.5 fun of this excellent MOD

General discussion of the Project Reality: BF2 modification.
Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

Croix wrote:Blah props for half-out-of-context statement quoting...

I said he shouldn't be THAT well armored.
I understand what you wanted to say. Sorry if I was offensive at your idea. It would be a good idea if all those who play this mod would play it as it was designed (same counts to any online game). If you simply add more HP (even if it would be like 10% boost) to commander it would not lure those who would command the team to victory. It would just lure those who would like to have some more armor and pwn those who doesn't have.
Anyone can be a commander and once he is there is no way how to remove him from his position (I have never seen a successful vote before). So you would stick with a fighting commander while those who would actually like to command (or at least throw arty/supplies) would be out of luck.

I would rather suggest that anyone who wants to be a commander has to have commander kit. It can have an enhanced armor but no assault weapon. Only a pistol. This way you would not find commanders in the frontline as I sometimes do.
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Usually I take a commander position when all squads are full and no one wants to join mine - usually when I join server in a later stage of round. I know only a little about commanding (and probably thats the reason why squad leaders ignore my "good" plans) but at least I am useful with supplies/arty.
I would do it even without any weapon because commanders role is to be hidden somewhere and to watch the map
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Golden7B
Posts: 153
Joined: 2007-02-08 17:46

Post by Golden7B »

BigPipe wrote: The Devs have done a good job, great work, but they must realize that this MOD will never be like real life and the harder they try, the more they ruin the MOD.

Also a lot of the things i have complained about can be remedied if you play with a good squad with everyone is using VOIP, others defending bases, people playing engineers just to repair tanks etc (In my opinion this mod is suitable for clan matches only where there is full co-operation)
I just need to say something on those two sentences: you submit a problem and then the answer......

The Devs have done a good job, great work, but (YOU, WE, THE PLAYERS) must realize that the devs cant do everything to make it as realistic as it can be..... We have the MAIN part (responsability) in our hands and that is in the way we decide to play the game.....: As real life, or as Rambo....

Basically its pretty simple:
- We dont play as teams, squads and the mod as no purposes at all
or
- We show gratitude and respect to the devs (which they deserve!) by playing the game the way it should be: Squads, team, communication, stealth and we help PROJECT REALITY develop and go further....

My 2 cents, 8)
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BigPipe
Posts: 44
Joined: 2007-02-15 10:22

Post by BigPipe »

what i mean is , if PR becomes too real its in danger of becoming a simulation. Real simulations tend to be very complex and lack any entertaining value.

Were here to have fun, after a map, people should type in chat "oh, my that was a blast"
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Commander is getting a major overhaul as part of the remaining changes to the spawn dynamics. Commander will not be *required* BUT you'll pretty much be fecked without one.

Hopefully within the next 4 weeks we'll have some vids and/or player guide information on what this is going to be... it's er.. very teamwork oriented and also not something I have seen in any other FPS to date :D

And again.. we might make some mis steps with it, but they won't be as bad as the v0.5 errors. Additionally v0.6 is really going to be mostly about polishing up issues with only a little new content.
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Determined
Posts: 757
Joined: 2005-09-27 02:03

Post by Determined »

'[R-DEV wrote:eggman']Commander is getting a major overhaul as part of the remaining changes to the spawn dynamics. Commander will not be *required* BUT you'll pretty much be fecked without one.

Hopefully within the next 4 weeks we'll have some vids and/or player guide information on what this is going to be... it's er.. very teamwork oriented and also not something I have seen in any other FPS to date :D

And again.. we might make some mis steps with it, but they won't be as bad as the v0.5 errors. Additionally v0.6 is really going to be mostly about polishing up issues with only a little new content.
Who needs new content when they can have a polished .5. Thats all you can ask for.
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DaedalusAI1
Posts: 62
Joined: 2007-02-14 03:39

Post by DaedalusAI1 »

Croix wrote:I personally find I no longer need to pull up my ironsights to hit an enemy that is within 15 or 20 feet of me because the deviation and rate of fire is so great that it's almost impossible not to hit them if they are somewhat centered on the screen. Of course I use this tactically to great effect, but I wonder as to it's 'realism' factor. Do troops generally shoot rifles from the hip in CQB?

Hah wow sleep.
I didn't go to Iraq, but when we did live fire drills at pop up targets, or used paint rounds in our M16A2's against other Marines, I didn't really use the sight when 50 meters or less. Just placed in shoulder and pointed in the direction of the target/person. In Okinawa, a lot of the training grounds were in a hilly jungle area so view distance was never far. When people were fireing paint rounds, (not paint balls, but it was a modified version of M16 that fired 9mm bullets that had a paint tip instead of fmj. So you couldn't see the bullets comming at you, just hear them fireing and hitting) it was verry dificult to actually aim through the sight. Especially singe it would block a lot of your view and when close that is a bad idea. My budy that went to Iraq said he never used his sight for the 203 or M16 when they were in city battles.
Bunny from Platoon "... I get this bad feeling. I told the padre the truth man, I like it here. Get to do what you want, nobody f#@%$ with you. The only worry you got is dying. And if that happens you won't know about it anyway..." :m1helmet:
Hobday[22ndMEU]
Posts: 14
Joined: 2007-02-14 22:52

Post by Hobday[22ndMEU] »

after playing on al basrah i must agree u get constantly spawn killed at apcs, flag, rp, spawn mobiles. u never see any action cus on every map usmc just camps and wait for choppers and a10s, and its REAL LAGGY/BUGGY. and dont even get me started on the vanilla noobs.....
wooly-back-jack
Posts: 940
Joined: 2007-01-14 17:20

Post by wooly-back-jack »

I've had some great games on it, rise above the noobs. If your gameplan is foiled , try something else.
use your rally points and keep changing their location as officer and they wont get camped. I just tell my squad not to use them if they are found and move it asap.
If its a spawn car dont go razzing around the streets and dump it in view, people have to spawn there, find a nice hut or alley that will shield it.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

Can't imagine getting hit by those paint rounds felt very good.
FleSHas
Posts: 16
Joined: 2007-02-25 20:17

Post by FleSHas »

hi guys , i new here i have a problem with pr 0.5 , when i go to choose a server and joint the server the game crash but now for the windows , the pc freeze and i have to reboot , sameone can help i love this game its the best mod i have played ( 0.3 ) thx folks.
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