C'mon fellas, you are not PAYING for that ammo

General discussion of the Project Reality: BF2 modification.
DrMcCleod
Posts: 366
Joined: 2007-01-11 11:26

Post by DrMcCleod »

Chuffy wrote:Eh, not really, in fact many RO players (myself included) want suppression effects upped. As a rifleman I find it ridiculously easy to shoot an MG'er in the head even if he is throwing a storm of lead my way. Plus the bullet 'whizz' sounds are pretty pathetic.

But even so, suppression effects could be made more noticeable in PR.

An interesting suggestion, what did yuo have in mind?
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Supressive fire = Tunnel vision

(It's a game after all)

Maybe this will keep they're heads down as they can't see, but it's just a suggestion and might give other people some ides.
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

i dont know. usually when someone shoots at me, i keep down. until they reload :twisted:

suppressing fire works. no smart player will jump out and shoot at you standing up. unfortunately, we have a few dumb players who think its a good idea. if you are paying attention and concealed properly, they should go down no problem. the game is fine how it is imo.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

i still find i put surpressing fire down , shooting as much accurate fire as and i see the other guy taking his time and just pop up and single shot me..

surpressing fire needs to be more effective agaist ppl, reduce accuracy and whatnot.
hoc_xfirestormx
Posts: 464
Joined: 2007-02-15 23:11

Post by hoc_xfirestormx »

gazzthompson wrote:i still find i put surpressing fire down , shooting as much accurate fire as and i see the other guy taking his time and just pop up and single shot me..

surpressing fire needs to be more effective agaist ppl, reduce accuracy and whatnot.
hmm. well maybe im wrong then. ill have to pay attention next time im in game and see how it works.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

I would also mention if you pass a SAW gunner and you are a rifleman, stop and do the 3 bag reload with him or at least drop one bag and move on.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

ArmedDrunk&Angry wrote:I would also mention if you pass a SAW gunner and you are a rifleman, stop and do the 3 bag reload with him or at least drop one bag and move on.

Well said,
The cool thing about AASv2 is that the unit works closer together. In vBF2, the squads were independent of each other and self supporting.

Like the Armed Gentleman said, if your kit does a supporting role to the team (resupply ammo) kit, look out for those around you. Role Play your kit first, and then focus on the killing second.

Hopfully when the .6 CO redesign come out we can get mroe orgranzied teams, with specific squad roles. Each one dependent on the other.

___

BTW, do not forgot about the tracers on the SAW.

This can help GL dudes and light AT know where the enemy is located, thus allowing for a more focused shot.

Also, the gunships can use the tracers to their advantage.

Arty strikes can work well here also.

Like I typed, the saws should be supporting the assault with suppressing and pointing to the enemyes prescence (tracers) , not trying to wait to see them before pulling the trigger.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Post by Jedimushroom »

lonelyjew wrote:I try to provide cover fire but when I'm a medic or light AT those 4 mags can run out pretty damn quickly.
I really don't know why medic only has 4 clips, L-AT I can understand but medic? It isn't like he has any more to carry, in fact that medic stuff probably weighs less than 3 big ammo bags.
Image

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

Actually, when rounds land right next to you, splashing against walls and vehicles, your vision is blurred somewhat and the sound effect is enough.

But what is maybe needed is an effect for flyby rounds. When rounds go past you , you experience some shake, some wobble, some tunnel vision (as mentioned above) that represents the attack on the characters nerves.
Image
[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british :(
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

This is why I think we should up the spawn time to like a minute. It will only make covering fire more effective.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

Are their variable spawn timers? Would suck to be out of play for a minute if you got TK'd :(

And has anyone noticed how that's been happening a helluva lot recently :(
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

Yes, that would suck. I personally think TKs should result in instant spawns for you and 10s spawn penalties for the TKer. And I don't think that mines or non-team-vehicle damage causing SLAMs should register as TKs.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

Longbow* wrote:Bullets that doesn't hit me don't scare me . In-game ofcource . Same goes with most of players IMO . So whats the reason to make covering fire ?
They don't have to hit you. Just whizz by you close enough to make you think that you are about to get hit if you don't hide behind cover. That's why it's call "suppressive fire". It's supposed to suppress you and prevent you from acquiring any targets to shoot. :)

In Project Reality, one or two bullets are all that are needed to bring you down (as opposed to the 5 or more in vBF2), so you need to learn to get the hell out of dodge when you are being suppressed.
Those squads that know how to suppress and do it well can't be stopped by one or even two rifles, so it's best to displace to a new hide, so that you can live to fight another day.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

rico11b wrote:Those squads that know how to suppress and do it well can't be stopped by one or even two rifles, so it's best to displace to a new hide, so that you can live to fight another day.
Those squads communicate, thats the key.
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

bosco wrote:Cover fire has no real use in PR.
In Red Orchestra you can't aim at all when bullets are flying around your head, but in PR, the effect is so small it doesn't really bother the shooter.

You're right Bosco. That's why the suppressive has to be accurate. If it's not accurate well placed suppressive fire it won't work. You just want the bullets to come so close that they don't want to expose themselves for fear of getting hit, and having to wait 30 seconds or more to spawn again.
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

El_Vikingo wrote:Those squads communicate, thats the key.
Yes, how true that is.
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

suppressive fire works about...no% of the time in video games.

if a bunch of people are shooting at me i will pop up to see where they are, then i go back down, cook off a nade and huck it at somebody. or nade launch. if they are close they get shotgunned.

when i pop up to see where they are i rarely get killed, i can hear the bullets hitting me but bf2s awesome hit detection means that it doesn't kill me.

if a .50 or > is shooting at me i will stay down though, as that round will fuck you up.

video games provoke no fear and i dont care how long i have to wait to spawn, if it gets to long i go get something to eat/drink or something of that nature.

pretty much the only way to do it is to run in there ballin and shoot them in the face before they can get a nade out.
Image
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

Longbow* wrote:Bullets that doesn't hit me don't scare me . In-game ofcource . Same goes with most of players IMO . So whats the reason to make covering fire ?
Actually, if you have 3+ guys firing full auto at you are you pop your head up, chances are you will get clipped and headshot. IMO, the whole point of covering fire now is to actually make the enemy feel confident and pop his head out so that one bullet will hit him. I know this happens to me a bunch, and don't even stick my head out anymore when there are 3 or men enemies.

Please people, stop firing pop shots and use your ammo. Chances are, you won't get a perfect shot to get a headshot most of the time, so just full auto or burst at them with a partner and they will get it eventually.


Did you guys also forget that their is a delay when coming up from prone to fire too? That is why your chances of getting a shot on them with auto/burst is high.
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

Sneak Attack wrote:suppressive fire works about...no% of the time in video games.

if a bunch of people are shooting at me i will pop up to see where they are, then i go back down, cook off a nade and huck it at somebody. or nade launch. if they are close they get shotgunned.

when i pop up to see where they are i rarely get killed, i can hear the bullets hitting me but bf2s awesome hit detection means that it doesn't kill me.

if a .50 or > is shooting at me i will stay down though, as that round will fuck you up.

video games provoke no fear and i dont care how long i have to wait to spawn, if it gets to long i go get something to eat/drink or something of that nature.

pretty much the only way to do it is to run in there ballin and shoot them in the face before they can get a nade out.
So what you are saying is, "we need to turn up the damage done by all rifles to force players to respect all bullets".

I like the sound of that, lets turn up the damage done my all rifles in game so all players will respect the damage the rifles can and will do. What about ricochet, can we get that too Devs?

R
Carpface
Posts: 40
Joined: 2007-02-25 18:12

Post by Carpface »

Well, isn't the whole point of "covering fire" to "cover" a maneuver? I mean, these people saying that it won't stop them from poking their heads out again to kill enemies switching position is sort of hubris. The point is you have already ducked in the first place and by the time you poke your head out to score some points, half an enemy squad may have changed position and possibly to one that puts you at grenade distance or worse. If 3 people spot you first and put even somewhat accurate fire over your head, don't honestly say you'll be shooting right back at them without flinching.
Post Reply

Return to “PR:BF2 General Discussion”