[R-DEV]dbzao's Public Gameplay Test #3
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: [R-DEV]dbzao's Public Gameplay Test #3
I'm with Jolly here... I never use LAT's because giving the enemy an anti-armor weapon is a frightful thought. I am certainly using it more often now. Interesting thing.... Grenade Launcher kit was not usable before trial but Lat was... What was the reasoning?
Also to all those people who can't stand using the M4.... Seriously? Its one of the best weapons in the game. I love the burst fire mode... helps me conserve ammo and normally in CQB one burst is enough. Sure at CQB with multiple targets its disadvantaged... but why the heck are you risking your life like that?!!? I remember that most INS took US rifleman kits when I played.
And then... I just suggest teamswapping if it bother's you that much.
Also to all those people who can't stand using the M4.... Seriously? Its one of the best weapons in the game. I love the burst fire mode... helps me conserve ammo and normally in CQB one burst is enough. Sure at CQB with multiple targets its disadvantaged... but why the heck are you risking your life like that?!!? I remember that most INS took US rifleman kits when I played.
And then... I just suggest teamswapping if it bother's you that much.
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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: [R-DEV]dbzao's Public Gameplay Test #3
db, here is another thing about HAT kit.
Since we have only one hat in each side, HAT is becoming more important than ever.
A two-man squad can request HAT, which makes it hard to obtain it during engagement most likely.(If someone carry this precious kit without any communication on your team is one horrible thing,)
So, in order to prevent it happens, the request limitation should be raised, I mean, unless there are more than 4 members in one squad, you can not request HAT kit.
Since we have only one hat in each side, HAT is becoming more important than ever.
A two-man squad can request HAT, which makes it hard to obtain it during engagement most likely.(If someone carry this precious kit without any communication on your team is one horrible thing,)
So, in order to prevent it happens, the request limitation should be raised, I mean, unless there are more than 4 members in one squad, you can not request HAT kit.
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Himalde
- Posts: 236
- Joined: 2007-10-02 06:37
Re: [R-DEV]dbzao's Public Gameplay Test #3
Since it's only one hat now. Please make it available on request right after it is gone from the world. Waiting 10 min on hat (5 down time+ 5 wait time) is too much when there is only one per team.

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Psyrus
- Retired PR Developer
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Re: [R-DEV]dbzao's Public Gameplay Test #3
Isn't the long wait kinda the point, though? You have all these other AT options to compensate, and that one HAT kit is now very important. I think it'd be counter productive to make it instantly-accessible again just as you've killed it. Defeats the purpose, imo.Himalde wrote:Since it's only one hat now. Please make it available on request right after it is gone from the world. Waiting 10 min on hat (5 down time+ 5 wait time) is too much when there is only one per team.
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Jolly
- Posts: 1542
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Re: [R-DEV]dbzao's Public Gameplay Test #3
You mean, HAT will respawn right after you get killed?Psyrus wrote:Isn't the long wait kinda the point, though? You have all these other AT options to compensate, and that one HAT kit is now very important. I think it'd be counter productive to make it instantly-accessible again just as you've killed it. Defeats the purpose, imo.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [R-DEV]dbzao's Public Gameplay Test #3
- Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
This thing will be a massiv step back for PR and a worst case for me and my clan!
It will destroy tactical gameplay and infantry formations at all.
The value of life will be so low, because of quick and near respawn, that running around and play like Call of Duty will be the result. The current system of respawn is since the quick movement patch of infantry, more faster then before and this will be the kill of PR gameplay at all.
This thing will be a no go for me!
Sorry for that hard words, but thats in my opinion a fact.
I play PR since the earliest version and i know the gameplay from the old PR version with this discribed RallyPoint system. Firstly i was sceptical but then i dont want it back at all!
Decreasing the HAT amount could be good i dont know i would reworke the whole system of damage zones on a tank:
For Tank:
Front = cant be killed only tracked/cant shoot
Side = 50% kill or 50% tracked/cant shoot
Back = 100% kill
For APC:
Front = 50% kill or 50% tracked/cant shoot (better exactly what you hit and witch apc)
Side = 100% kill
Back = 100% kill
Increasing FOB TOW:
I think 2 TOW are enough.
I would decrease the amount of FOB?s to only 1 or 2 and the points yout get for creating them also.
It cant be you build 4 FOB?s and you are the best squad and did nothing more at all.
But for me points dont matter at all.
- UAV doesn't need to refuel and takes 15 seconds to relocate.
A verry good thing i supprt that totaly.
This thing will be a massiv step back for PR and a worst case for me and my clan!
It will destroy tactical gameplay and infantry formations at all.
The value of life will be so low, because of quick and near respawn, that running around and play like Call of Duty will be the result. The current system of respawn is since the quick movement patch of infantry, more faster then before and this will be the kill of PR gameplay at all.
This thing will be a no go for me!
Sorry for that hard words, but thats in my opinion a fact.
I play PR since the earliest version and i know the gameplay from the old PR version with this discribed RallyPoint system. Firstly i was sceptical but then i dont want it back at all!
Decreasing the HAT amount could be good i dont know i would reworke the whole system of damage zones on a tank:
For Tank:
Front = cant be killed only tracked/cant shoot
Side = 50% kill or 50% tracked/cant shoot
Back = 100% kill
For APC:
Front = 50% kill or 50% tracked/cant shoot (better exactly what you hit and witch apc)
Side = 100% kill
Back = 100% kill
Increasing FOB TOW:
I think 2 TOW are enough.
I would decrease the amount of FOB?s to only 1 or 2 and the points yout get for creating them also.
It cant be you build 4 FOB?s and you are the best squad and did nothing more at all.
But for me points dont matter at all.
- UAV doesn't need to refuel and takes 15 seconds to relocate.
A verry good thing i supprt that totaly.
Last edited by ChallengerCC on 2012-04-16 17:08, edited 13 times in total.
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: [R-DEV]dbzao's Public Gameplay Test #3
I agree.Psyrus wrote:Isn't the long wait kinda the point, though? You have all these other AT options to compensate, and that one HAT kit is now very important. I think it'd be counter productive to make it instantly-accessible again just as you've killed it. Defeats the purpose, imo.
Jolly wrote:You mean, HAT will respawn right after you get killed?
He means that you can request kit immediately after it disappeared from the world (5min without picking it up by anyone), this is 5 min. Now it's 5min delay between that (like for all specialist kits).
Definitely agree here, major step back when it comes to Rally Points in this testing.ChallengerCC wrote:- Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
This thing will be a massiv step back for PR and a worst case for me and my clan!
It will destroy tactical gameplay and infantry formations at all.
The value of life will be so low, because of quick and near respawn, that running around and play like Call of Duty will be the result. The current system of respawn is since the quick movement patch of infantry, more faster then before and this will be the kill of PR gameplay at all.
This thing will be a no go for me!
Sorry for that hard words, but thats in my opinion a fact.
I play PR since the earliest version and i know the gameplay from the old PR version with this discribed RallyPoint system. Firstly i was sceptical but then i dont want it back at all!
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Buren06
- Posts: 92
- Joined: 2011-04-05 02:42
Re: [R-DEV]dbzao's Public Gameplay Test #3
I understand it's only a test, so I'm fine with trying it out. However, if this new rally point system ever made it into the main build it would be an absolutely laughable decision, and would have a huge effect on gameplay. If infantry want to get into the fight faster, they should have to rely on transport and superior logistics.
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Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: [R-DEV]dbzao's Public Gameplay Test #3
Figures this "tweak" was on PRTA SM tonight, everything played just so spammy.. when ur enemies come back to the same spot to get revenge after a minute killing peeps feels way less rewarding. O_o
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: [R-DEV]dbzao's Public Gameplay Test #3
Yeah, the rally change is COD all over, but a ***** to survive.
To all the people whining about how HAT isnt requesatble this and that.
Go play BF3. In PR you should be afraid of armor, not just dropa crate, "Oh look, a HAT", tank is down, life goes on for you. Na-ah. What dbzao did is the best thing ever possible. And you have 3 TOWs now. If you wanna be badass tank killer, make a fob and defend it.
You see, you cant do everything. dbzao checkmated you. You want to assault and kill tanks at the same time, problem is, you cant request a HAT from thin air, the other option being on the defensive and using the TOW, but then you cant attack and defending sucks. Learn to play.
To all the people whining about how HAT isnt requesatble this and that.
Go play BF3. In PR you should be afraid of armor, not just dropa crate, "Oh look, a HAT", tank is down, life goes on for you. Na-ah. What dbzao did is the best thing ever possible. And you have 3 TOWs now. If you wanna be badass tank killer, make a fob and defend it.
You see, you cant do everything. dbzao checkmated you. You want to assault and kill tanks at the same time, problem is, you cant request a HAT from thin air, the other option being on the defensive and using the TOW, but then you cant attack and defending sucks. Learn to play.

Orgies beat masturbation hands down. - Staker
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
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Re: [R-DEV]dbzao's Public Gameplay Test #3
id like to see another test with no rallypoints at all
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ExNusquam
- Posts: 89
- Joined: 2011-06-10 19:02
Re: [R-DEV]dbzao's Public Gameplay Test #3
I really don't mind the rally change. Everyone seems to be saying that the change will place a lower value on life or something. I know PR is about teamwork, and everyone is evolved enough to look past KDR, but I like to keep mine positive, thank you very much. I don't just respawn and rush back into the fight, unless there's a pressing tactical reason to. If someone else wants to do this, I'll just kill them again when the rush back. Their ticket loss.
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: [R-DEV]dbzao's Public Gameplay Test #3
It doesn't work like that. In PR you usually have firefights with enemy, usually grouped in squads. You win by better firepower, tactics, coordination inside team, outmaneuvering, positioning and countless other factors to be named. Now, when you win you often need to lick your wounds, revive, replenish lost ammunition (ie. epipens, etc.), check what's going on on map.ExNusquam wrote:I really don't mind the rally change. Everyone seems to be saying that the change will place a lower value on life or something. I know PR is about teamwork, and everyone is evolved enough to look past KDR, but I like to keep mine positive, thank you very much. I don't just respawn and rush back into the fight, unless there's a pressing tactical reason to. If someone else wants to do this, I'll just kill them again when the rush back. Their ticket loss.
Enemy that just respawned has a lot of advantages that he would never had in normal scenario (in which he would be pacified, wounded or KIA) - knowledge of your position.
Most players just want revenge and kills so they will rush to you after you killed them.
Now, rush not necessarily means sprinting all over, but 4 people spawning on rp and going for you when you just killed them 30 sec ago is quite unfair, arcadish, cod like and imo doesn't fit PR playstyle which is in my eyes about securing area and pushing forward.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: [R-DEV]dbzao's Public Gameplay Test #3
HAT kit can be used for two-man teams(because that is how a lot of them are used IRL) as long as they stay on objective.Jolly wrote:db, here is another thing about HAT kit.
Since we have only one hat in each side, HAT is becoming more important than ever.
A two-man squad can request HAT, which makes it hard to obtain it during engagement most likely.(If someone carry this precious kit without any communication on your team is one horrible thing,)
So, in order to prevent it happens, the request limitation should be raised, I mean, unless there are more than 4 members in one squad, you can not request HAT kit.
I just had a round yesterday when my squad only had three members but we managed to use one HAT kit to take out(or at least damage) British tank and 2 scimitars.
Like sniper teams; HAT teams can be kept smaller to be less noticeable.
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Yrkidding
- Posts: 729
- Joined: 2008-08-21 23:16
Re: [R-DEV]dbzao's Public Gameplay Test #3
I don't necessarily like the idea of not being able to pick up enemy rifleman or specialist kits but I can understand and don't mind the rest of the changes, though I wouldn't mind having two HATs, one for attacking and one for defense.
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BigLouieG
- Posts: 37
- Joined: 2009-06-03 01:13
Re: [R-DEV]dbzao's Public Gameplay Test #3
And building a FOB for massive waves off people, to run around like fools, is what? Its just a HUGE Rally Point for the whole team... Face it, the team that runs more FOBS wins. Its just the way it goes currently. Since the mortars were introduced in-game, people just try the hide the FOBS the best they can.Arnoldio wrote:Yeah, the rally change is COD all over, but a ***** to survive..
And you will get mortared to the ground, as soon they find you. Plus the UAV changes, you have no change at all. Actually, a CO + Mortars SQ = WIN. In a 2km map, you will get smashed 24/7.If you wanna be badass tank killer, make a fob and defend it.
I would call a couple off changes maybe.
Intel distance from the cache objective changed from 50m to 150m.
Decrease the number of FOBS from 6 to 3.
Seems a little short. Maybe 15%Decreased coalition forces tickets by 30%.
Seems perfect.[*]Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
Might be a problem on 4km maps, or heavy assets map. Plus the requirement of 2 players, just promotes more lonewolfing in the game. Same goes for the sniper kit.[*]Heavy AT kits per team decreased from 2 to 1.
Yes please. Should have been done a long time ago.[*]Players cannot use any enemy kit.
Perfect plus, the commander should be able to aprove/deny a mortar mission, or in another view, mortars should only be availabe after a commander order.(like the old build orders for fobs for example).[*]UAV doesn't need to refuel and takes 15 seconds to relocate.
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doggreen
- Posts: 109
- Joined: 2007-12-20 03:25
Re: [R-DEV]dbzao's Public Gameplay Test #3
'[R-DEV wrote:dbzao;1759451']I'm trying out some server-side changes to see how it affects PR's gameplay.
Insurgency changes
Let's see how it goes, and we might try other things later on.
- Number of caches decreased from 7 to 4.
- Only one cache available at a time.
- Decreased coalition forces tickets by 30%.
- Intelligence points required to reveal a cache increased from 50 to 75.
- Intelligence points can go to -75 if coalition doesn't respect the ROE.
- Intelligence points can be gathered while fighting over the current objective.
- Intelligence points reset to 0 when a new cache is revealed.
Changes are made only in perfect maps is that insurgents have point to add ..
That at least 02 caches are revealed within the city I explain:
In Al Basrah and Karbala imagine if the four caches are revealed in the outskirts of the city insurgents will have no chance to defend these cache due to the equipment used by BLUFOR and play will not last more than 30 minutes.
02 caches inside the city will suffice for the insurgents have at least a chance to victory.
So BLUFOR'll have to play with a lot more teamwork of the currently playing on these maps.
This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning
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chrisweb89
- Posts: 972
- Joined: 2008-06-16 05:08
Re: [R-DEV]dbzao's Public Gameplay Test #3
But a whole squad respawning on a FB you are attacking and killing you isn't arcadeish at alll? Before you argue that if you get close the FB gets overrun, rallies get overrun by a single guy within 100m for a split second, FBs take more numbers to overrun. Anytime the fight gets anywhere near my rally it goes down, much easier than any FB I have ever placed.
Using people respawning near the firefight and engageing the same people as last life as an arguement is like saying we should have to spawn at main every death because we won't give the enemy a long enough time to get ready for the next fight. Fights can be won multiple ways, tactics, skill, all that stuff, or just pure numbers. Its all about risk and reward, and how many bodies you are willing to throw at the enemy to kill them, it's not the rally's fault you can respawn and rush the wounded enemies again. I'm not saying overwhelming the enemy with numbers is a good or bad thing, it is a viable tactic, that on the plus side can gain ground, and push a better opponent out of their location, but it also hurts your tickets more than theirs. You can do that with a rally or FB, so don't hate on the rallues just because they don't require taking time getting logistics and speed up a game that already takes forever.
Using people respawning near the firefight and engageing the same people as last life as an arguement is like saying we should have to spawn at main every death because we won't give the enemy a long enough time to get ready for the next fight. Fights can be won multiple ways, tactics, skill, all that stuff, or just pure numbers. Its all about risk and reward, and how many bodies you are willing to throw at the enemy to kill them, it's not the rally's fault you can respawn and rush the wounded enemies again. I'm not saying overwhelming the enemy with numbers is a good or bad thing, it is a viable tactic, that on the plus side can gain ground, and push a better opponent out of their location, but it also hurts your tickets more than theirs. You can do that with a rally or FB, so don't hate on the rallues just because they don't require taking time getting logistics and speed up a game that already takes forever.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [R-DEV]dbzao's Public Gameplay Test #3
I think so too, but problem is that not so good organized teams dont even had a liddl chance without a FOB. For me and my clanmates we play high organized every round and it would be like a free win against such teams. But now with unlimited FOB?s and spawns its like you discribe it. AAS is in conlusion nothings else then a moving Skirmish between FOB.BigLouieG wrote:And building a FOB for massive waves off people, to run around like fools, is what? Its just a HUGE Rally Point for the whole team... Face it, the team that runs more FOBS wins. Its just the way it goes currently. Since the mortars were introduced in-game, people just try the hide the FOBS the best they can.
So the balancing should be the main aim. Transportation in PR is now not so important or has no reson only on the beginning or if no FOB is avalaible.
I prefer to say that maximum 2 FOB?s can be build on the map on each team.
Detailed Ideas:
And this FOB cant be destroyed completely (only down= no spawn) you can only replace them be destroy them with your own team. And deploy it on a other place.
Each FOB has a count of spawns i dont know a number but i think 40 player spawns would be grate.
This system supports highly teamwork and support other parts of the map that have no flag, so there will be a fight also. Because if the enemy defends your destroyed FOB you need to get them away from it.
And to go back to the old Rally Point system would be a step in the totaly wrong direction, that would destroy everything.
I dont know who someon with DEV status can even imagine something like that, sorry but i needed to say that, i could?t hold it any longer.
Last edited by ChallengerCC on 2012-04-17 10:32, edited 4 times in total.
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BigLouieG
- Posts: 37
- Joined: 2009-06-03 01:13
Re: [R-DEV]dbzao's Public Gameplay Test #3
Thats a problem with the players, not the game itself. As someone previously stated before in the post, in the old days, you would be kicked from the squad if you didnt have Voip. Those were the good old days, of Teamwork/Organized Squads. Plus the rally point spawn its only 15min. What's 15min on PR atm? "Scratch my balls, and light up a cigarrete?" There goes 15min...ChallengerCC wrote:I think so too, but problem is that not so good organized teams dont even had a liddl chance without a FOB
. For me and my clanmates we play high organized every round and it would be like a free win against such teams. But now with unlimited FOB?s and spawns its like you discribe it.
Thats why i described to cut off the Fobs from 6 to 3. (And it should be required 2 crates to build one). A Forward Outopost should be a defensive/offensive/resuplly location, secured by the team, for rearming/reparing/treath wounded players. Its a standing, secured location, no HUGE MASSIVE SPWAN for the whole team. The intended of the rally is to provide a pre-planned attack/defensive maneuver, plus its easily overruned.







