It should only be 1minute before you give up, then you respawn instantly. Unless you have died or some other means gathered penalties that cause you to wait another one.QCRulzz wrote:This 2 mins respawn (1 before give up, and 1 to respawn) is way too long. Seriously, this will kill the fun for me. Waiting 2 minutes is really long in a VIDEO GAME!
[Official] General Feedback
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Raic
- Posts: 776
- Joined: 2007-02-24 15:59
Re: [Official] General Feedback
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Cltcam
- Posts: 5
- Joined: 2012-06-03 02:20
Re: [Official] General Feedback
You can't see the unknown caches. I don't see this added into the changelog. The insurgents shouldn't be able to spawn at unknowns if the cache there doesn't even spawn.. Also makes it really hard for the USMC.... Defeats the whole purpose of looking for caches when there's a time period of no caches being on the map.
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QCRulzz
- Posts: 93
- Joined: 2008-04-05 05:28
Re: [Official] General Feedback
Well yes this would work. Not 2 minutes tho.Raic wrote:It should only be 1minute before you give up, then you respawn instantly. Unless you have died or some other means gathered penalties that cause you to wait another one.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: [Official] General Feedback
There is no CAS on the alternate layer. It's an armor layer. CAS is on STD and LRG only.spirit03 wrote:Just played Samaaraa alternative and Hind didn't spawn.
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RGG:Dale
- Posts: 1024
- Joined: 2007-01-07 19:11
Re: [Official] General Feedback
Wow this is great stuff guys, deviation back to normal is the major +1 for me, I will defintely be playing this a ton more
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Lets hope we keep this gameplay now as I wouldn't be able to deal with a revert back to the new system, my group is saddling back up and coming back into bf2: pr, this is the kind of decisions we like to see the pr team make
Lets hope we keep this gameplay now as I wouldn't be able to deal with a revert back to the new system, my group is saddling back up and coming back into bf2: pr, this is the kind of decisions we like to see the pr team make
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PoisonBill
- Posts: 682
- Joined: 2010-10-11 14:25
Re: [Official] General Feedback
Did I miss out on something old?RGG :D ale wrote:deviation back to normal is the major +1 for me

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spirit03
- Posts: 80
- Joined: 2012-04-06 22:05
Re: [Official] General Feedback
Ok, but where is the Hind from the changelog?[R-DEV]AFsoccer wrote:There is no CAS on the alternate layer. It's an armor layer. CAS is on STD and LRG only.
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: [Official] General Feedback
Today, after few days have passed, I could gather enough data to provide general feedback.
PR has become like ArmA when it comes to infantry fighting. Much, MUCH greater distances are needed and many more rounds sent down range. I was in a situation when I had an AR, and beside me was a grenadier and we could semi-effectivelly hold an enemy squad at bay over the distanve of 300-400m. Putting down lead and grenades. Now if there was 4 of us and 4 flanking, we could of done it, instead we just delayed the deaths of those 6, quite effectively while at it. Now the moment we said, lets turn our backs and go for ammo, THE VERY SECOND, they started running from the hills and shooting us in the back, killing us too.
That made me think; Now wait a second, 2 people held atleast 6 people from engaging them back effectively, lets try something here.
And i grabbed a PKP, sat down beneath a tree, some 600m away from the enemy positions and started suppressing and hey presto, it worked gold damn well. There was a squad even further, about 800m away... scared them too and saw them how they ran in all directions. So like that i spent the 400/500 rounds with nobody shooting at me. I was far enough and in a good enough position that i could see what they were up to if not fleeing.
And that is now the point of PR. Its not running around the streets, then crouching and popping shots stationary at 50-100m. Double or triple the distance, make everybody shoot in the general direction and you have yourself superior firepower which actually works now!
Later today if ill get some playtime, ill try to lead a squad extremely slowly, arma style, observing everything we can set our eyes on... and when we have targets, putting down lead before they do. I shall report back on how successful will it be.
PR has become like ArmA when it comes to infantry fighting. Much, MUCH greater distances are needed and many more rounds sent down range. I was in a situation when I had an AR, and beside me was a grenadier and we could semi-effectivelly hold an enemy squad at bay over the distanve of 300-400m. Putting down lead and grenades. Now if there was 4 of us and 4 flanking, we could of done it, instead we just delayed the deaths of those 6, quite effectively while at it. Now the moment we said, lets turn our backs and go for ammo, THE VERY SECOND, they started running from the hills and shooting us in the back, killing us too.
That made me think; Now wait a second, 2 people held atleast 6 people from engaging them back effectively, lets try something here.
And i grabbed a PKP, sat down beneath a tree, some 600m away from the enemy positions and started suppressing and hey presto, it worked gold damn well. There was a squad even further, about 800m away... scared them too and saw them how they ran in all directions. So like that i spent the 400/500 rounds with nobody shooting at me. I was far enough and in a good enough position that i could see what they were up to if not fleeing.
And that is now the point of PR. Its not running around the streets, then crouching and popping shots stationary at 50-100m. Double or triple the distance, make everybody shoot in the general direction and you have yourself superior firepower which actually works now!
Later today if ill get some playtime, ill try to lead a squad extremely slowly, arma style, observing everything we can set our eyes on... and when we have targets, putting down lead before they do. I shall report back on how successful will it be.
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epicelite
- Posts: 89
- Joined: 2011-01-28 00:32
Re: [Official] General Feedback
Can you remove the heartbeat sound for when you're laying there dead?
It's really annoying.
It's really annoying.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: [Official] General Feedback
It spawns on the LRG layer.spirit03 wrote:Ok, but where is the Hind from the changelog?lrg and std was also played but no sign of heli everyone wants to try.
STD layer has 1 Havoc vs 1 Cobra
LRG layer has 1 Havoc vs 1 Cobra, plus 1 Attack Huey vs Hind
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PGT_Hubbard
- Posts: 57
- Joined: 2012-09-17 02:13
Re: [Official] General Feedback
This is pretty insignificant to what everyone else is saying, but I think the SKS needs to be called the SKS, not the Simonov. You don't call the AK-47's Kalashnikovs, so don't call the SKS the Simonov.
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: [Official] General Feedback
agreed, its the small things.PGT_Hubbard wrote:This is pretty insignificant to what everyone else is saying, but I think the SKS needs to be called the SKS, not the Simonov. You don't call the AK-47's Kalashnikovs, so don't call the SKS the Simonov.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: [Official] General Feedback
Played for the first time for about an hour or so on Black Gold. Just going to put down some initial thoughts -
So far deviation feels good, although I really don't want to give a final opinion until I've done some serious testing/practice in co-op.
The issue preventing selective fire on deployable weapons needs to be solved somehow. This is a major, major problem.
I feel the game needs nametags but I also feel 100 players is such an important feature that it has to be there. Could the nametag issue be solved using a plugin?
New weapons feel great (loved the PKP that I lugged around for the majority of the match), although I'd like it if you had to take a few seconds to deploy the GPMGs rather than being able to insta-fire it from the hip.
Black Gold's current flag layout with the dozen or so flags in the northern city just doesn't work IMO. It bogs the gameplay down too much in a single location.
ACOG scopes need some sort of BUIS option.
Loved everything else - machinegunner kit is awesome!
So far deviation feels good, although I really don't want to give a final opinion until I've done some serious testing/practice in co-op.
The issue preventing selective fire on deployable weapons needs to be solved somehow. This is a major, major problem.
I feel the game needs nametags but I also feel 100 players is such an important feature that it has to be there. Could the nametag issue be solved using a plugin?
New weapons feel great (loved the PKP that I lugged around for the majority of the match), although I'd like it if you had to take a few seconds to deploy the GPMGs rather than being able to insta-fire it from the hip.
Black Gold's current flag layout with the dozen or so flags in the northern city just doesn't work IMO. It bogs the gameplay down too much in a single location.
ACOG scopes need some sort of BUIS option.
Loved everything else - machinegunner kit is awesome!
"I Want To Spend The Rest Of My Life With You Tonight."
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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: [Official] General Feedback
I come back with experience on how my slow tactics worked; Pretty damn good. Sure we had 4 kills and 3 deaths or so, but we were in positions where it was beneficial to the team, the score confirmed that, if it can be a measure (Only one FOB built by us).
I was intentionally deploying a LMG and GPMG and stuck to my squads role; some kind of weapons element. We only intervened in one CQB situation and got caught in CQB when we didnt expect, the rest was either covering open areas and streets, holding ground or providing supressivefire for others to move around the map.
The key is just positioning your squadmembers far enough that in the case of death, they can be revived without much hassle while still keeping the fire up. Needed to micromanage (especially the MGs) and issue orders, scouted every area we were going into and that was pretty much it.
I was intentionally deploying a LMG and GPMG and stuck to my squads role; some kind of weapons element. We only intervened in one CQB situation and got caught in CQB when we didnt expect, the rest was either covering open areas and streets, holding ground or providing supressivefire for others to move around the map.
The key is just positioning your squadmembers far enough that in the case of death, they can be revived without much hassle while still keeping the fire up. Needed to micromanage (especially the MGs) and issue orders, scouted every area we were going into and that was pretty much it.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: [Official] General Feedback
The bouncing challenger bug is still present
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ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: [Official] General Feedback
Few things that really annoy me in the 1.0
1. New voiceovers for brits and americans are absolutely ridiculous. I just can't get how they have been put into the game. Most of the voices are good but the american and british voiceovers that were redone are just absolutely horrible. Please do something about them, atleast give us the posibility to use the ones that were present in 0.98.
2. Blufor weapons are clearly better than any of opfor weapons. New M4/M16 burst is just insane and don't even let me get started on the L85. Both of those guns have literally no recoil to speak of at all and you can just full auto enemies 100m away. Then when you try to shoot someone with an AK you will be looking at the sky after first shot. Even when using the AK-74M that's supposed to have 5.45mm rounds. Same thing with chinese rifles, those things are nothing compared to US/Brit weapons. Even tho NATO forces are cool and all the weapons should be somewhat balanced in the game so that one of the teams just don't get an autowin instantly because they can just run to flags with full auto and take it.
1. New voiceovers for brits and americans are absolutely ridiculous. I just can't get how they have been put into the game. Most of the voices are good but the american and british voiceovers that were redone are just absolutely horrible. Please do something about them, atleast give us the posibility to use the ones that were present in 0.98.
2. Blufor weapons are clearly better than any of opfor weapons. New M4/M16 burst is just insane and don't even let me get started on the L85. Both of those guns have literally no recoil to speak of at all and you can just full auto enemies 100m away. Then when you try to shoot someone with an AK you will be looking at the sky after first shot. Even when using the AK-74M that's supposed to have 5.45mm rounds. Same thing with chinese rifles, those things are nothing compared to US/Brit weapons. Even tho NATO forces are cool and all the weapons should be somewhat balanced in the game so that one of the teams just don't get an autowin instantly because they can just run to flags with full auto and take it.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: [Official] General Feedback
please, the AK-74 is insanely accuratema21212 wrote:I like the blufor gun deviation, cuz they have none.
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iowajohn
- Posts: 10
- Joined: 2009-12-03 03:03
Re: [Official] General Feedback
Disable ingame ALLCHAT please. This is a huge hit to the realism of this game, and it seems to be used more and more these days for useless banter. Back in the day I dont even remember it being an issue.



