Devs: Any update on a rumored CnC 2.0?

General discussion of the Project Reality: BF2 modification.
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Devs: Any update on a rumored CnC 2.0?

Post by doop-de-doo »

People have complained that the CnC mode (which does have a following, btw) is broken and either in need of a rework or in the process of being reworked.

Anyone know what's up?

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agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: Devs: Any update on a rumored CnC 2.0?

Post by agus92 »

afaik, casualty was working on it.
doop-de-doo
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Re: Devs: Any update on a rumored CnC 2.0?

Post by doop-de-doo »

The boring bit (waiting for the enemy to come/be found) could be solved by the inclusion of little scout helis. The scout helis (if dead) only respawn if the enemy fob is destroyed.


Another simple solution to speeding up the search is that teams get a cache marker at a random and they must build within 500m of that marker (1km total end to end). After that, they are free to build wherever they choose.

This is just to avoid sitting around for the first 10 minutes.

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Filamu
Posts: 318
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Re: Devs: Any update on a rumored CnC 2.0?

Post by Filamu »

The CnC version that was tested included using tickets (that was earned by having built up fobs) to buy assets. So you could buy stuff like that. Victory was first to 10000 tickets, and the leading team actually lost by buying too much fancy assets as they were expensive.

Very cool system, at least for organized matches.
AlonTavor
PR:BF2 Developer
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Re: Devs: Any update on a rumored CnC 2.0?

Post by AlonTavor »

Frontliner's game mode is not official.

Casualty doesn't have anything to do with any new CnC as far as I know.

The version I talked about before is pretty much on hold because the team'ss focusing on different stuff right now.
doop-de-doo
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Re: Devs: Any update on a rumored CnC 2.0?

Post by doop-de-doo »

@Filamu Interesting, but doesn't solve boredom

@AlonTavor Thanks for update.

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agus92
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Re: Devs: Any update on a rumored CnC 2.0?

Post by agus92 »

[R-DEV]AlonTavor wrote:Frontliner's game mode is not official.

Casualty doesn't have anything to do with any new CnC as far as I know.

The version I talked about before is pretty much on hold because the team'ss focusing on different stuff right now.
My bad, it's Frontliner indeed, I was thinking about Casualty's icons.

Is there any chance of Frontliner's version going official someday?
Frontliner
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Re: Devs: Any update on a rumored CnC 2.0?

Post by Frontliner »

I doubt it personally. Too convoluted for the average public round, since, let's face it, the majority of people are already mentally challenged when it comes to assaulting flags NOT head-on and NOT shooting unarmed civilians.

I was thinking of contacting Cas yesterday to give it another try seeing as it was brought up again, and since a good portion of the community is aware of how the game mode works we may find an opportunity for it.
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

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FlyingR
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Re: Devs: Any update on a rumored CnC 2.0?

Post by FlyingR »

Frontliner wrote: I was thinking of contacting Cas yesterday to give it another try seeing as it was brought up again, and since a good portion of the community is aware of how the game mode works we may find an opportunity for it.
That's good to hear! This with PR:WWII would be very interesting! (kind of almost like Hell Let Loose)

Also, I don't remember well, was Area Attack an asset that you could buy or was it like it always is?
Frontliner
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Re: Devs: Any update on a rumored CnC 2.0?

Post by Frontliner »

Similar to Mortars I advocated Area Attacks to be disabled because there's nothing a defender can do to prevent it. It's really just a cheap way to get the opponent's strong point out of the way, when the main goal of the Redux version was to encourage the players to have complete freedom over how they want to tackle their opponent's FOB. By making them think about when to buy stuff, what to buy with the points they have gathered, and what purpose to give to an asset out of 100 different options. People are forced to treat the assets that were spawned in as an investment, and to potentially downscale to save points for better assets or even towards victory. Or to roll out the big boys asap to pummel the opposition if they have enough faith in their crew(and are suifficiently reckless).

With an area attack it's like: Area Attack goes in. FOB dead. Booooooooooring.
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.
Mouthpiece
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Re: Devs: Any update on a rumored CnC 2.0?

Post by Mouthpiece »

Frontliner wrote:Similar to Mortars I advocated Area Attacks to be disabled because there's nothing a defender can do to prevent it. It's really just a cheap way to get the opponent's strong point out of the way, when the main goal of the Redux version was to encourage the players to have complete freedom over how they want to tackle their opponent's FOB. By making them think about when to buy stuff, what to buy with the points they have gathered, and what purpose to give to an asset out of 100 different options. People are forced to treat the assets that were spawned in as an investment, and to potentially downscale to save points for better assets or even towards victory. Or to roll out the big boys asap to pummel the opposition if they have enough faith in their crew(and are suifficiently reckless).

With an area attack it's like: Area Attack goes in. FOB dead. Booooooooooring.
But how else to kill a well placed and well defended FOB? GL against a competent bunch of inf squads mixed with some nicely positioned pieces of armor. Sure, you can try to poke them from every side possible trying to find some kind of weakness and in the mean time wait for them to make a mistake, overextend, etc.

As losing FOBs/emplacements don't cost anything, I don't see this being a problem. Sure it's unexpected. But a competent commander will/should know and expect WHEN and HOW they can be hit by arty so when the arty is potentially loaded he'll make sure the team isn't bunched up, the tanks are not next to each other, etc.
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