When we built them on the beach with Germans still in the defenses overlooking the beach we got good and wrecked. The only time it is effective to build there is after you take the bluffs.Darman1138 wrote:On the Normandy map, should the Americans be allowed to build a FOB on the beach? I'm rewatching old gameplay and it seems like a common strategy was to just build a FOB on the beach so you could instantly be back in the fight instead of the Americans having to attack in waves.
Would there be any way to block this strategy or are you guys ok with it staying like that?
Ask the (WW2-DEVS) a question ?
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Ask the (WW2-DEVS) a question ?
AfSoccer "I just don't see the natural talent."

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Ratface
- Retired PR Developer
- Posts: 962
- Joined: 2011-04-21 18:57
Re: Ask the (WW2-DEVS) a question ?
I'm sure there could be a way to block it in some way, but personally I think if the Americans are able to construct a FOB on the beach, it means that they have probably cleared out the artillery and German infantry covering the bluffs and that they've probably deserved it 
The way I kind of think about it (since we don't have any implemented/in the works yet) is that if the Americans have cleared a section of beach, the heavier ships are safe to come ashore and drop off more troops.
Now, obviously that's all conceptual since we don't have any good large Infantry drop-ships atm, but that's the way I see it. Besides, a few mortar rounds, Pak rounds, etc. can take out a fob pretty quick as long as the Germans keep up with supplies
On one of Philrow's videos (I think it was the 3rd or 4th round of the alpha?) we ran mortars and nailed 1 or 2 FOBs built up as soon as possible. That being said I also ran crates constantly for about 45 minutes ;P.
I think it all comes down to how well the Germans utilize what's given to them. You should be able to see any FOB built on the beach and neutralize it with mortars or cannons fairly quickly. We found that out fast, and it really did improve our performance on the German side.
The way I kind of think about it (since we don't have any implemented/in the works yet) is that if the Americans have cleared a section of beach, the heavier ships are safe to come ashore and drop off more troops.
Now, obviously that's all conceptual since we don't have any good large Infantry drop-ships atm, but that's the way I see it. Besides, a few mortar rounds, Pak rounds, etc. can take out a fob pretty quick as long as the Germans keep up with supplies
On one of Philrow's videos (I think it was the 3rd or 4th round of the alpha?) we ran mortars and nailed 1 or 2 FOBs built up as soon as possible. That being said I also ran crates constantly for about 45 minutes ;P.
I think it all comes down to how well the Germans utilize what's given to them. You should be able to see any FOB built on the beach and neutralize it with mortars or cannons fairly quickly. We found that out fast, and it really did improve our performance on the German side.
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Darman1138
- Posts: 569
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Re: Ask the (WW2-DEVS) a question ?
That makes sense. Thanks for the answers guys!
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CTRifle
- Retired PR Developer
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Ratface
- Retired PR Developer
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fatalsushi83
- Posts: 551
- Joined: 2013-12-03 07:49
Re: Ask the (WW2-DEVS) a question ?
That would be a flak 88 pointing at a residential area. Is that the one you've been working on, Ratface? And is it a coded message suggesting that the alpha will be out soon?
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Ratface
- Retired PR Developer
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- Joined: 2011-04-21 18:57
Re: Ask the (WW2-DEVS) a question ?
Yes, I've been working on the export, CT as been working on textures and that pic for fun, and Zwilling is working on coding in his free time 
No suggestion that alpha is out soon, just a fun little show off for now, probably more in the nearish future
No suggestion that alpha is out soon, just a fun little show off for now, probably more in the nearish future
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Marxmen
- Posts: 17
- Joined: 2014-07-31 04:21
Re: Ask the (WW2-DEVS) a question ?
I'd like to ask the devs a question if I may...
Obviously this would be a huge undertaking, but I imagine you must have thought about it at least once. Are there any plans to add more factions to PR:WW2? If you have thought about it or plan on implementing it, what factions would you want to add? Thanks!
Obviously this would be a huge undertaking, but I imagine you must have thought about it at least once. Are there any plans to add more factions to PR:WW2? If you have thought about it or plan on implementing it, what factions would you want to add? Thanks!
Did someone say fastropes?
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Ask the (WW2-DEVS) a question ?
Of course we thought about it
. But at the moment it's better to complete the existing factions rather than create new ones.
If we had all the time in the world and plenty of (human) resources, I'd love to add Russians and Brits. But it doesn't seem likely. It's all perfectly possible though, especially Russians, but requires a serious amount of effort. And right now we'd rather focus on what we already have.
I did hear once that people were interested in actually creating a Russian faction. If people are seriously up for that and have proper modding knowledge, then by all means get in touch
(with Arc).
If we had all the time in the world and plenty of (human) resources, I'd love to add Russians and Brits. But it doesn't seem likely. It's all perfectly possible though, especially Russians, but requires a serious amount of effort. And right now we'd rather focus on what we already have.
I did hear once that people were interested in actually creating a Russian faction. If people are seriously up for that and have proper modding knowledge, then by all means get in touch

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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Ask the (WW2-DEVS) a question ?
To the one(s?) who asked for the BAR to be updated, cause it looked like shit here's a little tease for you : Imgur
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Ask the (WW2-DEVS) a question ?
Naaah, you'll all feel so strong with this weapon in your hands.
It might even happen that you hit someone with it, can't be sure tho.
It might even happen that you hit someone with it, can't be sure tho.
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: Ask the (WW2-DEVS) a question ?
Naah.. Camo won't hit shit..
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Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: Ask the (WW2-DEVS) a question ?
BAR is mah waifu ever since MoH
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.
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Jagira
- Posts: 101
- Joined: 2014-06-30 08:05
Re: Ask the (WW2-DEVS) a question ?
Didn't want to make a post about this so ill put this here:
Views down the sights of historical military firearms - Album on Imgur
Nearly all the WW2 weapon ironsights IRL
Views down the sights of historical military firearms - Album on Imgur
Nearly all the WW2 weapon ironsights IRL
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CTRifle
- Retired PR Developer
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- Joined: 2011-01-03 14:57
Re: Ask the (WW2-DEVS) a question ?
oh sweet, ill takea lookJagira wrote:Didn't want to make a post about this so ill put this here:
Views down the sights of historical military firearms - Album on Imgur
Nearly all the WW2 weapon ironsights IRL


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LeMe
- Posts: 43
- Joined: 2013-10-24 09:58
Re: Ask the (WW2-DEVS) a question ?
So how is the project going?
Also a little question.
The PR WW 2 Mini mod will be in the game right?
Not like the beta we played in a different launcher.
Also a little question.
The PR WW 2 Mini mod will be in the game right?
Not like the beta we played in a different launcher.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: Ask the (WW2-DEVS) a question ?
Still in progress. There isn't really much that can be said at this point other than we might have enough for an update soon. Have in mind that the beginning of the summer is usually a terrible period to mod for most people. We will try and break that trend though.LeMe wrote:So how is the project going?
Also a little question.
The PR WW 2 Mini mod will be in the game right?
Not like the beta we played in a different launcher.
Our goal is to be integrated in core PR and we're taking all the necessary steps to do so in conformity to what the PR leading team think it's best. We're also aiming for a basic build with other stuff in progress to be released later on. The most important thing right now is to get the foundations right.
We might very well make a separate installer like we did for the alpha release just to test and correct the content before its integration. But it's too early to tell right now.

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Rezza
- Posts: 2309
- Joined: 2008-04-06 20:53
Re: Ask the (WW2-DEVS) a question ?
Are you taking inspirations from games like Combat Mission: Battle For Normandy or Call Of Duty World At War in regards to visuals , atmosphere and game design?

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Banzai Kitty
- Posts: 3
- Joined: 2015-06-02 23:20
Re: Ask the (WW2-DEVS) a question ?
I know this was already answered in the negative more or less, but I think some PTO themed maps would be amazing, seeing how awesome the vietnam maps are. This would be so much better than Rising Storm.
So if this is a big success, might it ever come to pass?!
So if this is a big success, might it ever come to pass?!




