[100p] General Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [100p] General Feedback

Post by Arnoldio »

[R-CON]Wicca wrote:I dont know about you guys, but I had alot of coordination when I was Infantry SL. SpawnCPT and Arnoldio and the R-COY guys during burning sands. That was epic.
I was raging about you to my squad for attacking the flag we didnt need and nobody being in the city... but it was fun anyway. :D
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Orgies beat masturbation hands down. - Staker
CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: [100p] General Feedback

Post by CommunistComma »

Hey Bloody can you consider upping the specialist/AR limit to 2 as well.
Dulce et decorum est pro patria mori
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: [100p] General Feedback

Post by Conman51 »

I didnt play too much but 100p is pretty good.

I prefer it much more and i think it should be the upper limit of player numbers.

I think 80-90 will still be better but this with 8 man squads is not too bad.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [100p] General Feedback

Post by Rudd »

100p is soooo much better than the higher numbers, really enjoying it.

the two medics makes life alot easier too on the PRV side, given teh fluidity of combat, one medic is often ambushed, without him life is just toooo hard.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: [100p] General Feedback

Post by Mineral »

the 2 medics should definitively stay.

We also played with 8 squad spots on our 64 servers today. Worked out pretty well :)
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: [100p] General Feedback

Post by Pronck »

Rudd wrote:100p is soooo much better than the higher numbers, really enjoying it.

the two medics makes life alot easier too on the PRV side, given teh fluidity of combat, one medic is often ambushed, without him life is just toooo hard.
Thank you for reviving me for numerous times yesterday!

100ppl seems to be fine, I still have problems sometimes with names not popping up. But we need a stricter mumble policy since we had a lot of ppl without yesterday causing trouble when being under fire and you need to type.
We are staying up!
Tiger1
Posts: 354
Joined: 2009-05-18 10:19

Re: [100p] General Feedback

Post by Tiger1 »

First server crash : 20:36 hrs GMT+1
map : muttrah city
t
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: [100p] General Feedback

Post by Brainlaag »

Server crash again on Shija.

Also encountered a weird bug on Shija, I was unable to request an iron-sight officer kit, no matter if off the spawn screen or by right clicking from a crate.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [100p] General Feedback

Post by Rudd »

I think the RP changes by themselves are causing some players to go 'well sod firebases then' even though in theory the firebases are very important still, perhaps a distance limit on RPs from FOBs would keep FOBs paramount in people's minds and give flexibility, yet focused action to maps.
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: [100p] General Feedback

Post by Brainlaag »

Meh, the whole rally concept should get dropped. It was fun back in the days but now it's just annoying and promotes zerg rush over tactic.

One more thing, next to the incredible lag on Black Gold was the absolute retardation by side of the playerbase.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: [100p] General Feedback

Post by BloodyDeed »

Please continue the rallypoint discussion in the following thread:
https://www.realitymod.com/forum/f252-p ... oints.html

Feel free to discuss the rest on this thread, especially focus on the things we've changed lately:
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Removed need of mortar firemission
Removed ability to pickup enemy kits
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: [100p] General Feedback

Post by Gracler »

Black gold had the worst server stutter ever.... seemed to be even worse when firing 25mm rounds from the Chinese aa (type 95)... had a close encounter with an apc and every time i fired on itthe "lag" got worse on impact.

good event though... had a lot of fun!
Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: [100p] General Feedback

Post by Stealth Clobber »

Can't pick up enemy kits period? Please don't ever implement that again. It's bad enough in DB mod not even being able to use an enemy rifleman kit for an extended period of time, but not being able to pick up enemy kits period is just plain retarded.

Also, somebody tell Wicca to fix his mic lol.
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: [100p] General Feedback

Post by BloodyDeed »

The reason behind that change is that it is really difficult to differ between a friendly and an enemy soldier when an enemy picks up your kit.
And to be honest I saw a lot less teamkills happening yesterday...so I don't think its a bad idea.
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: [100p] General Feedback

Post by Stealthgato »

I do not like that implementation either. It's not like the whole team starts using enemy kits, only a couple of guys and they (should) know the risks. Removing the ability to take enemy kits is a step backwards imo.
Furst
Posts: 196
Joined: 2009-11-04 02:43

Re: [100p] General Feedback

Post by Furst »

xuandong wrote:Helpful post, thank you!

I'm considering getting involved with selling self-tanning products online just getting as much research into the industry as possible, this has been nice and helpful.
uhm... george michael visiting the PR forums?
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Need Furst Aid?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [100p] General Feedback

Post by Rudd »

I think the insurgency rounds last night taught us that either 100p has more ghosting, or (imo this is more likely) the extra manpower increases the chances of simply stumbling on purple caches.

100p would definately benefit from a few insurgency changes like only one cache imo, or a system where there are two caches like now but the insurgents only have to defend each blue cache for 30minutes before the next cache spawns and the previous cache either disappears or simply because useless to teh blufor even if they destroy it.


Also, the insurgents desperately need to be able to request squad leader kits.
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: [100p] General Feedback

Post by Mineral »

there was something wrong with selecting alternative kits.
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BloodyDeed
Retired PR Developer
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Joined: 2008-05-07 17:43

Post by BloodyDeed »

I know about this issue and it will be fixed for the next test.
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: [100p] General Feedback

Post by Mouthpiece »

Stealthgato wrote:I do not like that implementation either. It's not like the whole team starts using enemy kits, only a couple of guys and they (should) know the risks. Removing the ability to take enemy kits is a step backwards imo.
Yes, the argument "more TK's" isn't that good, as if this guy with an enemy kit would stay with his squad, chances of him getting shot are really low because he's between 5 other friendlies who are not shooting at him, than he's obviously not enemy.

One more positive aspect of "can't pick up nmy kits" is that it encourages teamwork more in the logistics aspect (witch right now is kinda meh in PR). If it was IRL, one couldn't rearm from enemies ammo bag, but right now in PR we can mainly because every soldier uses the same ammo bag. And this "exploit" is being used a lot. If we couldn't pick up the kits, it would actually give logistics/trans guys more work to do witch is a good thing knowing chopper pilots can get bored fast if they don't get requests.

Let's make this game fun for everyone - including the logistics/transchopper players.
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