Rounds Ending Too Quick for Anyone

General discussion of the Project Reality: BF2 modification.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Rounds Ending Too Quick for Anyone

Post by matty1053 »

Yes and no. But it seems like lack of teamwork is the cause of the quick rounds! :(

Last time I played a 1+ hour round was a while ago. But now it seems like the inbalance of teams really kills the enjoyable gameplay of PR. But a 30% increase in tickets would be brutal IMO. However, I think the dev's COULD decrease the # of tickets the team loses when they lose a flag.

Or, lol... Start with 0 tickets, and have a max tickets until win. For example: 100 players on Khamisiyah will have to get 1200 tickets. Would just be the opposite of what it is now. But modify the points the team receives. If you destroy an enemy t72, you'd get +30 and the other team would get -30. But, if the enemy destroyed your m1a2 abrams, you'd lose 30 and the other mec team would gain 30.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Rounds Ending Too Quick for Anyone

Post by matty1053 »

Wing Walker wrote:Its not nostalgia, it was an epic experience because you had time to try so many different things. Actually form a counter offensive and push back.
Eh, not exactly. When your the only squad doing stuff, it's very hard to accomplish successful counter offensive's.
I honestly can't understand anyone wanting for a map to roll as soon as possible.

What is in it for anyone to just flip it to a different map as soon as possible?
Because they don't like a map. They would just play something else they played a billion times over. It's literally a whole other thread worth discussion.
Your score is not recorded so who cares about the score board, its all about the experience.
People still focus on points and kills. Yes, I wish people didn't focus on it that much, but you can't change people. So, with that stated, new players will not feel the true PR experience that majority of us have felt hundreds of times. Acknowledging that, it will be more likely for the new player(s) to not focus on teamwork, as they haven't seen the true teamwork PR has to offer. It will be more common to see a new player(s) just going out to get kills and not focusing on working as a team and conquering objectives. Yes, killing is very important. But, you'll kill more if you focus on the objectives.
You're not just beating a dead horse with that, you're grinding its bones.
Team work thing is not a the reason, it has ALWAYS been around.

It has a big play in the outcome and length's of rounds. You can't deny that. When you have 0 teamwork, it will result in a Steamroll. Which, will end the round very fast.

If there is a little teamwork on one side, the round could end in a steamroll. But, the chances of it are decreased by a bit. Which, the chances of the round ending quickly (Under 30 minutes) are decreased.

If there is a lot of teamwork on both sides, the round is less likely to end in a steamroll. A lot less likely. Yet again, the chances of the round ending quickly (under 40 minutes) is very less.
Last edited by matty1053 on 2016-03-14 20:19, edited 2 times in total.
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Rounds Ending Too Quick for Anyone

Post by W.Darwin »

Wing Walker wrote: Mostly now its seems on a lot of maps, if your teams first effort doesn't work, the rest of the map is just a bunch of people waiting to die enough to finally loose.
I agree with this,

Maybe Half of the AAS round happen to concentrate in 1 strike.

If the team loose at the first encounter most of the time there is no retreat tactics and the organisation sink in the chaos, Armors play alone on their side, infantries make futile tries to pierce the successful enemy push wich is now building strong defenses.

And before the team actually regain foot on the situation, the tickets are below 200. Wich usually starts to demoralize the troop.

And at 50 tickets you got people spamming smoke in main base, lol.


Best PR experience ever = 2-3 hours long round with balanced team




To shorten un-balanced round, why not make the MAIN BASE cappable when all flags are lost? maybe put a timer of 5 minutes to it?

After 5 min the Main is cappable, This would make all the AA and TOW emplacement in main bases useful. And it would also keep the map cycle rolling if a team got demolished

(With admin scrambling the server)
Last edited by W.Darwin on 2016-03-14 22:29, edited 1 time in total.
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