Falklands Testing Feedback

General discussion of the Project Reality Falklands modification.
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Falklands Testing Feedback

Post by Kevokpo »

'[R-DEV wrote:Rhino;1779283']Cheers guys :)
Flag layout (as well as asset layout) is based very much on the 1982 war:
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the flag capture order will be like standard PR? or you would be able to capture any flag on any order? I don't know if you already tried it but as the map is extremely big I think it would be something interesting to see.

and yea I was thinking about the LVPT-7, but sometimes I like to write instead of reading the design plan :) .

Excellent job btw, This is the only map where I find extremely enjoyable and fun flying at low altitudes, it feels like the best experience of all times, only on this map :grin:
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Rhino
Retired PR Developer
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Re: Falklands Testing Feedback

Post by Rhino »

got a cap order to keep things fluent and not to get into the vBF2 style "whack a mole" syndrome, which would be especially apparent on a map like this with huge distances and very little transport.

Cheers! :D
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Murphy
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Joined: 2010-06-05 21:14

Re: Falklands Testing Feedback

Post by Murphy »

The night layer is fairly one sided due to lack of proper skins on the Argentine side. Mec skins are lit up like Christmas trees while only the Brits face is visible, this makes for quite a lopsided infantry experience. Other then that I still love the map and have to disagree with some peoples view of it being to open, it forces people to use terrain accordingly or pay with their lives.

Great to see HMGs fixed as well as that horrific dead bodies falling through the map issue. I had fun today, and am looking forward to the full release of the mini-mod.

Great work guys!
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Kamov
Posts: 3
Joined: 2011-07-14 15:50

Re: Falklands Testing Feedback

Post by Kamov »

Murphy wrote:The night layer is fairly one sided due to lack of proper skins on the Argentine side. Mec skins are lit up like Christmas trees while only the Brits face is visible, this makes for quite a lopsided infantry experience. Other then that I still love the map and have to disagree with some peoples view of it being to open, it forces people to use terrain accordingly or pay with their lives.

Great to see HMGs fixed as well as that horrific dead bodies falling through the map issue. I had fun today, and am looking forward to the full release of the mini-mod.

Great work guys!
This, the issue with the camo skin was what made the match I played largely unenjoyable. It is a good map I have to admit but it made us largely very easy to spot.
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Falklands Testing Feedback

Post by DDS »

logistics will be a huge problem. I don't know how the Argentinians got around (bicycle, moped) cuz... damn. The multiple jets made it feel like an air only map.

Night time map seemed a bit dark for me. I think dusk would work better.
The falklands scenario just seems unintersting to me... Wasn't that battle over in like 1 hour?
Last edited by DDS on 2012-06-10 01:00, edited 1 time in total.

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ledo1222
Posts: 689
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Re: Falklands Testing Feedback

Post by ledo1222 »

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DDS wrote:logistics will be a huge problem. I don't know how the Argentinians got around (bicycle, moped) cuz... damn. The multiple jets made it feel like an air only map.

Night time map seemed a bit dark for me. I think dusk would work better.
The falklands scenario just seems unintersting to me... Wasn't that battle over in like 1 hour?
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Wicca
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Re: Falklands Testing Feedback

Post by Wicca »

DDS wrote:logistics will be a huge problem. I don't know how the Argentinians got around (bicycle, moped) cuz... damn. The multiple jets made it feel like an air only map.

Night time map seemed a bit dark for me. I think dusk would work better.
The falklands scenario just seems unintersting to me... Wasn't that battle over in like 1 hour?
DDS.. Just... Read on game design.. And come back. ;)



I would like to have a layer where you have flags on all the islands. And make all of them capable. Like say 2 flags per island.

The same assets. This might spread AIR around abit, since they were mostly flying over the main island, unless they did some sort of formation stuff.
Xact Wicca is The Joker. That is all.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Falklands Testing Feedback

Post by Jolly »

I was so tired last night, after two rounds, I really have to sleep.
So I missed night version????





Edit: Can I start a local server of night version, I want to see if everything's fine in low settings.
Last edited by Jolly on 2012-06-10 02:29, edited 2 times in total.
Jolly, you such a retard.
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: Falklands Testing Feedback

Post by sharpie »

Got a few screenies that I captured-aplogise for crappy quality. The tracers really looked magnificient, especially when a Harrier would come down for a strafing run.


Scimitar putting supressing fire down on Goose Green.
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And an Argentine A-1 coming in for a run.
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Another pretty cool aspect about the nightmap was it's hard as hell to see aircraft...you hear this battle raging above you, and you can't see a damn thing. Really, really awesome. Adds just another layer of immersion to the gameplay.


Thank you Rhino for a really awsome map...seriously, it's awesome.
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Q2M100
Posts: 166
Joined: 2010-06-21 15:48

Re: Falklands Testing Feedback

Post by Q2M100 »

Feedback on Helicopters:

1. Argentina needs more choppers! I felt that due to the extreme effectiveness of the jets, having one chopper makes it very difficult for troop transport/supplies. Maybe add a second or third Huey? There is enough space on the mini runway anyways. :D

2. Quicker helicopter spawns? I feel like the helicopters are dying to quickly and not spawning fast enough. You often wait 10+ minutes to use the chopper for 30 seconds. I know that the assets must feel valuable, but when you have 6+ enemy jets patrolling the sky it is difficult to even use them, let alone keep them alive. :neutral:
Jolly
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Re: Falklands Testing Feedback

Post by Jolly »

Q2M100 wrote:Feedback on Helicopters:

1. Argentina needs more choppers! I felt that due to the extreme effectiveness of the jets, having one chopper makes it very difficult for troop transport/supplies. Maybe add a second or third Huey? There is enough space on the mini runway anyways. :D

2. Quicker helicopter spawns? I feel like the helicopters are dying to quickly and not spawning fast enough. You often wait 10+ minutes to use the chopper for 30 seconds. I know that the assets must feel valuable, but when you have 6+ enemy jets patrolling the sky it is difficult to even use them, let alone keep them alive. :neutral:
Use AA! Shot'em down!







I do feel flag layout needs to improved, massive of land area are out of combat.
Talk about balance, it's just okay.
But I am confused, why GB lost the first 2 rounds.
Jolly, you such a retard.
Rhino
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Re: Falklands Testing Feedback

Post by Rhino »

Cheers guys :)
Q2M100 wrote:Feedback on Helicopters:

1. Argentina needs more choppers! I felt that due to the extreme effectiveness of the jets, having one chopper makes it very difficult for troop transport/supplies. Maybe add a second or third Huey? There is enough space on the mini runway anyways. :D

2. Quicker helicopter spawns? I feel like the helicopters are dying to quickly and not spawning fast enough. You often wait 10+ minutes to use the chopper for 30 seconds. I know that the assets must feel valuable, but when you have 6+ enemy jets patrolling the sky it is difficult to even use them, let alone keep them alive. :neutral:
Thing is helicopters where just very sparse in this war. Argentina realistically should have perhaps another chopper, but they didn't really use there choppers to great effect and really don't want to give them something they didn't really exploit. They mainly used there helis for the odd resupply, but mainly for CSAR (something at some point I hope will be a much bigger thing in PR).

For the Argentinians what I may do is give them a max of two UH-1H Iroquois to spawn on that single spawn point, with a 10min respawn as it was in this test, so that a, the spawn time of it is generally shorter since its not 10mins from when you die, its 10mins from when you take off, and two you have a maximum of two choppers being present for the Argentinians, if you can keep them alive.

As for the Brits, they have a Wessex spawn on the carrier, which has a max of two spawns and only a 5min respawn timer. The problem is that no one really seems to be taking advantage of this chopper, although quite a lot of the time getting it into the combat is flying it from the carrier to the shore line.

On top of that, the Brits have a Chinook spawn on the Atlantic Conveyor, which has a 10min delayed spawn time, with a max of 3 choppers spawning there. The thing here is that the Argentinians can destroy the Atlantic Conveyor, effectively taking out the Chinook spawn, which after they have done that means no more Chinooks for the Brits.

As for Jets vs choppers, I haven't flown the choppers with enemy jets about yet, will try and do that sometime today but from what I've seen, the jets are normally far too busy trying to kill each other to worry about the choppers but that's only from watching choppers fly about from being on foot, although I have taken out the odd one when flying a jet, but only if I stumble across him and no other targets are around :p
Jolly wrote:I do feel flag layout needs to improved, massive of land area are out of combat.
[quote=""'[R-DEV"]Rhino;1779283']Flag layout (as well as asset layout) is based very much on the 1982 war:
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Although at some point in the future I may do an alternative layer that goes beyond that, for now would just like to keep things simple and stick with that :)

I also personally believe that one good solid layer is better for gameplay than loads of untested and mostly unbalanced layers which its a gamble if your going to get a good, fair game.[/quote]



[quote="Jolly""]But I am confused, why GB lost the first 2 rounds.[/quote]

My concision is mainly down to a very dug in defense of goose green and Argies having too many tickets. Last testing, no one seemed to defend Goose Green, which now I think was possibly mainly down to player counts and more attractive to capture flags than to defend, so this time I added a logi truck there, but that's made it too easy to defend :p

The other is the Argies can too easily get onto Douglas from Mt. Malo at the start of the round.
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Arnoldio
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Re: Falklands Testing Feedback

Post by Arnoldio »

Played a round or two yesterdays yes.

Very nice, very nice. Dont like the night layert too much, though it isnt bad at all. So, the map being big is good, veiwdistance is also good, but the lack of cover and interesting terrain, coupled with long viewdistances is a bit of a shame, but hey, thats how the islands look, what can you do about it...

Oh and night layer is exploitable with brightness and gamma increase... i wont do it since i play for immersion not kills but everybody does it pretty much...
Last edited by Arnoldio on 2012-06-10 09:31, edited 1 time in total.
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Arc_Shielder
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Re: Falklands Testing Feedback

Post by Arc_Shielder »

I think the night layer is perfect for this map. CQB and tracers. It should definitely be an alternative option - as long you change the sky map as it is too pixelated, but I'm sure you know that already.

I'm not too sure what the other part of the island is there for - or rather, "the other" island. Other than people building AAs there it seems pretty obsolete. What are your ideas for that, Rhino?
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MaxBooZe
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Re: Falklands Testing Feedback

Post by MaxBooZe »

I'm suprised no one mentioned this but the Quad on Goose Green can be quite game breaking in the initial phase of the round. It can easily shoot at the ridge the Brits have to use to get out of their main/San Carlos. If a semi-compotent gunner is using it he can destroy the trucks/land rovers and possibly the Scimitar if it's not very smart.

Since the Scimitar is both vulnerable to the Quad and is on a delayed spawn it can be really hard for the Brits to move on to Goose green. The Quad can not only shoot the ridge they have to come over but in fact the entire flat region surrounding Goose Green to the North-North-East, North and everything from North to South-West.

Now I understand the Quad to be a somewhat effective Anti-Infantry weapon but in it's current state it's a bit ridiculous, perhaps limit it's ability to aim down by a few degrees?
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CommunistComma
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Re: Falklands Testing Feedback

Post by CommunistComma »

Night made my eyes hurt and isn't as good as Tad, and I liked how I didn't drop thru the ground constantly.

Also if you insist on night layout change the Argentina placeholder to militia or something because Brits have an unfair advantage regarding camoflauge.
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Kevokpo
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Re: Falklands Testing Feedback

Post by Kevokpo »

I loved the night layer, I know you cannot see shit but it's all about that, if you can see everything in the night, why making a night map?

I love the night layer, and mostly because of the infantry :D
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DDS
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Re: Falklands Testing Feedback

Post by DDS »

[R-CON]Wicca wrote:DDS.. Just... Read on game design.. And come back. ;)



I would like to have a layer where you have flags on all the islands. And make all of them capable. Like say 2 flags per island.

The same assets. This might spread AIR around abit, since they were mostly flying over the main island, unless they did some sort of formation stuff.

deleted. forget it

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VaDj[Anti-tank]
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Re: Falklands Testing Feedback

Post by VaDj[Anti-tank] »

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Mineral
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Re: Falklands Testing Feedback

Post by Mineral »

You are trying to download the old version I think. here for the new version:


download link:http://realitymodfiles.com/rhino/levels ... _v0-14.zip
Swiss mirror: http://mirror.bloodydeed.ch/prbf2_falklands_v0-14.zip .
filepassword: killerpenguin
info:This is a new build from last week, last week was PR:F v0.13, this week is PR:F v0.14 so anyone who downloaded last weeks build will also need to download and install this weeks otherwise you will CTD on map load.
Installation: Simply extract the "pr" folder from the zip file into your C:\Program Files\EA GAMES\Battlefield 2\mods\ (dir might not be excatly the same, depending on your system and where you installed it) folder, overwriting all previous files. This won't affect normal PR in anyway.
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