Praise for 1.3 changes and additions
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fatalsushi83
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Praise for 1.3 changes and additions
I wanted to make a separate thread for this since most are a bit on the negative side. I think we need a positive thread as well.
Some devs played down 1.3 as a "bug fix" patch that will act as a foundation for future releases but I think all of the small changes and additions have contributed hugely to better gameplay and balance. (And of course making PR a stand-alone game is nothing less than a milestone.)
One or two players can longer dominate the map and win the round with a CAS chopper and neither can a mortar team relying on the commander's UAV. The AKM has provided many factions with a default weapon that feels both powerful and controllable, making up for the frustration of having to fight without scopes, while roadblocks have increased strategic possibilities for redfor squad leaders. With increased sighted-in speed, CQB feels much more natural, and the smoke grenades are just so much more useful.
There are many other improvements I could mention but to sum it up, PR now feels much more balanced (less frustration, more fun) and polished, especially for infantry players, who make up the bulk of the game. Thank you for listening to the community and for all of these excellent changes.
Some devs played down 1.3 as a "bug fix" patch that will act as a foundation for future releases but I think all of the small changes and additions have contributed hugely to better gameplay and balance. (And of course making PR a stand-alone game is nothing less than a milestone.)
One or two players can longer dominate the map and win the round with a CAS chopper and neither can a mortar team relying on the commander's UAV. The AKM has provided many factions with a default weapon that feels both powerful and controllable, making up for the frustration of having to fight without scopes, while roadblocks have increased strategic possibilities for redfor squad leaders. With increased sighted-in speed, CQB feels much more natural, and the smoke grenades are just so much more useful.
There are many other improvements I could mention but to sum it up, PR now feels much more balanced (less frustration, more fun) and polished, especially for infantry players, who make up the bulk of the game. Thank you for listening to the community and for all of these excellent changes.
Last edited by fatalsushi83 on 2015-06-09 09:19, edited 2 times in total.
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camo
- PR:BF2 Developer
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Rhino
- Retired PR Developer
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ComradeHX
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Re: Praise for 1.3 changes and additions
I don't think anyone thinks 1.3 was a bad patch(can't say the same about 1.2, which forced people to go out of their way to abuse civi mechanics among other things).
It is precisely because 1.3 is such a step in the correct direction for many thing that we feel that it could have been even better.
AKM addition and AK-74 recoil reduction is great, however:
Taliban should have gotten AKM/AKMS.
Militia should have replaced AK-"47" with AKM instead of AK-74.
AK-74 should have had less side-to-side recoil(upward recoil is good enough now, but it jumps side-to-side which is the biggest problem).
Increased movement speed while aiming == good.
But scoped weapon(whether using BUIS or not) movespeed while crouched feels like it's a lot slower, not sure if it's supposed to be for balance?
Civilians in Insurgency was made decent now; but it only takes 50(!?) intel to find the cache, which leads to civis being next to useless unless killed in great numbers/frequency while risk of being arrested does not decrease at all.
APCs with thermals have become much more effective and, in certain situations, overpowered. I don't think that has been balanced on many maps(Kokan, for a very common and obvious example).
This, combined with the fact that certain "fix" to certain problem made mines and VOIEDs disappear with the kit used to place it, made Insurgency(especially for Taliban, who only benefited very little from AK-74 recoil reduction) heavily reliant on BluFor having mostly new players who have no idea what they are doing/should be doing.
HE-Frag is great and realistic to have on tanks, but it kills your own crew when fired at targets too close(as in around 10m).
AA firing in straight line again is kind of redundant; if chopper flies so close I could easily shoot it without locking, I could shoot it down with RPG instead(for extra damage). Not sure how I'm supposed to feel about being able to snipe infantry with AA.
Netherlands(with fullauto m16 things that are still op on fullauto because previous round's recoil animation gets cutoff by the next round, resulting in negligible recoil; possibly fixable by using a smaller, but sharper/faster recoil animation?) added to Dovre but Repair station was German and Russian camo got broken.
And militia on hades peak vs. jets.
Seems like every three steps forward, there is always one step back.
Only thing I can't really find a problem with is the Roadblocks; they were great(except for the fact that 10m one has full hitbox even when unbuilt and the fact that idiots trying to drop them directly on top of cache tends to teamkill the cache WITHOUT punishment).
It is precisely because 1.3 is such a step in the correct direction for many thing that we feel that it could have been even better.
AKM addition and AK-74 recoil reduction is great, however:
Taliban should have gotten AKM/AKMS.
Militia should have replaced AK-"47" with AKM instead of AK-74.
AK-74 should have had less side-to-side recoil(upward recoil is good enough now, but it jumps side-to-side which is the biggest problem).
Increased movement speed while aiming == good.
But scoped weapon(whether using BUIS or not) movespeed while crouched feels like it's a lot slower, not sure if it's supposed to be for balance?
Civilians in Insurgency was made decent now; but it only takes 50(!?) intel to find the cache, which leads to civis being next to useless unless killed in great numbers/frequency while risk of being arrested does not decrease at all.
APCs with thermals have become much more effective and, in certain situations, overpowered. I don't think that has been balanced on many maps(Kokan, for a very common and obvious example).
This, combined with the fact that certain "fix" to certain problem made mines and VOIEDs disappear with the kit used to place it, made Insurgency(especially for Taliban, who only benefited very little from AK-74 recoil reduction) heavily reliant on BluFor having mostly new players who have no idea what they are doing/should be doing.
HE-Frag is great and realistic to have on tanks, but it kills your own crew when fired at targets too close(as in around 10m).
AA firing in straight line again is kind of redundant; if chopper flies so close I could easily shoot it without locking, I could shoot it down with RPG instead(for extra damage). Not sure how I'm supposed to feel about being able to snipe infantry with AA.
Netherlands(with fullauto m16 things that are still op on fullauto because previous round's recoil animation gets cutoff by the next round, resulting in negligible recoil; possibly fixable by using a smaller, but sharper/faster recoil animation?) added to Dovre but Repair station was German and Russian camo got broken.
And militia on hades peak vs. jets.
Seems like every three steps forward, there is always one step back.
Only thing I can't really find a problem with is the Roadblocks; they were great(except for the fact that 10m one has full hitbox even when unbuilt and the fact that idiots trying to drop them directly on top of cache tends to teamkill the cache WITHOUT punishment).
Last edited by ComradeHX on 2015-06-09 09:02, edited 15 times in total.
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Rhino
- Retired PR Developer
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Re: Praise for 1.3 changes and additions
We don't work sober ok!ComradeHX wrote:Seems like every three steps forward, there is always one step back.
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ComradeHX
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Re: Praise for 1.3 changes and additions
I'm more willing to pin that on the testers.[R-DEV]Rhino wrote:We don't work sober ok!![]()
I mean, it should have been blatantly obvious if anyone just took a look at Russian camo on Dovre Winter.
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fatalsushi83
- Posts: 551
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Re: Praise for 1.3 changes and additions
I was going for a positive feedback thread but then Comrade had to offer his opinion! Should have seen that one coming.
Anyway, Militia and Taliban will get their AKMs eventually. The side to side recoil on the 74 does seem a bit much, I have to admit, but it certainly handles better than in the previous version. The extended mag version on Fool's Road was quite good in CQB when I last played.
Also, I think the new map, which I can't spell, and the improved Sbeneh also deserve special recognition.
Anyway, Militia and Taliban will get their AKMs eventually. The side to side recoil on the 74 does seem a bit much, I have to admit, but it certainly handles better than in the previous version. The extended mag version on Fool's Road was quite good in CQB when I last played.
Also, I think the new map, which I can't spell, and the improved Sbeneh also deserve special recognition.
- Mineral
- Retired PR Developer
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Re: Praise for 1.3 changes and additions
Our tester team is the reason why v1.3 is relatively clean of bugs. Don't pin anything on them please. Just like us they do this in their free time.
Anyway, nice to see a thread like this as rhino says. Annoying that Comrade turns it into another thing once again.
Anyway, nice to see a thread like this as rhino says. Annoying that Comrade turns it into another thing once again.
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Spook
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Re: Praise for 1.3 changes and additions
Not changeable. Otherwise it would have been done too.ComradeHX wrote: Increased movement speed while aiming == good.
But scoped weapon(whether using BUIS or not) movespeed while crouched feels like it's a lot slower, not sure if it's supposed to be for balance?
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camo
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DonDOOM
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Re: Praise for 1.3 changes and additions
Most of what you're complaining about is already fixed / updated and will be out soon, Comrade.
Yep[R-CON]camo wrote:Eh comrade, way to kill a thread.
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ComradeHX
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Re: Praise for 1.3 changes and additions
You missed the point.DonDOOM wrote:Most of what you're complaining about is already fixed / updated and will be out soon, Comrade.
I was explaining WHY other threads SEEM negative.
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crazygamelover
- Posts: 130
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Re: Praise for 1.3 changes and additions
Wot? By "soon" do you mean in less than 12 months!?DonDOOM wrote:Most of what you're complaining about is already fixed / updated and will be out soon, Comrade.
I would like to give praise for the new Russian player models, they are absolutely GORGEOUS. Sbeneh and MEC woodland camo are also very beautiful as well. My favourite changes, however, are to the civis. I'm not sure if you reduced the martyr-timer, but the ability to place deployables as one is a great feature, so IMO it balances any major disadvantages the civis have.
I'm also happy with all the bug-fixes and balancing tweaks for the Dutch faction, now I actually want to play as them (I actively avoided them in 1.2 :lol
I really love this new patch, well done indeed.
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Raklodder
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Re: Praise for 1.3 changes and additions
Praise the DEVs and pass the ammunition!
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baddude1337
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Re: Praise for 1.3 changes and additions
I'm thankful us coop/solo players got some love. A few new maps, previous crashes fixed and a few new layouts for existing maps (which is always great as they usually play like totally different maps).
Thank you for all the hard work you have out into the mod!
Thank you for all the hard work you have out into the mod!
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gwa1hir
- Posts: 227
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Re: Praise for 1.3 changes and additions
oh god....sidi bou zid loading screen in FH2Raklodder wrote:Praise the DEVs and pass the ammunition!
fucking couldnt get that song out of my head every time i heard that
AND NOW I CANT AS WELL! SO FUCK YOU
[img]http://i.imgur.com/MAG8dcg.jpg[/img]
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Filamu
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Re: Praise for 1.3 changes and additions
There are many good things to say about this release as its probably one of the best ones. Many good changes, but most of all, standalone has brought in many new players, and made it really easy to bring new friends in to play PR.
It has given a new spark in PR with new friendly faces and loads of willing squad members. Sure, the new guys do a lot of weird things, but nothing admins cant deal with. Have a little patience with the new guys and they do well.
Thanks devs.
It has given a new spark in PR with new friendly faces and loads of willing squad members. Sure, the new guys do a lot of weird things, but nothing admins cant deal with. Have a little patience with the new guys and they do well.
Thanks devs.
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pedrooo14
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Re: Praise for 1.3 changes and additions
What? Civis can place deployables?crazygamelover wrote:My favourite changes, however, are to the civis. I'm not sure if you reduced the martyr-timer, but the ability to place deployables as one is a great feature, so IMO it balances any major disadvantages the civis have.
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fatalsushi83
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Re: Praise for 1.3 changes and additions
Yep, you can place stuff as a civi squad leader now. And civis get shovel, too, I believe.
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Jacksonez__
- Posts: 1090
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Re: Praise for 1.3 changes and additions
*long *** flank fob
*asset is being deployed...*
*post traumatic stress disorder flashbacks kicks in*
*your remember countless matches in pre 1.3 how FOBs killed you at the crucial point
"GET COVER! ITS GONNA COLLIDE WITH THAT OBJECT!!"
*you know hiding doesnt help when FOB is being deployed*
*your heart stops for brief moment*
*fob gets placed nicely, doesn't kill anyone*
God bless America and PR devs and smoother asset deploying.
*asset is being deployed...*
*post traumatic stress disorder flashbacks kicks in*
*your remember countless matches in pre 1.3 how FOBs killed you at the crucial point
"GET COVER! ITS GONNA COLLIDE WITH THAT OBJECT!!"
*you know hiding doesnt help when FOB is being deployed*
*your heart stops for brief moment*
*fob gets placed nicely, doesn't kill anyone*
God bless America and PR devs and smoother asset deploying.








