Alpha Release - Feedback Thread

General discussion of the Project Reality WWII modification.
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StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: Alpha Release - Feedback Thread

Post by StevePl4y5 »

iSmall wrote:Where is bagpipe kit godamit!?
I know right!!!! I've been saying that for the longest time! Thank you!
Aijt
Posts: 17
Joined: 2014-12-28 18:19

Re: Alpha Release - Feedback Thread

Post by Aijt »

I love this, Can't wait for more.

Found a mistake with the level design. Theres a hole at WN70 below the corn fields while there's still corn above.
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I found that the German Sniper scope has a very low resolution. It confused me how to properly aim the gun to hit something.

You can still steer the landingcraft while holding CTRL (crouched).
Last edited by Aijt on 2014-12-28 18:26, edited 1 time in total.
Reason: typo
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Alpha Release - Feedback Thread

Post by camo »

There is a bagpiper kit with the mod but i couldn't find it in the gameplayobjects so i don't think it there. :(
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Arc_Shielder
Retired PR Developer
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Re: Alpha Release - Feedback Thread

Post by Arc_Shielder »

Aijt wrote:You can still steer the landingcraft while holding CTRL (crouched).
That was made on purpose so that drivers could take cover from incoming fire.

Thanks for your feedback!
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

The German sniper has issues, we know. We hope to get a better model in the future.
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=Romagnolo=
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Re: Alpha Release - Feedback Thread

Post by =Romagnolo= »

nothing about the FPS drops on the hill?
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[R-DEV]Rhino:"I in fact got kicked from a server for tking."
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(yes, it was about me)
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Rabbit
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Joined: 2006-12-17 15:14

Re: Alpha Release - Feedback Thread

Post by Rabbit »

IIRC you said you were lagging on the beach also when I saw you. Our house wreck statics are not horrible, but could be better optimized as they start to add up when used it groups. That is one possibility that was looked into but no one got around to cleaning it up yet with better lods.
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AfSoccer "I just don't see the natural talent."
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Ewokinarmor
Posts: 81
Joined: 2012-07-09 23:58

Re: Alpha Release - Feedback Thread

Post by Ewokinarmor »

Hey first of all, great work guys, that level was absolutely badass. However, I spy a bit of an issue with the overall design, and that would be that NOBODY goes to Dog Green sector (at least not in any games I have seen), which is a shame, because I took a look around in local mode and it looks like one of the most well developed parts of the level. Everyone goes to Charlie sector because it doesnt really have many defensible positions for the Germans, only that two story house. I think we either need a reason to go to Dog, or it would be wise to buff the defenses around Charlie (or maybe ticket bleed if the Germans still control Dog Green after a certain time?) to motivate players to make more thorough and realistic use of the map.
Rabbit
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Re: Alpha Release - Feedback Thread

Post by Rabbit »

I pulled back the control points more into the water, you wont be able to skirt around and cap it without being seen. I also lowered the terrain a bit more infront of the bunkers to give the players in them more chances to kill Americans.
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AfSoccer "I just don't see the natural talent."
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Ewokinarmor
Posts: 81
Joined: 2012-07-09 23:58

Re: Alpha Release - Feedback Thread

Post by Ewokinarmor »

[R-DEV]Rabbit wrote: I also lowered the terrain a bit more infront of the bunkers to give the players in them more chances to kill Americans.
On Charlie? Cool, but I think that "fighting against soldiers I can see and kill on Charlie" might still win out over "fight against bunkers, more barbed wire, PAKs, and machine gun emplacements on Dog Green" . Also, since the events are over, does that mean that PR:WWII is gonna get packed in to develop a bit more, and then released again? Thanks.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Alpha Release - Feedback Thread

Post by Rabbit »

There will be a few more things, changing the house that is there so it will be enterable and taller to make it quite a bit harder to clear out. Honestly, no matter what, there will always be a "weaker" spot in the defenses. And all of the beach flags are pulled back to the water, which means no matter where you go you will be open to MG fire if you want to capture them.
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AfSoccer "I just don't see the natural talent."
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Ratface
Retired PR Developer
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Re: Alpha Release - Feedback Thread

Post by Ratface »

Ewokinarmor wrote:On Charlie? Cool, but I think that "fighting against soldiers I can see and kill on Charlie" might still win out over "fight against bunkers, more barbed wire, PAKs, and machine gun emplacements on Dog Green" . Also, since the events are over, does that mean that PR:WWII is gonna get packed in to develop a bit more, and then released again? Thanks.
One thing we've been discussing too is the overall lack of the Germans using their mortars to full capacity. I believe there are 5 mortars spread around the map on the large layer, and if all are manned, they should easily be able to take out all the infantry landing in tight beach are around Charlie sector, with help from MGs and the Pak 36, which can look towards charlie sector enough to nail any boats skirting along the edge of the map.

Overall though I think the changes Rabbit has mentioned should help out a lot for the Germans to defend it a little more. If no more cannons are added, which I am guessing will be the case, you could always grab a few panzerfausts and lob some down from the bluffs! Don't have as much AOE, but still useful ;)
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: Alpha Release - Feedback Thread

Post by curahee150 »

I was playing today as Germans , and our squad decided to set up HMGS overlook the beach, however the DOD prevented the HMGS having a proper overlooking position on the beach as after 30 seconds of being in the HMG you would die to the DOD. Can you fix that, it would make deploying HMGS a lot easier.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Frontliner
PR:BF2 Contributor
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Re: Alpha Release - Feedback Thread

Post by Frontliner »

One of the things that I found very annoying is that you have to jump in order to enter the trenches, making you not only vulnerable to people overwatching the area, but you won't be able to hit anything inside the trench should you find it occupied.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

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Dude_Nukem
Posts: 131
Joined: 2010-07-25 19:20

Re: Alpha Release - Feedback Thread

Post by Dude_Nukem »

Great mod, can't say it enough. Great fun.

One thing I want to mention about the planks used as a bridge over the trench. Imo these should be solid so you can walk over it, instead of jumping. So you don't waste your stamina on it.

And stamina is scarce, while being in the trenches.
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Alpha Release - Feedback Thread

Post by fatalsushi83 »

The alpha was amazing. It feels like its own game, not just a mini-mod.

Feedback:
- Agree that Germans need one more logy.
- The DOD for the Germans could be extended just another 2-4 meters in some areas like the eastern side. Just enough so you can build MGs that can shoot at the beach but not enough so they can hide in the bushes or shoot the US as they come up the slope.
- The M1 carbine seems to have as much or even more recoil than the garand, defeating its purpose.
- The Thompson jumps around like crazy. Is it really this difficult to control?
- I really like how the kar kills in one shot. I think the garand should be this powerful as well. Balance issues aside, it fires a huge round and there is no body armor.
Jagira
Posts: 101
Joined: 2014-06-30 08:05

Re: Alpha Release - Feedback Thread

Post by Jagira »

Firstly, loved the map. Keep up the good work, and hopefully we'll get to peak at another one soon :D

Just a quick thing, (sorry if this was already mentioned):
The Americans are able to walk to the German's main without getting the DoD.
sweedensniiperr
Posts: 2784
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Re: Alpha Release - Feedback Thread

Post by sweedensniiperr »

fatalsushi83 wrote:I think the garand should be this powerful as well. Balance issues aside, it fires a huge round and there is no body armor.
Maybe not one-shot but two. One shot 30% hp left next shot dead. But then obviously make it harder to control compared to the carbine.

One thing that bothers me with the map design that hasn't been discussed is, where are all the craters? And before you say 'the allied bombing didn't hit the defenses at omaha so good' they should perhaps be more in land then? And what about the destroyed building near the beach? Artillery at these times weren't so good that they could hit one building and then the next and you know it.

TL :D R MORE CRATERS!
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Ron-Schultz
Posts: 118
Joined: 2009-05-18 17:18

Re: Alpha Release - Feedback Thread

Post by Ron-Schultz »

from a commander/SL point of view i have 2 points:
1. Flag layout on lrg: it is very hard/impossible to hold 3 flags while u have to atk the next one to move inlands. if you dont want to see the us inlands and focus on that beach/trenches fighting, then thats ok, but if you want to give them a chance to also get the little village, some changes have to be made. (maybe some flags not recapable, like in the old version)
2. Shermans: even with infantry-cover, the shermans are only usefull on the beach-assault. i thought, when a commander sends a sherman to a flag, then this flag should be very hard to be retaken by the enemy. atm they are the easiest enemy to be taken out. (they dont really suppoert the infantry)
they make very much demage but they only take 1 lat hit. (on a map with so many bushes thats definitely too low)
so make them taking more hits and/or lower the amount of panzerschreks on the german side. atm shermans are preatty useless (except for the beach assault, as i said - as a german they are a pain in the ***), they just look awesome.

Edit: And pls dont understand me wrong: these are just 2 small points that could maybe be tweaked but the rest of the map is nearly perfect. I have never seen a multiplayer-game, that gets omaha beach so spectacular, fucked up and impressive into the scene from which one all other singleplayer scripted games (i m not even talking from multiplayer shooters) could learn from it, how to do a proper ohama beach videogame-landing. (that sentence is a ltittle bit fucked up but i think u get it^^) :)
great job to all involved devs
Last edited by Ron-Schultz on 2014-12-29 13:40, edited 3 times in total.
Playing PR since .756
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Alpha Release - Feedback Thread

Post by Ratface »

fatalsushi83 wrote:The alpha was amazing. It feels like its own game, not just a mini-mod.

Feedback:
- Agree that Germans need one more logy.
- The DOD for the Germans could be extended just another 2-4 meters in some areas like the eastern side. Just enough so you can build MGs that can shoot at the beach but not enough so they can hide in the bushes or shoot the US as they come up the slope.
- The M1 carbine seems to have as much or even more recoil than the garand, defeating its purpose.
- The Thompson jumps around like crazy. Is it really this difficult to control?
- I really like how the kar kills in one shot. I think the garand should be this powerful as well. Balance issues aside, it fires a huge round and there is no body armor.
Yes, it is, I got to shoot one in Vegas along with an mp40 a few years back, the recoil in the Thompson is killer! Much more powerful than the mp40 in stopping power, but I really could only fire a few rounds at a time.

That being said that was the first time I shot an automatic before, but I still gotta say that gun has a real kick to it, I think it's about right in game compared to real life!
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