What do you DISLIKE in current state of PR (2016)?

General discussion of the Project Reality: BF2 modification.
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RAWSwampFox
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Re: What do you DISLIKE in current state of PR (2016)?

Post by RAWSwampFox »

Good Afternoon,

Current commander gear is like the following guy with fidget spinners for all his Squad Leaders:

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-SwampFox
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ZektorSK
Posts: 243
Joined: 2015-10-30 08:41

Re: What do you DISLIKE in current state of PR (2016)?

Post by ZektorSK »

Probably the bots in COOP... I played a game yesterday, and I got like 70 kills by sniping unstopable waves of terrorists :D
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: What do you DISLIKE in current state of PR (2016)?

Post by sgt.maze2 »

deviation and recoil with mmgs. First,deviation is insane when a i go prone with an mmg and we have to wait until it´s stabilized, which is around 5-4 secs with a weapon that has a bipod it should be extremely stable to shoot almost immdiately.

when it comes to the recoil, is about having almost no recoil without a supported position since mmgs can´t be used undeployed for some reason. I mean that if i shoot for example a pkm standing, i will have almost zero recoil, even if the bipod isn´t being supported by any surface. This featured should only be applied to supporting positions for the bipod.
Unit-RX400
Posts: 24
Joined: 2017-07-09 08:38

Re: What do you DISLIKE in current state of PR (2016)?

Post by Unit-RX400 »

Game engine, it is already stretched far beyond it's max. I am not sure if any optimizations are possible without adversely affecting PR's functionality... Alternative would be smaller amount of player slots in servers or removal of main fps killers (smoke grenades for example). Sooner or later, the game engine becomes the cause of death for PR.

I am at the moment building another system (dual core overclockable recent gen. Intel) just for PR because 12 core Xeon-based system is simply not fit for it due to it's pretty low clocks. Though it would breeze through any of BF2's successors far beyond 100fps..

Have devs discussed among themselves possibility of migration to any other "free" game engine (Unreal, CryEngine3 etc)? It would be very massive undertaking (years and years) but at least it would eventually get PR out of dead end it's slowly heading towards.
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Mineral
Retired PR Developer
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Re: What do you DISLIKE in current state of PR (2016)?

Post by Mineral »

Have devs discussed among themselves possibility of migration to any other "free" game engine (Unreal, CryEngine3 etc)? It would be very massive undertaking (years and years) but at least it would eventually get PR out of dead end it's slowly heading towards.
The only one we sometimes briefly bring up is BF2142, given it's pretty much an upgrade from what we have. PR still relies on many BF2 code features and assets to port anything to any other engine.

And PR's assets are not up to any quality standard to really look any decent in a modern engine. The basic idea would then to do it properly from scratch(hint:squad). Porting a game is a waste of time. Games aren't designed to be ported.
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AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: What do you DISLIKE in current state of PR (2016)?

Post by AlonTavor »

sgt.maze2 wrote:This featured should only be applied to supporting positions for the bipod.
Hahaha good luck implementing such a thing in bf2. Not even remote possible.

MGs with cover are already extremely effective.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: What do you DISLIKE in current state of PR (2016)?

Post by Jabil_One »

I dislike alot of missing stuff in PR Coop.

I dislike not having a random python spawncode for bipods, botmortars, fobs/hideouts and a placeholder for the coop gamemode and that only for the bots.

I mean, Muttrah city (generally every map) in coop would make more fun when people are forced to check parts of the map where you never or rarely are in coop. Would be a small sidemission to destroy the spawnpoint (fob/hideout) of the bots to stop them to recapture the flag.
Same for the botmortars. When they would spawn on different locations each round would also change tactics of the humanplayers (go first for mortars or go later for them). Another sideeffect is that it makes spawncamping on mortarpits are little bit more difficult for nasty humanplayers. Same for bipods. Keep eyes always open or get nailed by random bot bipod.

Such a randomcode is the best solution to simulate HUMAN behaviour for the botteam and it brings more variety/diversity in coop and all layers.

But i'm also sure that deployment could benefit from such a randomcode for insurgency gamemode for the MEINS team.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: What do you DISLIKE in current state of PR (2016)?

Post by Heavy Death »

sgt.maze2 wrote:deviation and recoil with mmgs. First,deviation is insane when a i go prone with an mmg and we have to wait until it´s stabilized, which is around 5-4 secs with a weapon that has a bipod it should be extremely stable to shoot almost immdiately.

when it comes to the recoil, is about having almost no recoil without a supported position since mmgs can´t be used undeployed for some reason. I mean that if i shoot for example a pkm standing, i will have almost zero recoil, even if the bipod isn´t being supported by any surface. This featured should only be applied to supporting positions for the bipod.
This is because you do not understand the ideas and limitations behind it.
LMGs have shorter barrels and are avaliable in two modes. Undeployed works as a normal rifle and has normal recoil and faster deviation and sight in time.
Deployed mode simulates having the weapon rested and shouldered properly in place. Therefore movement penaltly is high but recoil is stable.
Bf2 does not support weapon leaning on surfaces so this is what we have.
MMGs are too heavy and long to be used like an assault rifle, so they have only deployed mode avaliable with all applicable penalties.

I get really triggered when I see people not having a clue about the system and walkimg around with weapons deployed all the time.
Unit-RX400
Posts: 24
Joined: 2017-07-09 08:38

Re: What do you DISLIKE in current state of PR (2016)?

Post by Unit-RX400 »

[R-DEV]Mineral wrote:The only one we sometimes briefly bring up is BF2142, given it's pretty much an upgrade from what we have. PR still relies on many BF2 code features and assets to port anything to any other engine.

And PR's assets are not up to any quality standard to really look any decent in a modern engine. The basic idea would then to do it properly from scratch(hint:squad). Porting a game is a waste of time. Games aren't designed to be ported.
Yeah, I figured it might you'd have to literally create the whole PR from scratch for another engine and there would be no reasonable way or point for simply converting existing assets.

I only ask it because I've run into some "BF mods/mapmods" re-created using CryEngine, including one which even sported full Conquest Large game mode (took one guy about month of work).
lakinen
Posts: 215
Joined: 2016-12-03 15:24

Re: What do you DISLIKE in current state of PR (2016)?

Post by lakinen »

1.Pistols in game useless.Need more demage.
2. insurqent with pistol and mine(put mine and then what??)
3.insurqent and vietcong medic with bad guns.Every combat medic have weapons like other solders in rl.
4.Transport sq need more points for transporting(try to fly with trans choper one hour boring)
5.commander no one wanted to be(i started this topic but they were laughing at me)so...
6.Merlin and Dovre some assets to big,like wheel of apc 2-3m?!?(maybe I'm a low figure in the game so it seems to me)

i play only AAS
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