[NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
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JackONeill
- Posts: 84
- Joined: 2011-06-01 10:24
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DonDOOM
- Posts: 819
- Joined: 2007-02-10 11:42
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Those team choices thoughCurry-Chicken wrote:
- EJOD Desert Retro (The classic) [GER vs. MEC]
- Steel Thunder Retro (Combined arms in the woodlands) [GER vs. RUS]
Looking forward to it.
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Honestly, as if the Ger vs Rus INF balance is anywhere close to MEC vs US -.-DonDOOM wrote:Those team choices though![]()
Looking forward to it.
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UAE FPSB9K58
- Posts: 9
- Joined: 2014-06-17 23:12
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Can we have a confirmation on this? Will the password be put on this thread, or will there be a password set? Because it doesn't show that there is a password right now.Jamaican wrote:will password be put on here?
I don't want to miss out on playing Zatar or Kufrah, the server will be packed!
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
There will be no password (confirmed by Devs) and 100 slots minus 6 reserved.
We planned on having less slots for better gameplay but apparently there is a bug in the linux server code that does not allow us to do so.
Due to popular demand the server is already online, have fun!
A big thanks to K4on for organizing all this, you are amazing! And sure all others involved like Curry (PR) and Rag3 (Poster).
We planned on having less slots for better gameplay but apparently there is a bug in the linux server code that does not allow us to do so.
Due to popular demand the server is already online, have fun!
A big thanks to K4on for organizing all this, you are amazing! And sure all others involved like Curry (PR) and Rag3 (Poster).

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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
I'm having random CTDs with the mappack.. I asked around and it doesn't seem to be so common.
In-game: Cobra-PR
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
100p is too much for most of the maps. Did not have any good games sadly.
Next time limit server to 60p.
Next time limit server to 60p.
Last edited by Spook on 2014-07-06 20:40, edited 2 times in total.
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Well, I had fun. Nice to revisit some of these classic.
And <3 TOW HMMWV
And <3 TOW HMMWV

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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
I had quite some fun, although Steel Thunder was more of a meatgrinder than anything else. Qwai River retro was huge fun, and a sunset alt layer with the USMC, assets, and flags (excluding Mine, which is gone foreverurz111!!1!11) of this would be amazing! EJOD was also fun derping around in the BMP-2!
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L4gi
- Posts: 2101
- Joined: 2008-09-19 21:41
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Felt like we were back in the good ol' days! Was awesome to have you gunning. No homo.Zrix wrote:And <3 TOW HMMWV
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>para<
- Posts: 765
- Joined: 2008-07-04 18:15
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Thanks for all who put these maps, but ~94 players are too much from these kind of maps. the second one are the mortars, on little layout mortars are not appeal to many people. bmp 2 and mtlb 30mm on EJOD fit perfect.
today i go 7 years back, I'm really grateful.
Retro pack - retro skills (none)
today i go 7 years back, I'm really grateful.
Retro pack - retro skills (none)
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Great fun until the *constant* mortar spam started. My guess is that the mortars were left in the smaller maps unintentionally, but what do I know.
Personally I had little trouble with them because I rarely happened to be in the receiving end, until a lot of my teammates started complaining and rage quitting because of it even when our team was winning the round, which of course then effected me as well. There's a reason why mortars were removed from 1km maps, and most of the maps played today were in effect much smaller, at least the area where all the fighting happens.
Yes, of course you can build mortars yourself and start playing cat and mouse with the enemy mortars, or both can just target infantry if they can't find each others. Using mortars is not unfair or unbalanced because both teams can use them as they please - the issue is that it makes infantry combat worse than Strike at Karkand in vBF2, when all the action is focused on such a small area as in EJOD, Songhua. It's not an issue on more open maps such as Kufrah, Qwai etc.
Admin response happened at some point but the damage was already done. It really left a bad taste in what would have been otherwise a very enjoyable evening.
Personally I had little trouble with them because I rarely happened to be in the receiving end, until a lot of my teammates started complaining and rage quitting because of it even when our team was winning the round, which of course then effected me as well. There's a reason why mortars were removed from 1km maps, and most of the maps played today were in effect much smaller, at least the area where all the fighting happens.
Yes, of course you can build mortars yourself and start playing cat and mouse with the enemy mortars, or both can just target infantry if they can't find each others. Using mortars is not unfair or unbalanced because both teams can use them as they please - the issue is that it makes infantry combat worse than Strike at Karkand in vBF2, when all the action is focused on such a small area as in EJOD, Songhua. It's not an issue on more open maps such as Kufrah, Qwai etc.
Admin response happened at some point but the damage was already done. It really left a bad taste in what would have been otherwise a very enjoyable evening.
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Thanks for the feedback, keep it coming.
As for slot count, that was definitely not planned:
As for slot count, that was definitely not planned:
BloodyDeed wrote: We planned on having less slots for better gameplay but apparently there is a bug in the linux server code that does not allow us to do so.

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>para<
- Posts: 765
- Joined: 2008-07-04 18:15
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
at Songhua the outpost was not-to-go-there, the mortars just spreading the little island, for the maps wich can run it with 4 full sprint was inappropriate, eveny so some times we have to be gentleman, its some kind on morality to not use mortars in small maps even if you have assets to do so. And in the end of the maps over mumble : im so fly look at me 12-20-30 kills im so cool.splatters wrote:Great fun until the *constant* mortar spam started. My guess is that the mortars were left in the smaller maps unintentionally, but what do I know.
Personally I had little trouble with them because I rarely happened to be in the receiving end, until a lot of my teammates started complaining and rage quitting because of it even when our team was winning the round, which of course then effected me as well. There's a reason why mortars were removed from 1km maps, and most of the maps played today were in effect much smaller, at least the area where all the fighting happens.
Yes, of course you can build mortars yourself and start playing cat and mouse with the enemy mortars, or both can just target infantry if they can't find each others. Using mortars is not unfair or unbalanced because both teams can use them as they please - the issue is that it makes infantry combat worse than Strike at Karkand in vBF2, when all the action is focused on such a small area as in EJOD, Songhua. It's not an issue on more open maps such as Kufrah, Qwai etc.
Admin response happened at some point but the damage was already done. It really left a bad taste in what would have been otherwise a very enjoyable evening.
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Nugiman
- Posts: 358
- Joined: 2008-06-25 11:42
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Only had the chance to play 3 rounds (shongua, ejod, steel thunder) and I liked seeing this old maps. So much nostalgia.
But I noticed that the old and much smaller maps don't fit into today's PR. In my memories Ejod was a huge desert map. Now, knowing Kashan, Khami and Burning Sands it seemed like a small skirmish map. Too many players for smaller maps.
Also many players tended to split off from the squad more often because of the map size. In times without mumble the smaller maps helped teamworking; it was more easy to stay together. But yesterday it seemed everyone just running off and doing his own thing, because there was action on every corner.
For me, yesterday spoiled my memories of the 'good old' days a bit. Its like you play an old game you loved in your childhood nowadays and just notice that its not the same anymore.
I can say that I'm happy how PR is nowadays!
But I noticed that the old and much smaller maps don't fit into today's PR. In my memories Ejod was a huge desert map. Now, knowing Kashan, Khami and Burning Sands it seemed like a small skirmish map. Too many players for smaller maps.
Also many players tended to split off from the squad more often because of the map size. In times without mumble the smaller maps helped teamworking; it was more easy to stay together. But yesterday it seemed everyone just running off and doing his own thing, because there was action on every corner.
For me, yesterday spoiled my memories of the 'good old' days a bit. Its like you play an old game you loved in your childhood nowadays and just notice that its not the same anymore.
I can say that I'm happy how PR is nowadays!
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
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Murkey
- Posts: 529
- Joined: 2010-02-16 19:33
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
^ I agree with Nugiman.
I recorded 2 full rounds, the first Ejod (after restart) and the first Quai (Then my HDD was stuffed to the gunnel).
I'll upload them tomorrow on my works internet. Until then, here is a taste of the drama to come:
Thanks K4on! Cheers, Murkey.
I recorded 2 full rounds, the first Ejod (after restart) and the first Quai (Then my HDD was stuffed to the gunnel).
I'll upload them tomorrow on my works internet. Until then, here is a taste of the drama to come:
Thanks K4on! Cheers, Murkey.
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
Too bad I missed the event!
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Murkey
- Posts: 529
- Joined: 2010-02-16 19:33
Re: [NEW] & [3dAC] Retro Teamwork Night - 06.07.2014 - 16:00PRT
^Thanks Hunter.
Here are a couple of full rounds. The first Ejod (after restart) and the first Qwai. Inf action in both:
Cheers, Murkey.
Here are a couple of full rounds. The first Ejod (after restart) and the first Qwai. Inf action in both:








