PR:WW2 Beta Release - Feedback Thread

General discussion of the Project Reality WWII modification.
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Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

Yea, it may happen in the future but the problem would be distinguishing destructible ones from non-destructible ones, as well as how many you'd have to place which would eat up networkables like crazy :(
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: PR:WW2 Beta Release - Feedback Thread

Post by PatrickLA_CA »

I love the smoke grenade effects that make the smoke look more real due to the "wind" effect. I hope this makes its way in normal PR as well as the larger explosions/dust effects of the panzerfaust for LATs.

I couldn't manage to blow up a satchel though, after I threw it it seemed to "bounce" in place forever while the 3kg Gebalte Ladung blew up after about 25-30 seconds. It was too "bouncing" in its place all the time.
In-game: Cobra-PR
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:WW2 Beta Release - Feedback Thread

Post by AfterDune »

Frontliner wrote:Maybe it has something to do with the German players being, you know, actual players and not BF2's braindead AI?

You force one team to be sitting ducks over 100s of meters, nicely visible in the large landing crafts so no sneaky dodges here, and the only means for the US to avoid getting ripped a new one are:
-Area Attack. At which point the Germans probably have 3 FOBs up where they will respawn from.
-a Tank which is also widely visible and gets cleaned up by the Pak the moment it is visible.
-and finally Smoke grenades, which last I checked are not bullet proof.

"no proper coordination", wow really?!
Yes, really. I still haven't seen properly coordinated attacks on Omaha. Of course that doesn't mean they don't exist, but at least I haven't seen them yet. You have to attack with your entire team. Yes, the Germans will have FOBs there, but that's to be expected. And no it won't be easy, but you need coordination and teamwork, an awful lot of it. Not just your squad, but your entire team. And it's doable for sure, we've seen it happen during the Alpha too. Never easy, but you will stand a chance. You do require an active US commander though, to provide area attacks, set waypoints (where to gather), etc. And don't use full LCVPs, instead use as many LCVPs as you can.

And regarding the tanks, they should hang back at first, until the foot soldiers have cleared the way, as much as possible. The tanks should provide some fire support, but that's all they can do at first. If you get too close, you'll get PAK-sniped indeed.
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SIDEKILL3R
Posts: 394
Joined: 2013-02-28 06:45

Re: PR:WW2 Beta Release - Feedback Thread

Post by SIDEKILL3R »

For the beach landing the boats are to slow i will suggest you speed them up to be fair toward the US team it really sucks that the logi is a boat and that it moves like a turtle imo. Speeding it up will do a lot better. Even when our team makes a plan we just all get rekt due to the slow speed and unable to out turn the AT guns its painful and get boring quick. Now it been some times that we did make it but that on the std and Alt layers.
Barbrady
Posts: 121
Joined: 2013-04-03 12:07

Re: PR:WW2 Beta Release - Feedback Thread

Post by Barbrady »

Rexeh wrote:Panzer IV F2 Hull Machine Gunner:

When moving the machine gun from the left to the right, it feels weird - like the sliding turret thing in 1.3.5. It's hard to aim as it just slides instead of stopping. Combined with the small angle of fire its nearly useless.
I can confirm that, it has a way to high sensitivity. I have to hold my mouse with both hands and then it's still too fast and can't aim properly. My mouse has 1000 dpi.

Also for the Panzer IV there is visible vehicle damage for the driver on flat ground.

And then there ist the turret turn speed of the Sd.Kfz. 231 which is atrocious. It's a little bit too realistic. Viewing angles are also really bad, don't know if that is realistic. I know the Sd.Kfz. 231 from Battleground Europe. Don't remember it that narrow and having better zoom.

Halftracks are very bad in terrain, get stuck easily in ditches. Not realistic at all. Maybe edit in some insivible tires. (I'm no dev ^^)
Last edited by Barbrady on 2015-12-30 02:44, edited 2 times in total.
Jayhawker2092
Posts: 26
Joined: 2014-06-10 08:30

Re: PR:WW2 Beta Release - Feedback Thread

Post by Jayhawker2092 »

I downloaded the iso, mounted it, ran the setup, have the ww2 application installed now, am able to start it up just fine and log in, but then I see no servers. :( Any ideas on what I might need to do?
HUNDEKUVEN2092

Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: PR:WW2 Beta Release - Feedback Thread

Post by Nate. »

Jayhawker2092 wrote:I downloaded the iso, mounted it, ran the setup, have the ww2 application installed now, am able to start it up just fine and log in, but then I see no servers. :( Any ideas on what I might need to do?
Does the normal PR work fine for you or not?
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Jayhawker2092
Posts: 26
Joined: 2014-06-10 08:30

Re: PR:WW2 Beta Release - Feedback Thread

Post by Jayhawker2092 »

Nate. wrote:Does the normal PR work fine for you or not?
Yup. Works great as usual. PR WW2 local is working fine as well. I've been running around on a local match I created just so I could check out the maps. I'm having fun finding good firing positions on Carentan atm. I just can't see any other servers when I click deployment/join internet. :(

Update: I've now tried redownloading and I'm still having the same issue. I can create local games and everything runs fine. I just can't find any online servers when I click deploy and then join internet. Someone save me! I've waited so long for ww2 to come back.

Code: Select all

System Information
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   Current Culture: English (United States)
       Motherboard: TOSHIBA VG10S
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Disk Information
----------------
      Install Path: C:\Program Files (x86)\Project Reality\Project Reality BF2
                    Free: 618.22 GB, Total: 921.45 GB, FS: NTFS, SSD: False
          Mod Path: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_ww2
                    Free: 618.22 GB, Total: 921.45 GB, FS: NTFS, SSD: False
     Profiles Path: C:\Users\......\Documents\ProjectReality\Profiles
                    Free: 618.22 GB, Total: 921.45 GB, FS: NTFS, SSD: False
    Update DL Path: C:\Users\......\AppData\Local\Project Reality\Project Reality BF2\Downloads
                    Free: 618.22 GB, Total: 921.45 GB, FS: NTFS, SSD: False
   Update Log Path: C:\Users\......\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
                    Free: 618.22 GB, Total: 921.45 GB, FS: NTFS, SSD: False

Game Information
----------------
    Installed Mods: pr, pr_ww2
       Current Mod: pr_ww2
           Version: Standalone - 1.0
        PR Version: 0.2.0.0
          Language: english
   Debug Available: False
     Large Address: True
Supported Hardware: None

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-------------------
      Profile 0001: Hundekuven2092
              Type: Online
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Last edited by Jayhawker2092 on 2015-12-30 08:05, edited 3 times in total.
HUNDEKUVEN2092

djk1518
Posts: 19
Joined: 2015-09-09 22:02

Re: PR:WW2 Beta Release - Feedback Thread

Post by djk1518 »

KrunCh wrote:That is correct. I'll try re-installing PR, something is missing I figure.
Did you find a fix m8?
djk1518
Posts: 19
Joined: 2015-09-09 22:02

Re: PR:WW2 Beta Release - Feedback Thread

Post by djk1518 »

[R-DEV]AncientMan wrote:You guys have PR:BF2 v1.3.9.0 installed and working, correct?
Yup, can join servers in 1.39 just fine. PR WW2 is still CTDing, even with the new update
MONTE246
Posts: 7
Joined: 2015-12-27 22:29

Re: PR:WW2 Beta Release - Feedback Thread

Post by MONTE246 »

Found two things today:

1. The US .50 Cal emplacement has an issue when aiming. It sort of glides and the front and back sights act funny. It is still usable but aiming is different than from normal PR. Take a look sometime.

2. Entering the MG42 emplacement is a nightmare. You have to spam the enter key and look at it a certain way. If you can actually enter the emplacement, it takes way longer than it should. Also it has a ton of ammunition. It feels like a thousand rounds per magazine. Not sure if this is intended. Possible way to balance this is overheating faster. It never overheated and i was doing bursts of hundreds of rounds. Real MG42s have to change barrels very often due to rapid overheating.

Again, great job. I'll be back on it tomorrow.
Last edited by MONTE246 on 2015-12-30 05:13, edited 1 time in total.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: PR:WW2 Beta Release - Feedback Thread

Post by FlyingR »

All of this is in offline deployment gameplay

When I blew up the halftrack with a bazooka (it's an Abrams tank turret):

Image

When I mount gunner position in the Sherman (it fixes when I alt tab):

Image

And why do you need at least 2 guys to be able to fire and shoot the Sherman but just one person can get in the turret in the Panzer?

Is there any specific reason as to why breachers don't have rope?
Last edited by FlyingR on 2015-12-30 05:44, edited 2 times in total.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: PR:WW2 Beta Release - Feedback Thread

Post by Frontliner »

[R-DEV]AfterDune wrote:Yes, really. I still haven't seen properly coordinated attacks on Omaha. Of course that doesn't mean they don't exist, but at least I haven't seen them yet. You have to attack with your entire team. Yes, the Germans will have FOBs there, but that's to be expected. And no it won't be easy, but you need coordination and teamwork, an awful lot of it. Not just your squad, but your entire team. And it's doable for sure, we've seen it happen during the Alpha too. Never easy, but you will stand a chance. You do require an active US commander though, to provide area attacks, set waypoints (where to gather), etc. And don't use full LCVPs, instead use as many LCVPs as you can.

And regarding the tanks, they should hang back at first, until the foot soldiers have cleared the way, as much as possible. The tanks should provide some fire support, but that's all they can do at first. If you get too close, you'll get PAK-sniped indeed.
By "coordination" you mean 50 players in one place with no cover so to speak of, yeah? Sounds to me like target practise, not coordination, but oh well, I must be oblivious on how to play this game. As must every American team. "Hey guys, the map's not broken, you're just not coordinating enough.". Why even have a feedback thread when you're so dismissive to our feedback anyways?

In the Alpha it was doable because you could put down perma rallies once you held the beach flags. Now that is gone. I mean, you can go and treat this version of the map as not having seen any changes - but you'd be wrong.
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.
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

FlyingR wrote:All of this is in offline deployment gameplay

When I blew up the halftrack with a bazooka (it's an Abrams tank turret):

Image

When I mount gunner position in the Sherman (it fixes when I alt tab):

Image

And why do you need at least 2 guys to be able to fire and shoot the Sherman but just one person can get in the turret in the Panzer?

Is there any specific reason as to why breachers don't have rope?
Yea, we've had that happen before, it's a strange bug that happens time to time. From what I remember it's due to the halftrack taking an overabundance of damage. I'll add it to our bug tracker, if there's anything we can do for it. Was this is a local server? I've only noticed it happening in local, but not online. Thanks.

Were you in local with the 50 cal in the sherman? The 50 cal tends to do that in local only, in a server it's fine. Not sure if there's anything we can/will do about that.

We have the panzer hull gun and such in our bug tracker already, thank you though :)
MONTE246
Posts: 7
Joined: 2015-12-27 22:29

Re: PR:WW2 Beta Release - Feedback Thread

Post by MONTE246 »

Frontliner wrote:By "coordination" you mean 50 players in one place with no cover so to speak of, yeah? Sounds to me like target practise, not coordination, but oh well, I must be oblivious on how to play this game. As must every American team. "Hey guys, the map's not broken, you're just not coordinating enough.". Why even have a feedback thread when you're so dismissive to our feedback anyways?

In the Alpha it was doable because you could put down perma rallies once you held the beach flags. Now that is gone. I mean, you can go and treat this version of the map as not having seen any changes - but you'd be wrong.
I've been a part of several US breakthroughs.

Tanks need to use their smokes to block the PAKs. Infantry, in a mass but dispersed assault needs to secure the beach head then take out the PAKs. Even if this means landing at Charlie Sector and crawling down the beach capping each flag down to Dog Green. Make a FOB on the beach after an area attack and push. Commander has to use area attack on concentrated defenses.

Literally yell at people to get off the beach if they are taking cover. Like in the movies. It works for me. And, My god trench fighting is fun and intense once you get up there.

US still needs more tickets IMO, I've never gotten to the third set of German flags.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: PR:WW2 Beta Release - Feedback Thread

Post by FlyingR »

[R-CON]Ratface wrote: Was this is a local server? I've only noticed it happening in local, but not online. Thanks.
Yep offline deployment!

What about the breacher rope? Did you guys decide to remove it from WWII?
mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: PR:WW2 Beta Release - Feedback Thread

Post by mectus11 »

I wouldn't say it's impossible, yesterday we've had the US give us a hell of a lot of trouble in OD-S on Omaha Large layer, they took all of the beaches then somehow made it to WN73 but we pushed them back after a lot of effort but they had lost a lot of tickets when they pushed through mianly because nobody had manned the Pak on the western bunker.

But the Pak's are quite overpowered, had my friend all game long sit in a Pak and destory and boat that gets near the Eastern beach front, he got around 58 kills just from destroying boats alone.
Nate.
Forum Moderator
Posts: 3018
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Re: PR:WW2 Beta Release - Feedback Thread

Post by Nate. »

Frontliner wrote:By "coordination" you mean 50 players in one place with no cover so to speak of, yeah? Sounds to me like target practise, not coordination, but oh well, I must be oblivious on how to play this game. As must every American team. "Hey guys, the map's not broken, you're just not coordinating enough.". Why even have a feedback thread when you're so dismissive to our feedback anyways?

In the Alpha it was doable because you could put down perma rallies once you held the beach flags. Now that is gone. I mean, you can go and treat this version of the map as not having seen any changes - but you'd be wrong.
Maybe because your feedback is not shared by everyone?

Never needed more than 2 attempts to get to the seawall when I played. People said it before in this thread. I am yet to see an attack with tank-smoke, arty attack and the whole team, so it works even without that. The landing craft's Machineguns are surprisingly effective in supressing enemy firing positions - in my MG-42 yesterday, there was one assault by 3 landing craft that really did this well, I could barely fire because the vision was constantly blurred.
Tanks need to use their smokes to block the PAKs. Infantry, in a mass but dispersed assault needs to secure the beach head then take out the PAKs. Even if this means landing at Charlie Sector and crawling down the beach capping each flag down to Dog Green. Make a FOB on the beach after an area attack and push. Commander has to use area attack on concentrated defenses.
But I agree that once you've reached the top, keeping a foothold is not easy. I think the WN sectors should no be re-cappable in order to give the Wehrmacht a new objective defending the rest and leave the Americans some space to establish a foothold and take the fight to the trenches and the hinterland.

Otherwise, Wehrmacht always has some FOBs around and can zergspam the WN sectors while mortaring the American FOBs on the beach.
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Kaombo
Posts: 14
Joined: 2015-11-04 16:41

Re: PR:WW2 Beta Release - Feedback Thread

Post by Kaombo »

Don't know if it's been posted, but we were a full tank squad on carentan aas std with every crewman kited with pilot kits, not crewman
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LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: PR:WW2 Beta Release - Feedback Thread

Post by LiamNL »

Because German grenades have somewhat bugged physics (they spin in place on the place they hit) the smoke dispersion gets negated somewhat because it keeps spinning and thus no effective smoke screen can be laid down (Only saw it with the officer smoke but I'm not sure if others have it as well).

Also I was digging a FOB and suddenly I see a German grenade spinning on the platform of the FOB and it exploded without damaging me, whilst I had line of sight to it and was positioned just bellow the platform.
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