PR:Vietnam - Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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AfterDune
Retired PR Developer
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PR:Vietnam - Feedback

Post by AfterDune »

This is the thread where you can post feedback about Charlie's Point (but other maps and assets too of course).

This is not a thread for discussion (create your own, man ;) ), just feedback.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: PR:Vietnam - Feedback

Post by rodrigoma »

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Im not shure if its with all of them or just one, but one of those red roof buildings you can walk right through the lateral walls
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PR:Vietnam - Feedback

Post by Jolly »

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When I realize I should change a vehicle, I found myself stuck here! Anybody help! Can not even get out! Unless someone shot me or I suicide. I can not get back to the Gunboat too!

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NVA's Gunboat is too strong, it can not be destoried by 9 mags of M2HB on US boat! Never had a chance to use HAT, but Light weapon seems useless.
Just confirmed that Rocket is useless...

Some bridges are too low, US boat can not pass through without damage.

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This building, South side of the frist Flag of NVA.
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You can walk right through.

All those staffs are tested on a local server.





About Gunboat of NVA, really hard to operate.
Last edited by Jolly on 2012-09-27 15:09, edited 2 times in total.
Jolly, you such a retard.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:Vietnam - Feedback

Post by 40mmrain »

Both kinds of boats handle VERY sluggishly. Never personally piloted an american patrol boat of the vietnam era, but i've been on lakes in similar sized boats, with presumably weaker engines and they respond much quicker.

The miniguns on the CAS huey fire far too slowly. Theyre simply useless. I managed to use them in a real game last event, and the seat just wasnt useful.. miniguns should be firing around 2000RPM each! Right now it's really really slow. If they fired appropriately, they would make for good saturation fire.

The .50 cal on the NVA jeep can not traverse at all. I understand it wouldnt be able to go a full 360 degrees, but a little bit more would be nice!

For good feedback, the hueys are awesome, they handle so nicely.
AfterDune
Retired PR Developer
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Joined: 2007-02-08 07:19

Re: PR:Vietnam - Feedback

Post by AfterDune »

Thanks guys, keep 'em coming! We'll do our best to fix the issues for v1.0 :) .
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40mmrain
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Joined: 2011-08-17 05:23

Operation barracuda asset layout

Post by 40mmrain »

Okay so, this is me remembering the couple games on barracuda vietnam layer that were played not long ago. We had about 90 players in the server I believe. It was terribly hectic and exhilarating having 2 fully manned CAS hueys under my command, and about 40 guys running around on the deck, I remember killing about 5 friendlies with one rocket by accidentally clicking.. heh.

Anyways, so I recall from the few games the NVA dominated. Now, the reasoning for this isn't too far fetched. The modern Barracuda is a generally balanced map. Logistics are a nightmare, and they have no assets.. at all, but the chinese still do just fine because they start with lots of flags, especially supply fort which is quite defendable! The marines also seem to hold their own with terribly superior armour, and really good air power. Further, their air power can operate really well because the chinese only get one quad gun, and deployable, and handheld AA is only a deterrent and not a destroyer of hueys. All in all, this is your classic asymmetical amphibious bout, and it works. Personally i'd like a heavy layer with deployable heavy anti air for both sides, 1 CAS huey, and a cobra,long with 2 LAV-25s spawning at the airport hangars, and for the chinese 2 Z9 (one with AT missiles, and a gun pod, one with crates and the ability to trans),and a WZ551 30mm.. but just a suggestion

Anyways, the vietnam layer of Barracuda takes away a lot of the advantages the USMC got, and then gives them to the NVA. The M113 sadly, is not up to snuff, it's got a decent .50, but the gunner can be shot out, it's lightly armoured, and it's slow. The same can't be said, for the 2 Btr-60s the NVA get. This is a total reversal of armour power. Next, the NVA because they lack deployable and handheld AA get a plethora of quad guns, on every flag I think. This is a really good trade off if youre vietnamese, because theyre really power, and further, the two 14.5 guns on the BTR serve as excellent anti-air service as well. This is another upgrade to the defending team to upset the balance. Finally, the american choppers are downgraded a little bit, the CAS hueys lack laser designation and FLIR, which is worth mentioning.

What I suggest to fix this is.

1) remove all static quad guns from the map. Replace this, with the ability to for the NVA to deploy 1 ZPU-4.
2) Totally cut out the BTR-60s, throw in a .50 jeep or two
3) if no deployable ZPU is possible, leave 1 BTR-60, and the quads only at supply fort, and main base.

This means that the american choppers wont get totally oblierated trying to land at flags early game, but there will still be good AA options. Further the M113s might actually be a little bit useful.


The draw distance is too short for the skyraider on IA drang, I suggest upping this, at least a bit. An insurgency layer on Charlie's point is probably doable, too, probably some tunnels, and more houses might be necessary. The sun looks fucking awesome on charlie's point. An alt meter, and an attitude meters for aircraft, somehow, would be good. There's a bug with the .50 jeep where you can only exit while in the driver's seat. The dual .50s on the patrol boat never overheat, and have an auto reload, intentional? The current carrier for the americans is the Essex? Doesnt really fit the era! What class is the ship on the BF2 SF map iron gator? Perhaps that's old enough? or a new ship will have to be made. I still think the M40 on the USMC sniper kit would be sweet.

Don't mind me asking for new assets, just writing out thoughts. Focus on the simpler things first.
Last edited by 40mmrain on 2012-10-28 03:05, edited 15 times in total.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR:Vietnam - Feedback

Post by PLODDITHANLEY »

Had a great fun night the only thing I noticed as missing was a 'boat' marker, no worries if not possible I'll use something else to mark.
PlaynCool
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Joined: 2008-04-06 21:51

Re: PR:Vietnam - Feedback

Post by PlaynCool »

I just "tested" the four seater huey(CAS?) with 13 rockets, mini guns, and machine guns from the sides.Now i'm not saying im familiar with aircraft maybe they didn't had HUD back then but sure they had some system to know how much the helicopter is tilted compared to the horizon.Also what i noticed is that you don't have a scope as pilot and don't know where the rockets are hitting? That seemed weird too.Maybe add some scope like the F2 seat on the same helicopter has.
Forgive my bad English... :?
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:Vietnam - Feedback

Post by 40mmrain »

click "x" and hold to bring down a reticle.

In regards to the CAS huey, the gunner's seats, all three do not require a pilot's kit, which is unlike any other attack helicopter in the game. I cant imagine that the minigun control seat was used for trans.. ever. Hoping it becomes useful soon
AfterDune
Retired PR Developer
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Re: PR:Vietnam - Feedback

Post by AfterDune »

Good one, I'll fix that for v1.0.
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Alek-say
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Re: PR:Vietnam - Feedback

Post by Alek-say »

So, I like the new update. To tell you more - there are no LAGs anymore! However, some weapon's animations, so to say: a bit vanilla(you know, what I'm talking about). But, I hope to see RPD for NVA machine gunner. Also, Is the Vung Ro map going to be in PR 1.0?
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AfterDune
Retired PR Developer
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Re: PR:Vietnam - Feedback

Post by AfterDune »

If it's entirely finished and gameplay is good, then I'm sure it will.
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PLODDITHANLEY
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Re: PR:Vietnam - Feedback

Post by PLODDITHANLEY »

When in passenger seat in Vietnam loggy on Charlies point no engine noises.

I am a noob pilots sure, but the lack of Heuy HUD makes it hard to fly, but the better pilots don't seem to have an issue with it. Also the Hueys seem more sensitive to me , although I'd imagine they're the same as the normal PR ones?

On Charlie point it is very very easy to ground the boats particulally the PBR.
Last edited by PLODDITHANLEY on 2012-10-02 09:17, edited 1 time in total.
AfterDune
Retired PR Developer
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Re: PR:Vietnam - Feedback

Post by AfterDune »

Helicopters will get a "simple" HUD in v1.0, ploddit :) .

Never had issues with grounding boats tbh. Perhaps it's because I'm familiar with how deep the waters are... Just try to stay in the middle of the rivers I guess :p .
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Ratface
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Re: PR:Vietnam - Feedback

Post by Ratface »

Someone I know who flew CAS huey in vietnam told me once that they would take grease pencils, lower their sights, mark the crosshair with an "X" at the center, and then raise it to make it a little easier.

Just a thought if you guys haven't heard that before :)
PLODDITHANLEY
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Re: PR:Vietnam - Feedback

Post by PLODDITHANLEY »

Once the targeting reticule (X) is down on the rocket hueys it can't be put up again right?
AfterDune
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Re: PR:Vietnam - Feedback

Post by AfterDune »

I haven't found a way, no. Normally when you have to move something up/down or left/right, you use your throttle, yaw, pitch or roll.
But in a helicopter, those controls are in use already. So, we bound it to the "x" (default key for flares, but Vietnam doesn't have flares). If it was possible to get it back up using RMB, that would be great, but that's a tough one...
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PLODDITHANLEY
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Re: PR:Vietnam - Feedback

Post by PLODDITHANLEY »

Would the same code that did the normandy landing craft ramps work? up and down arrow iirc.
AfterDune
Retired PR Developer
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Re: PR:Vietnam - Feedback

Post by AfterDune »

You use them already ;) .

(nose down/up)
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M42 Zwilling
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Re: PR:Vietnam - Feedback

Post by M42 Zwilling »

[R-DEV]AfterDune wrote:I haven't found a way, no. Normally when you have to move something up/down or left/right, you use your throttle, yaw, pitch or roll.
But in a helicopter, those controls are in use already. So, we bound it to the "x" (default key for flares, but Vietnam doesn't have flares). If it was possible to get it back up using RMB, that would be great, but that's a tough one...
You could add ObjectTemplate.setAutomaticReset 1 to the sight's RotationalBundle. One would have to hold 'X' when the sight is needed, but as soon as one lets go, it will fold back up.
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