General first impression on 1.3.5!

Post your feedback on the current Project Reality release (including SinglePlayer).
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blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: General first impression on 1.3.5!

Post by blayas »

Some dev could tell me if there was any progress in solving the problem of inertia?
Funny what some call all of, nerf nerf nerf, are just patches to make vehicles the most next of your real homologous , adding the diversity of game, adding depth and enabling the creation of asymmetrical balance.
Last edited by blayas on 2015-11-06 13:51, edited 3 times in total.
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: General first impression on 1.3.5!

Post by Mineral »

Image

Sorry guys, really couldn't replicate any civi car ROE rules bugs. We did two test sessions on it. Report in bug section if you figured out a way to replicate it or to show us (video).
Image
Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Re: General first impression on 1.3.5!

Post by Chefmoto1 »

'[R-DEV wrote:Mineral;2105011']Image

Sorry guys, really couldn't replicate any civi car ROE rules bugs. We did two test sessions on it. Report in bug section if you figured out a way to replicate it or to show us (video).
Haven't been able to replicate it, saw it once and only once on Fallujah. Abandoning cars in DoD is a thing though.
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: General first impression on 1.3.5!

Post by blayas »

realized that on some maps vehicles get a very small respawn time, basically is no victory and a real punishment for the enemy team, shot down an apc or helicopter because in 5 or 10 minutes they are already active again, little time so speed up the game, remove a part of care that crews should have with their vehicles and reduce the strategic depth of matches.
Last edited by blayas on 2015-11-09 15:28, edited 1 time in total.
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: General first impression on 1.3.5!

Post by blayas »

Strengthening What do I said above, the transport vehicles in general, received lowercase times of 5m , there is no punishment for the team that does not preserve their means of transport , both trucks and helicopters should be at least 15m , apc and ifv's are averaging 10 to 15m on most maps , if any armed vehicle should be at least 20m , these lowercase respawn times are certainly reducing the quality of matches and crews who operate the vehicles , so if lost strategic depth , infantry little need to cooperate with ifv's on maps where there is a continuous flow of helicopters and trucks, and sometimes shoot down a btr -80, mt- lbm, or any 10m apc is almost useless for my team because in no while these are already substituted .
cribbaaa
Posts: 107
Joined: 2013-08-08 08:43

Re: General first impression on 1.3.5!

Post by cribbaaa »

I kind of feel like the deviation bar is a teaching tool more than anything, I went back and checked it on my Shadowplay recordings after one or two rounds as LAT and I always shot before it had settled in.

This might actually create a reverse "problem" for newbies if they wait longer than they really have to, heh.
mat552
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Joined: 2007-05-18 23:05

Re: General first impression on 1.3.5!

Post by mat552 »

Hey blayas, between the ease with which even an otherwise well protected and carefully used vehicle can be destroyed, the general lack of spawnpoints that is typical for teams that piss away transport vehicles (and thus the inherent difficulties they face when not having reliable transport, never knowing if there will be evac or insertion if it's critically needed), and the actual ticket cost of between 2 and 21 tickets for the loss of one of these vehicles I'd say people are being punished enough.

There's no reason to deny the whole team transport options for the better part of half an hour because the enemy team got lucky or one of your guys made a mistake. That kind of delay only really gives the team time to breed resentment, leading eventually to lower thresholds for kicking someone as griefing and a general mistrust of new players who started their endeavor as pretty eager.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: General first impression on 1.3.5!

Post by blayas »

Yes, I understand that not always have good crews for vehicles and sometimes even active well used and protected eventually destroyed, but this is part of the game, in my opinion these are the only negatives larger spawn times.

Larger spawn Times:
- Tend to encourage crews to take better care of their assets
-Encourages the use of strategies, stop to think is best to simply ignore information and to throw the enemies that is What happens often with 5 and 10m assets.
- Adds the punishment strategic factor for the team that lost assets, as they will be without his support for a considerable period enough.
- It is not just punishment, but also of victory, the team that shot down an asset enemy should obtain a strategic advantage for doing this, but this does not happen with 5 and 10m assets, perhaps for a very short period, but soon ends with fast replacing this asset.
- Encourages the work of combined arms, apc's and ifv's cooperate with the infantry, but with an endless stream of trucks and helicopters sometimes too, this often does not happen.
- They are more consistent with a game that tries to offer a bit of realism and immersion, so I will repeat again that the team that killing a means of transport or apc's should get a longer lasting strategic advantages, but often this does not happen for on some maps there are several apc's 10m ( or more trucks and helicopters 5m.
Last edited by blayas on 2015-11-10 14:30, edited 2 times in total.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: General first impression on 1.3.5!

Post by Cavazos »

If you have issues getting around the map, become a squad leader and make your first priority getting a strong spawn system up. The only time I have issues getting around the map is when i'm a squad member and all the squad leaders don't take time to build good FOBs.
NT78stonewobble
Posts: 16
Joined: 2009-09-21 06:11

Re: General first impression on 1.3.5!

Post by NT78stonewobble »

STompa wrote:Because the deviation markers dumbs-down the game to an extreme extent and turns certain kits into easymode. It's just a big gamechanger to a very core aspect of PR and makes deployed kits ridiculously strong and easy to use now. Of course there has to be a limit, but the compass and map just helps make the game playable in general. The deviation markers aren't needed for that, it's excessive.
Sorry, if this has allready been pointed out, mentioned or settled, but is it just me... or are you ignoring, that any increase in ease, for you... A good game with many kills... is inversely proportional to a more difficult game for the opponents.

It's like having a piece of lead on one scale of the weight and a ballon on the other scale and saying: "wow this piece of lead is really heavy. It's gone down to the floor..."

Calling it easy mode seems to ignore the other half of the equation.
X-Alt
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Re: General first impression on 1.3.5!

Post by X-Alt »

NT78stonewobble wrote:-snip-
At the end of the day, knowing exactly how deviation works has turned PR a bit upside down, even trying to cross a street has become a challenge. Take WW2, everybody is now a 1337 360 noscoper with the K98. There's no more need to know how each weapon handles, the indicator tells you everything. But at least it helped the new players out, and I guess it's a one step forward, 1 and a half steps back situation.
Last edited by X-Alt on 2015-12-31 16:52, edited 1 time in total.
NT78stonewobble
Posts: 16
Joined: 2009-09-21 06:11

Re: General first impression on 1.3.5!

Post by NT78stonewobble »

X-Alt wrote:At the end of the day, knowing exactly how deviation works has turned PR a bit upside down, even trying to cross a street has become a challenge. Take WW2, everybody is now a 1337 360 noscoper with the K98. There's no more need to know how each weapon handles, the indicator tells you everything. But at least it helped the new players out, and I guess it's a one step forward, 1 and a half steps back situation.
The flamboyant language aside... it didn't dismiss my point... That no... it is not 1 step vs. 1 and a half step... but exactly 1 step vs. 1 step. The decreased difficulty of hitting is exactly offset by the increased difficulty of avoiding getting hit.
viirusiiseli
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Re: General first impression on 1.3.5!

Post by viirusiiseli »

NT78stonewobble wrote:The flamboyant language aside... it didn't dismiss my point... That no... it is not 1 step vs. 1 and a half step... but exactly 1 step vs. 1 step. The decreased difficulty of hitting is exactly offset by the increased difficulty of avoiding getting hit.
And then there's the step back on realism, did you count that in?
Frontliner
PR:BF2 Contributor
Posts: 1884
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Re: General first impression on 1.3.5!

Post by Frontliner »

Virus, a person in reality knows exactly when his rifle is properly sighted in, an information the game before 1.3.5 didn't give us because in the game engine neither working sway, nor tilting, nor relevant bullet drop is possible. Deviation is still a factor, the only that isn't a factor anymore is the guesswork involved. The gun's ready and accurate, you know it in game, you know that in reality, so I don't see a disconnect between the game and reality here, and frankly, there is none.
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.
viirusiiseli
Posts: 1171
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Re: General first impression on 1.3.5!

Post by viirusiiseli »

Frontliner wrote:Virus, a person in reality knows exactly when his rifle is properly sighted in, an information the game before 1.3.5 didn't give us because in the game engine neither working sway, nor tilting, nor relevant bullet drop is possible. Deviation is still a factor, the only that isn't a factor anymore is the guesswork involved. The gun's ready and accurate, you know it in game, you know that in reality, so I don't see a disconnect between the game and reality here, and frankly, there is none.
As of 1.0 with new deviation, guns are too accurate to need a deviation indicator.

Maybe in 0.98 it could've been useful. Even then I wouldn't have liked it but it would've made more sense than now. Now it just makes LAT/AR/MG way too easy to use, no experience needed.

You keep talking about real life but PR deviation is way better than any grunt would be able to do. And yes, you know when your rifle is steady but your accuracy comprises of other things than not moving (exhaustion, hands shaking, enemy fire etc etc..). What you're saying is basically valid only for shorter range shooting IRL.
Navo
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Re: General first impression on 1.3.5!

Post by Navo »

You in the military Viirus?
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: General first impression on 1.3.5!

Post by viirusiiseli »

Navo wrote:You in the military Viirus?
Served already.
Frontliner
PR:BF2 Contributor
Posts: 1884
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Re: General first impression on 1.3.5!

Post by Frontliner »

viirusiiseli wrote:You keep talking about real life but PR deviation is way better than any grunt would be able to do. And yes, you know when your rifle is steady but your accuracy comprises of other things than not moving (exhaustion, hands shaking, enemy fire etc etc..). What you're saying is basically valid only for shorter range shooting IRL.
It may escape you, but most of the time when I bring up reality it's about access to information - Informations which are a) easy to get and b) sever the disconnect between the minimalistic HUD and things you can do in reality, eg. the ammo counter, but obviously the deviation bar as well. Especially when I open fire on a target who hasn't spotted me, I would like to know(not guess!) when that time has come. Before this version it wasn't clear whether I waited enough or the miss was because of the inert spread of the weapon(especially on longer distances).

I am obviously aware that there are a lot more factors involved in firing a firearm but these cannot be emulated by the game engine and it thus would be a waste of your and my time to make an argument why that isn't in the game. You can deploy machine guns into thin air, vehicles explode when getting stuck on an object and soldiers can hold their rifle steady indefinately, I know that shit is silly but the game can't do it differently.
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.
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: General first impression on 1.3.5!

Post by Navo »

viirusiiseli wrote:Served already.
Recon? :D
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: General first impression on 1.3.5!

Post by Pronck »

Navo wrote:Recon? :D
He was in the airforce of course, doing CAS

(couldn't resist it)
We are staying up!
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