"Go Sound Check"

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Raidonrai
Posts: 90
Joined: 2015-01-23 15:17

"Go Sound Check"

Post by Raidonrai »

Submarine meta heavy asset gameplay is super lame and boring.

Tank vs Tank these days is just a battle of which crew has more of an AFK brain. Both tanks will sit a few hundred metres away from eachother, engine off, just listening and listening until eventually one crew gets bored, pushes, and probably dies.

Fix this by disabling asset's main gun (similar to tracked effect, unable to turn or fire[possibly black screen?]) if driver is outside the vehicle (or in commander), with a warmup time for the gun (10s or so) once driver is back inside.

This would decrease the effectiveness of dank tank flanks and encourage assets to play within audible range of their own infantry, increasing the overall t word in the game.
Last edited by Raidonrai on 2020-05-29 15:21, edited 1 time in total.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: "Go Sound Check"

Post by Coalz101 »

I won't go pushing in a tank if I have no intel. So I'll sit with my engine off and gather my own. The other reason why I won't rush is, RNG. One tank shot can kill you if it hits right soo why would I risk 12 or 22 tickets (been a while since I read the manual) on rushing.

I get your point, but if you want more interesting tank battles, the damage would have to be more "Acardie" if that's the right word. A tank should not die in 1/2 hits in other words for you to get what you want.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: "Go Sound Check"

Post by Rabbit »

Raidonrai wrote:Submarine meta heavy asset gameplay is super lame and boring.

Tank vs Tank these days is just a battle of which crew has more of an AFK brain. Both tanks will sit a few hundred metres away from eachother, engine off, just listening and listening until eventually one crew gets bored, pushes, and probably dies.

Fix this by disabling asset's main gun (similar to tracked effect, unable to turn or fire[possibly black screen?]) if driver is outside the vehicle (or in commander), with a warmup time for the gun (10s or so) once driver is back inside.

This would decrease the effectiveness of dank tank flanks and encourage assets to play within audible range of their own infantry, increasing the overall t word in the game.
That or assign the idle engine sound to the turret as well.
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AfSoccer "I just don't see the natural talent."
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AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: "Go Sound Check"

Post by AlonTavor »

Rabbit wrote:That or assign the idle engine sound to the turret as well.
Won't it sound weird when they overlap?
I think this is a good idea if it sounds fine
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: "Go Sound Check"

Post by Rabbit »

AlonTavor wrote:Won't it sound weird when they overlap?
I think this is a good idea if it sounds fine
No idea, worth a shot. I know in maps you can set some ambient sounds to overide others.
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AfSoccer "I just don't see the natural talent."
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Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: "Go Sound Check"

Post by Coalz101 »

Doesn't the turrent have a generator sound? Just make that louder?
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: "Go Sound Check"

Post by Arab »

We can make the engine sound not cut-off when switching to another seat until they exit easily.
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AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: "Go Sound Check"

Post by AlonTavor »

Arab wrote:We can make the engine sound not cut-off when switching to another seat until they exit easily.
We can?....
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: "Go Sound Check"

Post by InfantryGamer42 »

Removing sound check "mechanic" will not fix tank gameplay at all. It is product of community where it is to hard for two squadleaders and 14 more players in there squad to report that enemy tank is just driving over them and pushing towards friendly tanks on Kashan, leading to me and my driver being totally surprised in moment when we wanted to push to there position and support them. In simple way, on most maps it is only way for tank to play passive 3D chess game whit enemy tank, trying to get any bit of intel it can, if it wants to win while flanking job is in hands of APC/IFV crews and AT vehicles.

If you want more aggressive tank gameplay, you need to teach most squadleaders importance of sharing info around and to the squads that need it most. Until that day happens, I would rather stay back or in good hole down position and keep my tank safe whit or whitout any sound check mechanic, because in long run that is best way I can help team to win. Forcing tanks to play whit team, specially whit team that gives 0 info will just make hole issue even worse.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: "Go Sound Check"

Post by PatrickLA_CA »

This is not exactly forcing tanks to play with team, you can't force that, but without the ability to turn off the engine, crews will need to rely on communication with other assets, including infantry and commander. Overall, it is a good idea that is probably going to anger the old assetwhores who do not want their old playstyles to change but then again, turning tank engine off is not very realistic and fixing it does not have gamebreaking implications, so I'm all for it.
In-game: Cobra-PR
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: "Go Sound Check"

Post by InfantryGamer42 »

PatrickLA_CA wrote:This is not exactly forcing tanks to play with team, you can't force that, but without the ability to turn off the engine, crews will need to rely on communication with other assets, including infantry and commander. Overall, it is a good idea that is probably going to anger the old assetwhores who do not want their old playstyles to change but then again, turning tank engine off is not very realistic and fixing it does not have gamebreaking implications, so I'm all for it.
I agree removing sound checking is not bad idea. But it is not going to change way tank are played. They are still going to play passive, because it is best and in many situations only way to play tank, but now they will focus on abusing BVR mechanic. They will still stay back, they will still farm infantry from spot far away because that is how tank works in game and in real life if we want to go that line of thought. They will still focus on killing enemy tanks, so they can exploit there advantage and on and on. There would need to be much bigger tank and all asset rebalance to even try to change tank gameplay and to push it to be more aggressive, but that would lead to bad INF gameplay on all PR maps, that it is mostly not worth it.

And second thing, while cuting engine to sound check is PR thing, cutting engine is still a thing when tank is behand line in reserve or when tank is in ambush.
Last edited by InfantryGamer42 on 2020-06-01 22:22, edited 1 time in total.
Reason: Add second paragraph
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: "Go Sound Check"

Post by Arab »

AlonTavor wrote:We can?....
Well the way the LCVP's engine sound playing all the time was fixed is by adding either ObjectTemplate.neverDrawAs1p 1 or ObjectTemplate.cockpitSubGeom 0. That 'bug' (or maybe intentional?) existed since PR:WW2 Beta. But that's for Sea Engines, not land vehicles which might be different

Could try adding ObjectTemplate.neverDrawAs1p 0.
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AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: "Go Sound Check"

Post by AlonTavor »

Why would 1p have anything to do with 3p sounds?
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: "Go Sound Check"

Post by Coalz101 »

PatrickLA_CA wrote:This is not exactly forcing tanks to play with team, you can't force that, but without the ability to turn off the engine, crews will need to rely on communication with other assets, including infantry and commander. Overall, it is a good idea that is probably going to anger the old assetwhores who do not want their old playstyles to change but then again, turning tank engine off is not very realistic and fixing it does not have gamebreaking implications, so I'm all for it.
Communication with other assets, when there is none. HAH, welcome to the Reality of most squadleaders on PR.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: "Go Sound Check"

Post by PatrickLA_CA »

Well I don't know where you play, but most servers I play (EU and US) have a fairly decent communcation between squad leaders. But if other squad leads are not willing to communicate with your tank squad, then simply do not help them and play as you see fit. If they ask why you're not helping them then you can tell them.
In-game: Cobra-PR
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: "Go Sound Check"

Post by UncleSmek »

If the point is to change tank/apc meta there might be more ways of doing it besides just this
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: "Go Sound Check"

Post by AlonTavor »

We're open to ideas.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: "Go Sound Check"

Post by InfantryGamer42 »

Is there any way to give tank crewman ability to place spot markers on map, like commander and squad leader?
Damian_
Posts: 53
Joined: 2011-07-01 10:14

Re: "Go Sound Check"

Post by Damian_ »

InfantryGamer42 wrote:Removing sound check "mechanic" will not fix tank gameplay at all. It is product of community where it is to hard for two squadleaders and 14 more players in there squad to report that enemy tank is just driving over them and pushing towards friendly tanks on Kashan, leading to me and my driver being totally surprised in moment when we wanted to push to there position and support them. In simple way, on most maps it is only way for tank to play passive 3D chess game whit enemy tank, trying to get any bit of intel it can, if it wants to win while flanking job is in hands of APC/IFV crews and AT vehicles.

If you want more aggressive tank gameplay, you need to teach most squadleaders importance of sharing info around and to the squads that need it most. Until that day happens, I would rather stay back or in good hole down position and keep my tank safe whit or whitout any sound check mechanic, because in long run that is best way I can help team to win. Forcing tanks to play whit team, specially whit team that gives 0 info will just make hole issue even worse.
Have you tried asking for intel? It tends to work for me.
I'm looking forward to seeing your point of view just keep it logical, not emotional.
Damian_
Posts: 53
Joined: 2011-07-01 10:14

Re: "Go Sound Check"

Post by Damian_ »

AlonTavor wrote:We're open to ideas.
1.Let vehicle driver turn off engine without jumping out.
1.1.If possible using q/t commands, or button
1.2.Alternatively add one more seat in all vehs that works like driver seat but without engine sound being on and ability to drive that can't be occupied simultaneously with driver seat

2.1.Moving gun causes engine sound to turn on for few secounds.
2.2(ALT).Gun can't be moved if engine is off(question should it be for all vehs, or only tanks).
2.2.1.Let gunner turn on engine and give himself ability to move gun without driver input.

3.Optional commander seat, if commander is present driver cant use commander sights.
3.1.Multiple commander seats that are doing different things and cant be occupied simultaneously:
- hidden inside and using commander sights
- exposing only his head being able to look around and use crouch to hide
- exposing entire upper body and able to use binos

Question can you limit driver ability to use commander sight only if there is commander present.
Question can you block seat depending on if other seat is occupied.
Last edited by Damian_ on 2020-06-11 09:28, edited 8 times in total.
I'm looking forward to seeing your point of view just keep it logical, not emotional.
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