Installed PRM yesterday, very impressive overall.
Good points:
Sound effects, crack of bullet - brilliant.
Teamwork, plenty of VOIP.
Some really nice maps.
Better game modes.
Weapons feel properly weighty.
Recoil handled nicely.
Bad points:
Maps with too many players, 64 do not fit on a 32 man map - just get a spam fest with no chance for squad work to develop.
Some of the new maps need tweaking - especially the big tank one in the pine forest.
Long cap timers, the USMC/PLA city map (Sun City?) had really fast flag timers, and it worked really well. Nowt worse than having some enemy teleport next to you during some interminably long cap.
Confused points:
If you are the commander, what is the key to confirm an artillery strike/supply drop if it is called by a squad leader?
First impressions
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
hey and welcome to our forums
(just hope they will get fixed soon, been going down quite abit yesterday hehe)
the 64 players on 32 maps is really a server admins problem, its up to them to put the right maps sizes on there servers hehe.
all the maps are getting reviewed and rewored for 0.5, no worries there
the flag capping times, logic and the AAS gamemode has gone under alot of rework for 0.5 and should be alot better for all the maps, the overall, flag cap times will be "long", but you will be able to nutrilize a flag very quickly, stopping the other team from spawning there, then you will have to sit on the flag for some time to give the other team a chance for a counter strike on the flag
when a SL calls for arty by spotting for it, the commander needs to go onto his commander screen, he will see the request location then he just needs to right click on it, and go accept or deny
We have just removed the arty button so that the commander just cant spam it everywhere like he dose in vBF2. thou shame we cant tweak more of the arty systems like reload time as its all hard coded
hope that helps
the 64 players on 32 maps is really a server admins problem, its up to them to put the right maps sizes on there servers hehe.
all the maps are getting reviewed and rewored for 0.5, no worries there
the flag capping times, logic and the AAS gamemode has gone under alot of rework for 0.5 and should be alot better for all the maps, the overall, flag cap times will be "long", but you will be able to nutrilize a flag very quickly, stopping the other team from spawning there, then you will have to sit on the flag for some time to give the other team a chance for a counter strike on the flag
when a SL calls for arty by spotting for it, the commander needs to go onto his commander screen, he will see the request location then he just needs to right click on it, and go accept or deny
We have just removed the arty button so that the commander just cant spam it everywhere like he dose in vBF2. thou shame we cant tweak more of the arty systems like reload time as its all hard coded
hope that helps
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.:iGi:.U.G.H.
- Posts: 850
- Joined: 2006-04-20 09:49
I take it you played on TB's server. You're right the map needs to be the right size for the number of players but that's up to the server admin.DrMcCleod wrote:Bad points:
Maps with too many players, 64 do not fit on a 32 man map - just get a spam fest with no chance for squad work to develop.
Steel Thunder. What needs done IYO?Some of the new maps need tweaking - especially the big tank one in the pine forest.
The super fast cap time on Sunset City is actually a bug. Cap times should be much longer to prevent the round robin type base capping like you get in vanilla BF2. They will be MUCH longer in the next version of PR so it will involve more tactics and teamwork to cap and hold a flag. However, getting a flag to neutral won't take long so you don't have to worry about enemy spawning there too much. It might take a while for you to get used to after vanilla but stick with it, you'll get used to it.Long cap timers, the USMC/PLA city map (Sun City?) had really fast flag timers, and it worked really well. Nowt worse than having some enemy teleport next to you during some interminably long cap.
We are recruiting high skill players for PR - http://www.imgoingin.co.uk/forums
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bullit_toof
- Posts: 171
- Joined: 2006-03-26 13:12
The biggest problem with PR is that people coming from Vanilla play and treat it like vanilla, when actually the two are like chalk and cheese. Once you realise you have to relearn just about everything, the game gets better and better.
I'm tired of people complaining during games saying this games sucks after being on the server for 5 minutes, however after an hour they're still there fragging it up.
Suppose the advantage of this is that it attracts a more mature, dedicated player, mostly
I'm tired of people complaining during games saying this games sucks after being on the server for 5 minutes, however after an hour they're still there fragging it up.
Suppose the advantage of this is that it attracts a more mature, dedicated player, mostly
I am the Sig
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
I was playing on a server once, a suddenly i hear this guy...or should i say baby whine on VOIP, and i mean seriously whine, not the typical whine any other gamer would do, but a 4 or 5 year olds. Everyone in the squad left, and I was trying to understand what it (the baby) was saying but couldnt.Suppose the advantage of this is that it attracts a more mature, dedicated player, mostly
My ears did bleed that night.

