General Feedback and Balance Discussion

General discussion of the Project Reality WWII modification.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

General Feedback and Balance Discussion

Post by Pvt.LHeureux »

Link to the even page : https://www.realitymod.com/forum/f376-p ... ost1825989

Give feedback about anything of the mod that you experienced.

Weapons discussions and feedback.
Balance discussions (this weapon/tank is OP blabla).
Weapons bugs.
What you liked and didn't like.
Last edited by Pvt.LHeureux on 2012-10-17 16:51, edited 1 time in total.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: General Feedback and Balance Discussion

Post by Pvt.LHeureux »

Opened the thread with link to the event.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Philrow
Posts: 137
Joined: 2012-04-06 20:27

Re: General Feedback and Balance Discussion

Post by Philrow »

Just some feedback from the German Panzer (And possibly also other new vehicles). Once it takes fire due to low health, it doesn't die out, meaning you can let it be on fire without taking damage, while getting a logi truck to repair it.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: General Feedback and Balance Discussion

Post by Pvt.LHeureux »

Yeah we know, we haven't coded the critical damages in yet :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: General Feedback and Balance Discussion

Post by AfterDune »

Actually we did, but something else is wrong with it I guess..
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: General Feedback and Balance Discussion

Post by Stealthgato »

Garand M1C's M84 scope has two vertical lines and is not properly centered. Settings - all on max settings (with terrain on low due to ATI bug with PR and vBF2) at 1920x1080.

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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: General Feedback and Balance Discussion

Post by PLODDITHANLEY »

So hard to get one flag on the map with the village and the hill as first flags.

Don't know why I guess the mega seeming accuracy of the PRN weapons the defenders seemed to cut us down very very quickly each time. I needn't go into too much details as AD was in and out of the squad. But IMHO in the case of the 1st flags being taken the it should be easy, so as to make the game play out in a more fun way.

Less tickets but make at least one of the first flags more easy to attack so the game doesn't get to that annoying ragequit stage.

This IMHO is something that should happen on all maps where the first flags are needed, Muttrah, Pavlosk, Charlies point, Overlord, Jabal etc. The first flag should be easy enough to let the game move on to a more equal phase with shared attack/defense roles - if not we will get rage quitters and team switchers both of which aren't fun.

To try and make maps fun on a random pub level and a PRT/tart level is not simple, but they will be pub 99% of the time.
Pvt.LHeureux
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Joined: 2009-04-03 15:45

Re: General Feedback and Balance Discussion

Post by Pvt.LHeureux »

Making the flag neutral and without a spawn for the germans should fix it.
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Tonarion
Posts: 11
Joined: 2011-08-18 18:39

Re: General Feedback and Balance Discussion

Post by Tonarion »

So, here some general feedback first:

- Does not need much saying, but ofc the Op. Overlord Inf Layout is super fun.
- Ticket Bleed for US on Saint Lo is too heavy.
- US should not be able to spawn directly on the first flag on Bloody Gulch. OR make the Mortars and the Flak-flags both first flag, would spread the fighting out a bit and would make it less of a clusterfuck.
- Brecourt Assault is beautiful :-P
- I wonder if any of the Op. Overlord layouts still uses Pointe du Hoc as a flag, since it looks so much better now with all the cool bunkers, would be a shame if nobody would fight over there.

One thing that might be entirely me (and my squad yesterday): I believe the weapon balance between US and Wehrmacht still needs some work. Expecially on the second round of Op. Overlord Inf layout we died from automatic weapons all the time while we ran around with our M1 Garands and M1 Carbines and the odd Thompson. We managed to rack up an astonishing amount of 70 deaths that round and overall the losses amongst the US were about 282 according to the Wehrmacht kill count.

Later when I played Wehrmacht it felt easier to kill people. I think one of the big reasons would be that expecially at night, the clunky iron sights of the US weapons compared to the iron sights of the Wehrmacht weapons does make a difference. When I raised my M1 at an enemy at night, I didnt even see him anymore and I just shot in his general direction while some MP40 came around the corner and sprayed me down.

As I said before, could be entirely subjective, but thats my two cents on it.
PLODDITHANLEY
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Re: General Feedback and Balance Discussion

Post by PLODDITHANLEY »

I too got the impression the German MG seemed more on target than the US version, bur I expect they're the same configs....
AfterDune
Retired PR Developer
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Re: General Feedback and Balance Discussion

Post by AfterDune »

We kinda need a better MG for the US. The BAR is no match for the German MG42.
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PLODDITHANLEY
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Re: General Feedback and Balance Discussion

Post by PLODDITHANLEY »

Tricky:

M1919 great but only for deployed use

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M1941 not used much

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Or give US two per squad?
Last edited by PLODDITHANLEY on 2012-12-17 12:28, edited 1 time in total.
AfterDune
Retired PR Developer
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Re: General Feedback and Balance Discussion

Post by AfterDune »

I tried that, but I think I missed something, because the weapon never spawned.. The weapon is in the files, probably almost ready, but I think I missed something somewhere to not make it work. Though I could spawn a Kubel just fine :D .

If someone wants to take a look, feel free to do so.
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Mineral
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Location: Belgium

Re: General Feedback and Balance Discussion

Post by Mineral »

the weapons need balancing yes but so do the maps :)

-Germans need more logistics on both overlord layers. It's very unrealistic the way it is now. I would give them a small supply depot with 2 logie trucks in the middle of the map with a rally point at the beginning.
-The planes need to be more spread out. It is not logical that everyone drops over the objectives. There is more room needed for flanking from the US troops. Also the battleship turrets need to be more easy to use in my opinion. Don't know how but the seemed quite ineffective all day.

-both Saint Lo and Bloody gulch should have the first flag neutral without a rally point there. This should give both teams the chance to attack equally and have a fair fight. Having one team have all flags together with rally points is pretty bad for balancing.

The maps overall are very nice! Together with the assets and weapons creates a unique atmosphere. I guess that's why we all love ww2 :) Cant wait to play it again!


serverside: No server crashes! Didn't hear of many people CTD'ng neither.
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smith1215
Posts: 8
Joined: 2008-07-02 14:53

Re: General Feedback and Balance Discussion

Post by smith1215 »

Sprint should be taken away when you are reloading. It is too easy to avoid the rifleman fire of the germans in under ten meters, and then mow down all three with a single mag of the Thompson. The same can be said about the MP40.
Pvt.LHeureux
Posts: 4796
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Re: General Feedback and Balance Discussion

Post by Pvt.LHeureux »

smith1215 wrote:Sprint should be taken away when you are reloading.
wuuuuuut
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: General Feedback and Balance Discussion

Post by Heavy Death »

Guys, is it possible to make "dynamic" DODs around the map, tied to the flags that are in play? So on the 64 AASv4? layer of Op. Overlord, there is DODs on the rest of the beach, except the direct access to the first flags. On the event, we had to defend Dog and Easy, ofcourse the whole US army dismounted at Fox i believe, no point in epic beach landing. So maybe create something that funnels people in and there is still an epic battle even on 64. (Rest of the map stays open for flanking ofc)

For the airdrop layer, keep the same ammount of planes, only spread out more, so there is more misdrops and US guys behind the lines scattered around.
Last edited by Heavy Death on 2012-12-17 18:54, edited 1 time in total.
smith1215
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Joined: 2008-07-02 14:53

Re: General Feedback and Balance Discussion

Post by smith1215 »

Pvt.LHeureux wrote:wuuuuuut
What seems to be the issue? Elaborate so I can defend my reasoning.
AfterDune
Retired PR Developer
Posts: 17094
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Re: General Feedback and Balance Discussion

Post by AfterDune »

Didn't DICE introduce reloading while sprinting with some patch? Don't think we can fix that..


Anyways, I think we can fix the most "annoying" issues serverside, like too many tickets, setting certain flags to neutral, spread out the C47s, setting logi-trucks to spawn twice (can't add more, but we can make them spawn twice), etc.
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Arc_Shielder
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Re: General Feedback and Balance Discussion

Post by Arc_Shielder »

Saint-Lo & Bloody Gulch

- Neutralize the first flag and delay the spawn of logis for 10 minutes for the defending faction.

Op. Overlord STD


- Reduce ticket count by 300.
- Battleship turrets need to be revised.
- The new flag layout channels the fight better for 64p.

Op. Overlord INF

- Reduce the ticket count by 300.
- All german deployable assets can be easily found and destroyed. I suggest placing mortars in the main base.
- Flaks should have more firing spread.
- Planes should keep the same "health". Destroying them takes a while and I believe only a few americans died inside (if at all).
- After the first 2 flags are capped by the US, I suggest giving the germans a couple of light armored vehicles and static crates for the US in both Colleville flags.

Brecourt Assault

- Reduce the ticket count by 300 for the STD layer.
- All flags, other than the last, shouldn't be recappable by the germans.
Last edited by Arc_Shielder on 2012-12-18 13:03, edited 4 times in total.
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