031
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by maniac1031 »

Jolly;1760302 wrote:Insurgents can not take those kits is one good idea.
One insurgent with hat or LAT.....
Nightmare......
Too many times, My squad's wiped out by INS'S car with heavy machine gun, I can not destory it easily, I need LAT!!! But I was always fear of losing it.

You can take a lat just don't die with it in the city or.......... use termite/nades to kill the car.
Jolly
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by Jolly »

maniac1031 wrote:
Jolly;1760302 wrote:Insurgents can not take those kits is one good idea.
One insurgent with hat or LAT.....
Nightmare......
Too many times, My squad's wiped out by INS'S car with heavy machine gun, I can not destory it easily, I need LAT!!! But I was always fear of losing it.

You can take a lat just don't die with it in the city or.......... use termite/nades to kill the car.
It's hard for infantry mate, ...

With LAT and not die... Nearly impossible!

I dont want our Vehicles into the city, because it's too daugerous.(Those INS are happy to see a tank into the city, and they can ambush it easy) Infs should risk our life to destory the cache in the city.(If there are too few of guys on mumble, it would be worse.)

You can imagine one ARMED CAR(Any English name for it, someone could help me?) wipe out one entire squad is painful, not to metion HAT, there is only one!!!
In real world, Inf squad always take those LAT and never fear of enemy will use it...
Last edited by Jolly on 2012-04-16 13:56, edited 2 times in total.
FLAP_BRBGOING2MOON
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Re: [R-DEV]dbzao's Public Gameplay Test #3

Post by FLAP_BRBGOING2MOON »

the hat change is a good idea but now needs to be treated as an asset itself. since this gameplay change I literally haven't been able to pull a hat because its always out with a full squad that should be using a LAT.
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