UAV unrealistic & bad for gameplay?

Post your feedback on the current Project Reality release (including SinglePlayer).
splatters
Posts: 529
Joined: 2010-01-19 08:02

UAV unrealistic & bad for gameplay?

Post by splatters »

UAV is unrealistic, overpowered and not good for gameplay. There is no counter measure against UAV since it cannot be shot down by anything. Before you say that it's "realistic" consider this: in actual large scale warfare between two conventional forces, UAVs, satellites whatever can and will be shot down and all comms will be disrupted by means of EW, so having an eye in the sky 24/7 is more than unlikely.

UAV does not fit in PR, it breaks the game and causes incredible frustration when the enemy bombs/mortars your assets with pinpoint accuracy behind lines. Getting spotted by infantry or recon choppers is all fair and square because you can actually do something about them.

The essence of PR is in the teamwork and coordination between squads and assets, i.e. combined arms. One UAV operator and a CAS pilot isn't that and only dismisses the rest of the team. Commander is supposed to command the battle, not be the UAV-arty-***** that he usually is these days, having no commander is better than having a commander who doesn't lead is better because then some SL can step up and start organizing without stepping on the toes of the commander.

Why was it introduced in the first place? It's just a gimmick
Last edited by K4on on 2013-12-04 10:32, edited 1 time in total.
GlaDi
Posts: 224
Joined: 2013-06-16 00:03

Re: UAV unrealistic & bad for gameplay

Post by GlaDi »

PPL STAPH CRYING!!!
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: UAV unrealistic & bad for gameplay

Post by SGT.Ice »

Seems you have a problem with the UAV being used in the way a UAV is meant to be used. For intelligence gathering.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: UAV unrealistic & bad for gameplay

Post by Psyrus »

As K4On mentioned in another thread, tweaks are incoming to the UAV.

I personally feel it's a little OP now, especially on 1km maps, but it is a good incentive for someone to ease into the commander position, and change the gameplay significantly while they're the 'eye in the sky'.

Commanders were a serious rarity in 0.91-0.96, so it's nice to see the seat being filled more often these days.
Inspektura43
Posts: 415
Joined: 2012-06-23 16:00

Re: UAV unrealistic & bad for gameplay

Post by Inspektura43 »

I agree, bring back old UAV
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sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: UAV unrealistic & bad for gameplay

Post by sirfstar »

'[R-CON wrote:Commanders were a serious rarity in 0.91-0.96, so it's nice to see the seat being filled more often these days.
Geez, i'm tired of that stupid argument. So what? Why do we need a commander who does nothing but ghosting in the first place? What is actually "nice to see"? We needed CO back then when we had only VOIP so he could actually lead and be the gateway between SLs, now we have mumble and, read carefully: we need a CO who is ACTUALLY leading or we don't need him AT ALL. Fuck UAV and fuck those commander I see in 1.0
Last edited by sirfstar on 2013-11-30 10:17, edited 1 time in total.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: UAV unrealistic & bad for gameplay

Post by Hulabi »

SGT.Ice wrote:Seems you have a problem with the UAV being used in the way a UAV is meant to be used. For intelligence gathering.
What he's saying is that the UAV doesn't have a counter. It can't be shot down or countered any other way for that matter.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: UAV unrealistic & bad for gameplay

Post by Psyrus »

sirfstar wrote:Geez, i'm tired of that stupid argument. So what? Why do we need a commander who does nothing but ghosting in the first place? What is actually "nice to see"? We needed CO back then when we had only VOIP so he could actually lead and be the gateway between SLs, now we have mumble and, read carefully: we need a CO who is ACTUALLY leading or we don't need him AT ALL. Fuck UAV and fuck those commander I see in 1.0
I'm sorry you are so inconsiderate and rude as to call my benign assertion a "stupid argument". The UAV is a gateway, lowering the barrier to entry to newer commanders. We have a plethora of players who have been playing for less than a year and do not feel well equipped to lead squads let alone teams, however as they can relay intel they can get a feel for the position and slowly gain confidence to politely suggest tactical moves based on their UAV-garnered-knowledge, further moving forth to creating more coherent team-based plans and finally becoming this 'confidently leading'.

Not everyone can instantly be a superstar like you, sirfstar. :roll:
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: UAV unrealistic & bad for gameplay

Post by Frontliner »

[R-CON]Psyrus wrote:The UAV is a gateway, lowering the barrier to entry to newer commanders. We have a plethora of players who have been playing for less than a year and do not feel well equipped to lead squads let alone teams, however as they can relay intel they can get a feel for the position and slowly gain confidence to politely suggest tactical moves based on their UAV-garnered-knowledge, further moving forth to creating more coherent team-based plans and finally becoming this 'confidently leading'.

Not everyone can instantly be a superstar like you, sirfstar. :roll:
So in a nutshell:
Noob Commander+1.0 UAV=yo dat's cool, giving intel and shit, ima play commander 24/7 nao/jk
Experienced Commander+1.0 UAV= ?(I assume nobody thought about this combination or either we wouldn't have the UAV in it's current form)

Is there really nobody in the Dev team who had legitimate concerns of how broken the CAS+current UAV could potentially be?
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: UAV unrealistic & bad for gameplay

Post by ChallengerCC »

We swapped the normal UAV on our [QRF] server, with the militia one. So no lase!
If you wanna play with your APC, Tanks without having fear to get blowen up all the time.

Join Sunday 18:30 PRT [QRF] Combined Arms Hardcore server (Password: hc)
Its our weekly gaming day. Everybody is invited to join us.

cu you on the battlefield soldier
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: UAV unrealistic & bad for gameplay

Post by Psyrus »

Frontliner wrote:So in a nutshell:
Noob Commander+1.0 UAV=yo dat's cool, giving intel and shit, ima play commander 24/7 nao/jk
Experienced Commander+1.0 UAV= ?(I assume nobody thought about this combination or either we wouldn't have the UAV in it's current form)

Is there really nobody in the Dev team who had legitimate concerns of how broken the CAS+current UAV could potentially be?
I can't speak for the dev team since I'm not a dev, but if you took the time to read the thread, I already pointed out that issues with the UAV have been identified and K4ON has publicly stated there will be tweaks to the UAV in the future.

Also please be mindful of your tone, I didn't have anything to do with the UAV implementation, but I can see how someone who did put time into it may take slight to how you phrase your 'feedback'.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: UAV unrealistic & bad for gameplay

Post by matty1053 »

I don't see anything bad about the UAV now a days. I wish that you can destroy/counter it though.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: UAV unrealistic & bad for gameplay

Post by Bluedrake42 »

OMFG I keep suggesting this, it would fix everything.
Make the UAV station a FOB deployable emplacement
The UAV itself can only be deployed within a set range of the UAV station emplacement
And if the station gets destroyed the UAV goes down

How does this not solve everyone's problems!?!?!?
Rudd
Retired PR Developer
Posts: 21225
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Re: UAV unrealistic & bad for gameplay

Post by Rudd »

Bluedrake42 wrote:OMFG I keep suggesting this, it would fix everything.
Make the UAV station a FOB deployable emplacement
The UAV itself can only be deployed within a set range of the UAV station emplacement
And if the station gets destroyed the UAV goes down

How does this not solve everyone's problems!?!?!?
I guess we could add an enterable point on the FOB at the radio, commander can enter that and the rest is as you say; avoids having to make a new deployable with the associated code etc. I like this tbh
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Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: UAV unrealistic & bad for gameplay

Post by Kovanaama »

matty1053 wrote:I don't see anything bad about the UAV now a days. I wish that you can destroy/counter it though.
Bingo. Commander have to balance with 3 things. Searching & lasing targets for CAS, marking enemy on the map and communicate and coordinate with squadleaders of the team.

Moral boost is also great when commander is on the battlefield by your side and planning battleplans with 3 SL. When i am commander, i join in the battlefield to see what the situation is over there. Just for fun of it. :D Nothing give more boost than commander showing up and yelling "GET YOUR BALLS OF THE GROUND BOYS! AREA ATTACK IS ON THE WAY AND WHEN IT HITS, WE RUN OVER THERE AND KILL EVERY SONOFABITCH WE FIND AND TAKE THAT OBJECTIVE! IS THAT CLEAR?!" :D

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: UAV unrealistic & bad for gameplay

Post by splatters »

SGT.Ice wrote:Seems you have a problem with the UAV being used in the way a UAV is meant to be used. For intelligence gathering.
No. You completely missed the point.
The problem is that there are no counter measures to the UAV and the range is unlimited.
ChallengerCC wrote:We swapped the normal UAV on our [QRF] server, with the militia one. So no lase!
If you wanna play with your APC, Tanks without having fear to get blowen up all the time.

Join Sunday 18:30 PRT [QRF] Combined Arms Hardcore server (Password: hc)
Its our weekly gaming day. Everybody is invited to join us.

cu you on the battlefield soldier
That is very good to hear, it's a big step in the right direction, like most of your gameplay tweaks so far. :thumbsup: I'll try to be there.
Bluedrake42 wrote:OMFG I keep suggesting this, it would fix everything.
Make the UAV station a FOB deployable emplacement
The UAV itself can only be deployed within a set range of the UAV station emplacement
And if the station gets destroyed the UAV goes down

How does this not solve everyone's problems!?!?!?
That is a damn good suggestion! Personally I'd rather have the UAV removed completely or at least be able to get shot down, but this would be a good middle ground if the range of the UAV is not much more than what you can see from the FOB.
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: UAV unrealistic & bad for gameplay

Post by Takeda »

Just take out Lazes from UAV, and give it "abillity" to set markers ( Tank, nme APC, TOW, AA and other markers) from "2" view. It wont be up, but still will be able to give very useful info about nme (ofc, it will request more teamwork than simply lazes)
Lazing is too OP if Commander and CAS are from one clan.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: UAV unrealistic & bad for gameplay

Post by Murphy »

I foresee armor crews racking up loads of unopposed kills. The vast majority of the time a smart tank/apc/ifv crew fighting infantry will remain at standoff range, effectively nullifying the AT threat (guided HATs are often a different case) which leaves CAS as the best alternative. Without the ability to set a laser on target the infantry SL is left with CAS having to make multiple passes to ID the enemy and friendlies, which is relatively ineffective as tanks tend to move when jets/choppers are near.

I would like to see a cool down timer on the UAV so the Commander can lase a target once every minute or so, thus allowing CAS to have a better idea as to what is going on below but removing the OPness of constant lasers. If the Commander tries to lase a moving vehicle he will almost always miss the first attempt, this will go a long way to keep ground targets alive and able to find cover.
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Eddie Baker
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Joined: 2004-07-26 12:00

Re: UAV unrealistic & bad for gameplay

Post by Eddie Baker »

Bring back VBF2 trailer model for UAV GCS? No thanks.

If this is supposed to be a small to medium TUAV with a trainable electro-optic turret along the lines of Scan Eagle or Shadow 200, just remove the lase, since most of them probably don't have that capability (Shadow does have it but it's a recent development and probably not on all systems). And if it's given to one conventional faction and not another based on the real-life capabilities of their respective systems, various little ******* are going to mewl about balance, even if the factions without a lase-capable UAV have their own "OP" asset. :roll:
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: UAV unrealistic & bad for gameplay

Post by Gracler »

Murphy wrote:I foresee armor crews racking up loads of unopposed kills.
Armor should rule open ground, and if they are racking up kills in forests or urban areas then the infantry is doing a shitty job of hide and seek. "Is the armor still there? let me stand up and look so I can get my head blown off :D " this happens way too often because people can't control there curiosity.

There is no need for the UAV to be able to lase unless if it gets the remake that Bluedrake is suggesting, so that it takes a little effort to get it up in the air, and it can be countered.

I believe it is pretty much confirmed that they will remove the uav ability to lase in the next patch though so that fixes a lot of the problems.
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