PR:WW2 Beta Release - Feedback Thread
-
qs-racer
- Posts: 335
- Joined: 2010-02-07 10:25
Re: PR:WW2 Beta Release - Feedback Thread
Just a minor bug : the installer still asking for battlefield 2 directory. Now we having a Project Reality directory, text should be change.
Same for pb service and stuff, should be remove.
Regards
Same for pb service and stuff, should be remove.
Regards
-
Nightingale
- Posts: 352
- Joined: 2013-11-19 21:08
Re: PR:WW2 Beta Release - Feedback Thread
I'd love to see this change made!Frontliner wrote:The problem with this is as of the current version it is entire possible when playing the the Wehrmacht to have 1 StG 44, 2 MP40s(Breacher, Gren Alt), 1 MG34 and 1 MG42(the remainder are 2 medics and a LAT) without abusing people going CO for some more Officers Kits. This leads to a ratio of 5 automatic firearms to 3 Kar98ks. So, as much as it pains me to do that, in order to counteract the aforementioned fullautospam, a lot of the available classes for Germany will have to be equipped with Kar98ks only. The only classes for the regular Wehrmacht who do get something different are the Designated Marksman(G43), the Officer(MP40, no alternative) and the MG roles. This places more emphasis on the Machine Gunner, as they are largely responsible for your squad's firepower. It also means that the Germans will rely more on defensive tactics, ambushes from cover, from FOBs(which they can fortify with up to 2 MG42s) and using other emplacements.
This is a great post--including all the other parts of it that I didn't quote.
IGN: 1993 TOYOTA_PREVIA
-
pedrooo14
- Posts: 88
- Joined: 2012-04-02 14:57
Re: PR:WW2 Beta Release - Feedback Thread
Is the Mauser k98 Overpowered? I mean except for the obvious advantage of being semi-automatic, in middle and long distances the k98 is much better than Garand. Last one has a very big sight that makes difficult to aim properly on enemies at the distance and its does less damage, when the caliber its almost the same.
Except for extremly short distances (1-5 meters) and city assaults I really prefer having a Mauser with me rather than an M1.
Except for extremly short distances (1-5 meters) and city assaults I really prefer having a Mauser with me rather than an M1.
-
Solty
- Posts: 5
- Joined: 2009-11-16 07:36
Re: PR:WW2 Beta Release - Feedback Thread
Sure, but it also takes waaay longer to put single rounds into the K98 and yet Germans can put whole 5 round clip down the well (while 3 rounds are inside), with same reload time as if it was empty. But Garand takes too much time? Pull the bolt and hold it + click a button. Done. Thats it. Garand takes as much as any other rifle realy. https://youtu.be/5GdTKm4eBAs?t=1m53s[R-DEV]Mats391 wrote:The thing is that the reload for a loaded Garand is quite different from an empty one. It is also longer to reload a loaded one. Both cannot be represented in game. One thing we could look at is reload speed. That was the huge advantage of the Garand and also the reason why the ping was not considered a fatal give away to the enemy. By the time he moved to take advantage of your empty rifle, you would already have reloaded.
And he is doing it slowly and it takes 5 seconds to unload. To unload the K98 you need to cycle through every round and open the bolt.
As I said earlier. Either let me reload the M1 or make it impossible to load the K98k in the way it is now.
The ping is a myth as well. Try having a steel helmet on your head and hear a guy 50m from you loose last bullet in the Garand right after the explosion that hits your ears from the M1, while you were shooting your K98 and your ears are feeling bad already, and you want to tell me you can hear that? It was debunked many times, it was just paranoid GI's thinking that the enemy might kill them when they are realoading.
Last edited by Solty on 2016-01-05 19:17, edited 2 times in total.
-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
We simply can't feature more than one type of reload in the engine. We chose to go for the one that you do when you empty the clip. And that includes the thing popping out. Now, you want that popping out the second you fire your last round. BF2 doesn't know a system like that, so we made it part of the reload animation.
And so the weapon is set to automatically reload when empty (ignoring PR's setting to never auto reload). But, forcing auto reload like that comes with a side effect that you can't reload mid clip.
And that's why it is like it is. Engine limitations.
Of course we can take away the auto reload, but the result is that the thing pops out only after you press your reload key. I think that's much worse than not being able to reload mid clip, because that'll feel very unnatural. Plus more people would actually complain about that variant, rather than not being able to reload mid clip.
And so the weapon is set to automatically reload when empty (ignoring PR's setting to never auto reload). But, forcing auto reload like that comes with a side effect that you can't reload mid clip.
And that's why it is like it is. Engine limitations.
Of course we can take away the auto reload, but the result is that the thing pops out only after you press your reload key. I think that's much worse than not being able to reload mid clip, because that'll feel very unnatural. Plus more people would actually complain about that variant, rather than not being able to reload mid clip.
Last edited by AfterDune on 2016-01-05 19:26, edited 1 time in total.

-
Solty
- Posts: 5
- Joined: 2009-11-16 07:36
Re: PR:WW2 Beta Release - Feedback Thread
You are not listening. Why is K98k or SKS or SMLE not bound by this rule?[R-DEV]AfterDune wrote:We simply can't feature more than one type of reload in the engine. We chose to go for the one that you do when you empty the clip. And that includes the thing popping out. Now, you want that popping out the second you fire your last round. BF2 doesn't know a system like that, so we made it part of the reload animation.
And so the weapon is set to automatically reload when empty (ignoring PR's setting to never auto reload). But, that comes with a side effect that you can't reload mid clip.
And that's why it is like it is. Engine limitations.
Of course we can take away the auto reload, but the result is that the thing pops out only after you press your reload key. I think that's much worse than not being able to reload mid clip.
I can go to PR and PRWW2 and take those weapons, shoot 2 times, click R and my character will take a whole new clip of ammo and put it inside even though there is no room for it.
But M1 Garand? Hell that is impossible. I mean c'mon! Exception from the rule?
EDIT: Now I didn't read the last paragraph well... sorry. So, you mean it won't eject the last shell and won't do the PING because it will be waiting for me to click R. I get it now... but still I would make K98 suffer the same. It shouldn't be reloaded the way it can and just leave it to mag fed weapons.
And I agree it should be left as it is. It makes it much more "fun"
Last edited by Solty on 2016-01-05 19:30, edited 2 times in total.
-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
I just explained that... We forced auto reload, so when you emptied your clip, the reload animation immediately kicks in. This contains the thing popping out, followed by the actual reload.
Forcing it like this eliminates mid clip reloads. Other weapons aren't setup the same, because they don't have something pop out the second you fire your last round. That is why!
Engine limitations, as I said.
Forcing it like this eliminates mid clip reloads. Other weapons aren't setup the same, because they don't have something pop out the second you fire your last round. That is why!
Engine limitations, as I said.

-
sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
-
Solty
- Posts: 5
- Joined: 2009-11-16 07:36
Re: PR:WW2 Beta Release - Feedback Thread
Yes, now I understand. Thank you. I've got carried away by all those comments that claim one cannot reload Garand because Garand is made that way xD (WHICH IS BS)[R-DEV]AfterDune wrote:I just explained that... We forced auto reload, so when you emptied your clip, the reload animation immediately kicks in. This contains the thing popping out, followed by the actual reload.
Forcing it like this eliminates mid clip reloads. Other weapons aren't setup the same, because they don't have something pop out the second you fire your last round. That is why!
Engine limitations, as I said.
-
cribbaaa
- Posts: 107
- Joined: 2013-08-08 08:43
Re: PR:WW2 Beta Release - Feedback Thread
Carentan is fast becoming my favorite map in PR, love it!
-
Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: PR:WW2 Beta Release - Feedback Thread
Here's my feeedback as a dev: next release I'm going to highlight in big bold red letters that you don't need to jump in to the trenches and/or through breached walls.

-
Ts4EVER
- Posts: 1111
- Joined: 2009-02-18 13:43
Re: PR:WW2 Beta Release - Feedback Thread
Sorry I have to hijack this thread with something ultimately pointless, but this is a common misconception that you see very often: Waffen SS or FJG did not have priority to receive StG44s! In fact, the SS was not equipped differently from their Wehrmacht equivalents at the company level (unlike say the modern day Marine Corps has different kit from the US Army). To anyone not interested in the arcane details of German military organisation: Save yourself! I will now talk about this at length.Frontliner wrote:For a SS/Waffen SS or FJ unit to field the rare StG 44, the MP40 on personell other than SQLs(Breacher) and FG42s as SAWs wouldn't be uncommon and it would greatly add to gameplay variety if that were a thing.
There were three ways a German soldier might have gotten his hands on an StG44:
1. Prototype testing
Large scale testing on the MKB42 prototype and the MP43/1 was carried out on the eastern front starting in mid 1943, mostly in the northern part (around Leningrad). A number of units took part, including SS divisions and bog standard infantry divisions. They used these guns and wrote reports about how they worked and how they could be used tactically.
One of the few units in Normandy who probably had some MP43s from these tests was the 1st SS Panzer Division, whose monthly status report mentions 120 of them. (Can't remember the exact number, but it was something like that).
Based on these tests, a memo went out in early 1944 recommending that the new weapons were to be concentrated in a so called "Machine Pistol Platoon" in each company.
2. Standard Issue
Starting in early 1944 the Germans made an effort to systematically introduce the assault rifle into their forces. At first they seem to have wanted to completely outfit whole infantry divisions with them, however, this was only done to the 1. Infanterie-Division, as well as some ski and cavalry units. My guess is that the losses in the summer of 1944 simply made this unworkable.
Instead in July 1944 (so after the Normandy fighting was well under way) the next wave of Infantry Divisions (note: Infantry, not mechanised Infantry like the SS) were to be created with one MP-Platoon in each Company.
This was later increased in October and November to two platoons per company. These new division were called "Volksgrenadier-Divisions" and first used in the West during the battle of the bulge.
So what about Panzergrenadiers, like in the Panzer or SS divisions? They only received a similar order in early 1945 (possibly never implemented). Until then, StG44s do not appear in their tables of equipment. It is possible that this was not done because mechanised infantry had 2 lmgs per squad, so they may have felt the assault rifles were not as high a priority. The same is true for the FJG.
3. Clerical fuckup
Since the StG44 used different ammunition, it was supposed to be issued in bulk as outlined above. However, it appears that the naming confusion (MP44 vs StG44) led to them being issued to replace normal MP40s for squad leaders by mistake in some cases. This was not according to doctrine however. In fact, they issued a new table of equipment later in 1944 to make clear the distinction between the two, evidence that there was some confusion.
This is also why there are many veteran accounts claiming that there was a lack of ammunition for the StG44: As you can imagine, having single weapons of a different calibre floating around really does a number on logistics!
So in conclusion: SS had fewer, rather than more StG44 and there were almost none in Normandy, since the organisational changes had not been done at that point yet.

-
agus92
- Posts: 280
- Joined: 2016-01-03 11:11
Re: PR:WW2 Beta Release - Feedback Thread
Very informative, thank you!Ts4EVER wrote:Sorry I have to hijack this thread with something ultimately pointless, but this is a common misconception that you see very often: Waffen SS or FJG did not have priority to receive StG44s! In fact, the SS was not equipped differently from their Wehrmacht equivalents at the company level (unlike say the modern day Marine Corps has different kit from the US Army). To anyone not interested in the arcane details of German military organisation: Save yourself! I will now talk about this at length.
There were three ways a German soldier might have gotten his hands on an StG44:
1. Prototype testing
Large scale testing on the MKB42 prototype and the MP43/1 was carried out on the eastern front starting in mid 1943, mostly in the northern part (around Leningrad). A number of units took part, including SS divisions and bog standard infantry divisions. They used these guns and wrote reports about how they worked and how they could be used tactically.
One of the few units in Normandy who probably had some MP43s from these tests was the 1st SS Panzer Division, whose monthly status report mentions 120 of them. (Can't remember the exact number, but it was something like that).
Based on these tests, a memo went out in early 1944 recommending that the new weapons were to be concentrated in a so called "Machine Pistol Platoon" in each company.
2. Standard Issue
Starting in early 1944 the Germans made an effort to systematically introduce the assault rifle into their forces. At first they seem to have wanted to completely outfit whole infantry divisions with them, however, this was only done to the 1. Infanterie-Division, as well as some ski and cavalry units. My guess is that the losses in the summer of 1944 simply made this unworkable.
Instead in July 1944 (so after the Normandy fighting was well under way) the next wave of Infantry Divisions (note: Infantry, not mechanised Infantry like the SS) were to be created with one MP-Platoon in each Company.
This was later increased in October and November to two platoons per company. These new division were called "Volksgrenadier-Divisions" and first used in the West during the battle of the bulge.
So what about Panzergrenadiers, like in the Panzer or SS divisions? They only received a similar order in early 1945 (possibly never implemented). Until then, StG44s do not appear in their tables of equipment. It is possible that this was not done because mechanised infantry had 2 lmgs per squad, so they may have felt the assault rifles were not as high a priority. The same is true for the FJG.
3. Clerical fuckup
Since the StG44 used different ammunition, it was supposed to be issued in bulk as outlined above. However, it appears that the naming confusion (MP44 vs StG44) led to them being issued to replace normal MP40s for squad leaders by mistake in some cases. This was not according to doctrine however. In fact, they issued a new table of equipment later in 1944 to make clear the distinction between the two, evidence that there was some confusion.
This is also why there are many veteran accounts claiming that there was a lack of ammunition for the StG44: As you can imagine, having single weapons of a different calibre floating around really does a number on logistics!
So in conclusion: SS had fewer, rather than more StG44 and there were almost none in Normandy, since the organisational changes had not been done at that point yet.
-
Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: PR:WW2 Beta Release - Feedback Thread
I stand corrected then, at least that makes things easier to play around with.
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.
-
Ts4EVER
- Posts: 1111
- Joined: 2009-02-18 13:43
Re: PR:WW2 Beta Release - Feedback Thread
Ok, that was mostly about the SS, now as for the Fallschirmj?ger, here the situation is a bit more confused. For one thing, their TOEs are harder to come by, but there is one on the web from 1944. The difference to normal infantry is again that they have two MGs instead of 1 per squad, but the StG44 is not mentioned. However, neither is the FG42, which was made directly for the FJG, so it is kinda unclear.
It is of note however, that they had several "unassigned" machine pistols at the company level, so you would indeed see more MP40s in a standard paratroop rifle squad. My pet theory is that these "machine pistols" sometimes included FG42s as well as semi auto rifles or StG44s, depending on availability.
There is archaeological as well as anecdotal evidence that they had at least some StG44s in Normandy, but I don't know if those were test rifles from earlier or issued on some kind of standardized basis.
It is of note however, that they had several "unassigned" machine pistols at the company level, so you would indeed see more MP40s in a standard paratroop rifle squad. My pet theory is that these "machine pistols" sometimes included FG42s as well as semi auto rifles or StG44s, depending on availability.
There is archaeological as well as anecdotal evidence that they had at least some StG44s in Normandy, but I don't know if those were test rifles from earlier or issued on some kind of standardized basis.

-
djk1518
- Posts: 19
- Joined: 2015-09-09 22:02
Re: PR:WW2 Beta Release - Feedback Thread
Still CTDing on map join, at about 20% of loading. Updated BF2 PR.
-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: PR:WW2 Beta Release - Feedback Thread
Try to load it in windowed mode. In windowed mode, you should get error messages when you crash (usually
).

-
wretchedegg
- Posts: 42
- Joined: 2013-03-27 17:24
Re: PR:WW2 Beta Release - Feedback Thread
PR WW2 just CTDs after 2 seconds in the main menu. I've tried running it in windowed but no error message came up. I was able to play it before. This only started after the beta finished. I downloaded a new installer and reinstalled but it still persists.
It also happened to regular PR but I fixed it by unchecking read-only in My Documents in the Profiles folder. Didn't fix WW2 though. I can still play regular PR.
Edit: The game won't CTD unless I press Left-Mouse in the menu and it would flicker then CTD.
It also happened to regular PR but I fixed it by unchecking read-only in My Documents in the Profiles folder. Didn't fix WW2 though. I can still play regular PR.
Edit: The game won't CTD unless I press Left-Mouse in the menu and it would flicker then CTD.

