Commander feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Commander feedback

Post by MADsqirrel »

I played a round on Ramiel today as US commander for the first time in the beta.

The UAV feels really smooth now, the fast change of position and the unlimited flying time make it a lot easier and effective to use, making it way more fun to play as commander.
I also noticed that theres no more stuff disapearing now when your watching with your UAV.
Didnt saw any other changes for the commander except for the new arty explosions :mrgreen:

But I noticed when I try to lase with the UAV, I have to lase with the second, or third level of zoom. On the first level the lase always vanishes for me.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Commander feedback

Post by Pvt.LHeureux »

Oh shit, I think I'll have to play CO more often now :D
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Commander feedback

Post by 40mmrain »

what's the arty time? Is it still 40 minutes or was it reduced?
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: Commander feedback

Post by MADsqirrel »

40mmrain wrote:what's the arty time? Is it still 40 minutes or was it reduced?
I think its still 40 min but I am not sure on that.
I forgot to mention that for some reason I got the red flashing when you get hurt sometimes and also sometimes a repair symbol with repairing sounds. No idea why.
Last edited by MADsqirrel on 2013-07-03 23:14, edited 1 time in total.
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Commander feedback

Post by Gracler »

I also tested the commander UAV... it works much better and "natural" than before.

takes like 3 seconds to "redeploy"

I wouldn't mind if it would still have to spend maybe 10 min to refuel once in a while though if not for realism then to give the ARF some "sneaking" around room to ambush Vehicles and such to give it more balance.

An effective Commander with an effective AAV squad would be impossible to counter.


I'm still missing more marker options for the commander though.... like enemy emplacements and snipers etc. Not sure if there is a limitation on markers or why its left out?

and last I would like if the "marker" cool-down bar would be 30 sec instead of 60 sec. When a lot of reports are rolling in it takes forever to mark them on the map, and you rarely want to waste 60 seconds on erasing old markers from a tiny area.
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

The new UAV is pretty awesome. I love how it actually circles compared to before. It also feels like it is much smoother. Lazes seem to also work better.

My only problem is that when I go from x3 zoom to x1 zoom it lags every time. Not sure why.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Commander feedback

Post by Psyrus »

Steeps wrote:My only problem is that when I go from x3 zoom to x1 zoom it lags every time. Not sure why.
I think the lag is because when you jump from really zoomed in to zoomed out, your computer then has to start rendering a whole lot more statics once again, and this creates a small (0.25-0.5 second) bottleneck. After it's loaded the stuff into RAM/VRAM, it's then smooth again.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Commander feedback

Post by AFsoccer »

JDAMs have been removed completely.
Area attacks (Arty and mortars) are now 30 minutes apart.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Commander feedback

Post by viirusiiseli »

The commander right now is GREAT. The UAV really encourages commanding again. I like the fact that when you have a commander you have a clear advantage versus the enemy team without one. Providing intel works much better and more incentive for teamwork.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Commander feedback

Post by TeRR0R »

Gracler wrote: and last I would like if the "marker" cool-down bar would be 30 sec instead of 60 sec. When a lot of reports are rolling in it takes forever to mark them on the map, and you rarely want to waste 60 seconds on erasing old markers from a tiny area.

Definitely THIS!
The delay should be reduced considerably.
Lovvi
Posts: 27
Joined: 2012-03-17 13:57

Re: Commander feedback

Post by Lovvi »

[R-CON]Psyrus wrote:I think the lag is because when you jump from really zoomed in to zoomed out, your computer then has to start rendering a whole lot more statics once again, and this creates a small (0.25-0.5 second) bottleneck. After it's loaded the stuff into RAM/VRAM, it's then smooth again.
Just to say this, it happens to every sight (acog, tanks, apc's that have zoom). Doesn't freeze like so in 0.98.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Commander feedback

Post by BloodyDeed »

Gracler wrote: and last I would like if the "marker" cool-down bar would be 30 sec instead of 60 sec. When a lot of reports are rolling in it takes forever to mark them on the map, and you rarely want to waste 60 seconds on erasing old markers from a tiny area.
That's a technical reason. We use the BF2 vehicle drop (or was it supply drop, can't remember) for the marker system.
With the 1.5 patch Dice hardcoded that to 60sec cooldown cause they wanted to prevent some hacks from spamming vehicles and crashing the server.
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Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Commander feedback

Post by Gracler »

[R-DEV]BloodyDeed wrote:That's a technical reason. We use the BF2 vehicle drop (or was it supply drop, can't remember) for the marker system.
With the 1.5 patch Dice hardcoded that to 60sec cooldown cause they wanted to prevent some hacks from spamming vehicles and crashing the server.
What a shame :( but if it prevents hacks It really good though.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Commander feedback

Post by 40mmrain »

Commander arty time reduced, and cache count being reduced means just about every cache can be pummeled by artillery. ARtillery was a legitimate strategic weapon to try and win a close game on the last cache, or soften up the hardest caches, not just bombard fucking everything. It's a huge advantage for BLUFOR that they dont really need
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Commander feedback

Post by Gracler »

40mmrain wrote:Commander arty time reduced, and cache count being reduced means just about every cache can be pummeled by artillery. ARtillery was a legitimate strategic weapon to try and win a close game on the last cache, or soften up the hardest caches, not just bombard fucking everything. It's a huge advantage for BLUFOR that they dont really need
Agree. On ramiel insurgency the artillery can be quite devastating when insurgents are cramped into a tiny area trying to defend.

In earlier updates ARF had artillery to shoot back at the US on the AAS version but it had to be taken away because of balance issues.... I think it was more a flag layout issue not firepower. as far as i know artillery was never used in Mogadishu because of all the civilians, so being able to throw it in every 30 min is a bit COD'ish.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Commander feedback

Post by Tartantyco »

The only thing that can really make the CO relevant is authority provided through server rules. The CO must be able to get SLs and SMs removed from their positions and the server if they are not cooperative. It doesn't matter how many cool toys the CO has, if he doesn't have authority he's just going to be ignored.
Make Norway OPFOR! NAO!
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander feedback

Post by PLODDITHANLEY »

I was just Russian CO on black gold great fun with no UAV downtime no lazes is a shame but too OP I guess.

Just using squads markers as very little comms but hey do what you can with what you've got.

Didn't notice lag very nice that assets don't seem to disappear anymore.

As frustrating as ever in the sense that there is always one or two squads doing something silly and hardly anyone ever communicates even a R CON tonight.
Last edited by PLODDITHANLEY on 2013-07-08 05:24, edited 1 time in total.
ComedyInK
Posts: 225
Joined: 2011-03-16 16:33

Re: Commander feedback

Post by ComedyInK »

[R-DEV]BloodyDeed wrote:That's a technical reason. We use the BF2 vehicle drop (or was it supply drop, can't remember) for the marker system.
With the 1.5 patch Dice hardcoded that to 60sec cooldown cause they wanted to prevent some hacks from spamming vehicles and crashing the server.
Then how are the Squad Leader markers done? Or is it still on a 60 sec cool down, I've never noticed this before.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Commander feedback

Post by PLODDITHANLEY »

He's talking about the CO marker system, the SL markers work differently then just clicking on the map from the vanilla vehicle drop system.
Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: Commander feedback

Post by Adalaxy »

Tartantyco wrote:The only thing that can really make the CO relevant is authority.....It doesn't matter how many cool toys the CO has, if he doesn't have authority he's just going to be ignored.
+9000

said this before saying it here. CO needs authority. Sun Tzu makes a point of it. There's already a commend and rebuke squad button make them do something, add rules so its not abused... Add limited but impacting amount of points for good or reduce respawn time and Viceversa for bad.
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