What are your top 5 gameplay issues??

General discussion of the Project Reality: BF2 modification.
Fat Zombie
Posts: 54
Joined: 2007-03-28 20:44

Post by Fat Zombie »

Rick_the_new_guy wrote: 2. People are literally dieing 20+ time in a map. That is garbage. People, we've have got to get a tougher penality for such massive deaths. Maybe after 10 deaths an extra five seconds is added when you die.
The "5 seconds for 10 deaths" is a bit odd; If I remember correctly, everytime you die an extra second is added onto the respawn time, which is twice your suggestion!

Plus, I wonder about the New Person factor. If someone new joins a server for the first time, he/she's probably playing against veterans, people who have been playing for ages and so could shoot the buttons off a soldier's coat at 300 miles. They're not going to last long; they're going to die quite often.
I know it still leaves the problem of people not taking death seriously enough (and to be honest, you're never going to take a fake death seriously when you know that you'll be playing in a bit; the only way to solve it is make it so that if you die once, you can't play the game anymore... and that's a joke, realism lovers), but we have to encourage new players.

(Not saying we should dumb it down; I just think it's fine as it is)
: :d akkus dakkus et blastium::
L3adCannon
Posts: 44
Joined: 2005-06-03 11:31

Post by L3adCannon »

1. Insta-proning- bloody annoying this one is.

2. Default BF2 models- I just don`t like the default BF2 weapon models, they look too small, too plain, too light, too arcady. If anyone has seen the early beta ingame shots of vBF2 then they should know what, for an example, M-16 used to look like. Much more closer to the screen, lots of detail, bigger and "bulkier"- looked A LOT more realistic, deadlier.
Imho, the only gun that feels and looks realistic is the AK-101.

3. Al Basrah or whatever it is, keeps crashing on me. Whenever I play it, I am missing half of the textures.
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

Fat Zombie wrote:The "5 seconds for 10 deaths" is a bit odd; If I remember correctly, everytime you die an extra second is added onto the respawn time, which is twice your suggestion!
Re-read what he posted... He said 5 seconds for every death, instead of 1 second. So thats 5 times whats in place after 10 deaths.

I think insurgents should be able to die as many times as they want since many of their real life tactics involve getting themselves killed while trying to take out a few infidels
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Dyer |3-5| wrote:Re-read what he posted... He said 5 seconds for every death, instead of 1 second. So thats 5 times whats in place after 10 deaths.

I think insurgents should be able to die as many times as they want since many of their real life tactics involve getting themselves killed while trying to take out a few infidels
Thats a good idea about the insurgency. I think a map where they can't recapture the CP's would balance their added attacking force abilities and lack of cool stuff. So maybe take basrah, remove all the spawn cars, and just dont give the insurgents "extra 5 secs" per death kind of thing....or make it less at least. It would increase the Jihady-ness of them. But hey, now I'm on a different topic...hey dev's, any new developments with CQB Unreal style? I still say we kill the straffing speed, you just dont see it IRL.
Last edited by VipersGhost on 2007-05-11 17:24, edited 1 time in total.
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

The following are in a random order, and therefore they are all as important as one another. I have included a 6 th one, becuase i am a nob :p , no really, becuase i dont actually think there is a 7, 8, 9 or 10 in terms of importance, every thing else is a total notch below, or is included in the 6 stated.


1) Character movements: namely totaly unrealistic leg, torso and arm movements (actual human skelaton with lean and free head movements and proper reaction to wieght of equipement worn, namely no serious jumping).

2) Squad system: namely to small and too simplistic (8 man squad list, brocken down into 2 small lists, with 4 man = 2 fireteams simply organizsed AND specialized squads, namely pilot, crewman, engineers, sniper).

3) VOIP system: namely lack of options (SIMPLISITY IS GOOD :p but.......SL ability to communicate with all other SL's AND ability to communicate "verbaly" to any one, friend or foe, with a specific radius).

4) Weapon handeling: namely unrealistic recoil and character weapon movements (have to shoulder to fire always, with ir-site or not AND ability to rest weapon on objects).

5) Order system: namely inability to issue mulitple orders (SL have a greater no. of different orders, more detailed map AND most importantly have ability to use hand signals that force all players to automatic look at point the SL hand points to ;-) )

6) Damage system: namely inablity for systme to distinguist between body parts and armour (4 limbs - 1 bullet hit a limb, disables it, blood loss kills, with 1 limbs = 3mins, 4 limbs = 30secs AND ceramic plates stop bullets but no. varies according to type of round).



Below are a list of reasons for why i chose the above points.

1) and 4) and 6) A change in character movements and weapon handeling would imdietely reduce the effectiveness of run and gun tactics to a level that results in death by MEC infantry squad 2, fireteam Alpha!. If it takes 1 second or more to fire your weapon from travely at 12mph or you can put 5 + - 7.rounds in to a guy at 10m wearing body armour but he does not drop, you wont go running in so gunho any more.

2) A player can cut 3 other players down in less than 3 seconds if he is skilled, and 2 players can do 6 in a very similar time, and that is fireteam A and B finished..BUT if there were to be 2 more men, the squad is by no means totaly dead! 8 men, allows much more effective assults, with each fire team packing alittle more punch. 1 Squad can now attack, defend a possitions from 2 directions or angles much much more effectively. They are also a darn site better at suppressing becuase 3 men can struggle to put down enough fire, but that 4th man really would help.

3) Well, imagine hearing my voise yell around across the sands dunes "ViperGhost i am coming for you and your entire ....*woosh of the wind*"! Or being able to talk to the tank drive 3ft from you, OR being able to talk to medic running away from you, which leads us nicely on to.....

6) No longer would some man come up to your bullet riddled corpse and go *ZAP* "clear...charging", for you would be long gone in Elysium. Instead you would find that you ceramic plate had taken 5 - 5.56mm rounds, but had cracked however, both 1 arm and 1 leg has been disabled, with blood everywhere! You need a 2 bandages, but you only have 1 and you cant move....so you call for HELP using 3) and a medics comes along but he takes a good 10 seconds to rap a bandage round each arm.






So, being shots, now can mean bordom becuase 90% of hits will result in alot of bloody and players not being able to shoot back or move! HAHAAAAA :p
So, to enage in Close Combat you much be absolutley focused and ready, becuase you cant spin 360 in 0.5 of a sec or lower your body and return fire accurately in 0 secs any more!
So what the hell do you do..........well you stick with your close to your fireteam buddies, dont stray to far from your medic becuase of the above, and you supress the enemy becuase even 1 minor hit can incapasitate any one, so even a single hit can enable the enemy to run around the side and kill you while you lie on the ground unable to doing anything but SCREEEEEEEM for a medic..... :D






And that my friends, is:
PR*
fingers crossed :grin:
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

INSTA GOD DAMN PRONE.

There I am crouched, guy comes round the corner, I fire then he goes prone and wastes me in a second, absolute bloody joke and it's been a lot worse for me of late.
The IED Master 8-)
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

Oh, top cat...

If only the engine could take it... :(
The third "never again" in a hundred years
Mafney
Posts: 27
Joined: 2007-05-08 15:43

Post by Mafney »

5) Order system: namely inability to issue mulitple orders (SL have a greater no. of different orders, more detailed map)
I definately agree with this one, SL's should be able to set a Primary and Secondary objective to players within their squads.
Mafney


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paco
Posts: 218
Joined: 2007-04-02 18:46

Post by paco »

#1. Lack of teamplay

#2. Quiet squads or players who talk all the time where every other word is "I" or "need".

#3. Lack of team thinking in many areas like transports and support, squads rush away scattered. A squad of six are sitting in six different transports.

#4. Pilot SLs, they can't place rally points

#5. Players constantly asking others to be medic/policeman/male ballet dancer/whatever they don't fancy playing themselves.
dandred
Posts: 94
Joined: 2007-01-18 16:06

Post by dandred »

Mafney wrote:5) Order system: namely inability to issue mulitple orders (SL have a greater no. of different orders, more detailed map)
I definately agree with this one, SL's should be able to set a Primary and Secondary objective to players within their squads.

yea, this is a problem. I'm in a squad and we are moving to an objective, suddenly the objective changes and I have to ask the squad leader where he whats me to go, only to be told it was just a commander order, nothing to do with what the squad is doing at that time......

I like Squad leaders to use their brains. ;-)

I've been in squads in the past were the squad leader refused to put arrows on gray flags because the commander had ordered him to go to another objective, even though we needed to cap the gray flags first :roll:

all the squad leader would say was "we must follow orders" even though the orders were stupid and the squad leader has no brains to think for himself.

We need more options. :!:
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

Clypp wrote:
  • Grenades "reload" even when they were put away. This makes no sense.
  • Insurgent RPGs could use a little less deviation.
  • CP Groups with AAS2 make some maps stalemate in the same place all the time.
  • Tank zoom changes every time a new round is loaded, no reason for this.
  • Need more "shock" effect when hit by a bullet. The first shooter should win 90% of 1v1 engagements.
No opinions changed on these points.
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

Clypp wrote:No opinions changed on these points.
Nah cause yer a wanker likes. :p

They're sorting the zoom bug with the tanks, I like the sound of the last one though, very true, incredibly annoying when you hit someone and they turn round and blast you.
The IED Master 8-)
=XTC=HenryRollins
Posts: 8
Joined: 2007-04-11 22:27

Post by =XTC=HenryRollins »

Cobra Pilot:
The King Cobra still uses TOW missiles and can more affective in direct line of site situations. I would love to see this added to my gunners weapon system.
"The Super Cobra can carry both TOW and Hellfire anti-armour missiles and is being qualified to carry the Maverick missile. The Raytheon BGM-71 TOW missile has a range of more than 3km and semi-automatic command-to-line- of-sight guidance. The AGM-114 Hellfire missile is manufactured by Lockheed Martin. It is equipped with a semi-active laser seeker and has a range of 7km. The Super Cobra has fire-and-forget capability when firing the Hellfire missile in co-operative mode with laser target illumination."
[LTC] Gunther.S [4SFG]
Posts: 97
Joined: 2007-03-29 02:18

Post by [LTC] Gunther.S [4SFG] »

Prone, shoot, kill ROFL.

Barrel rolling around cornors and shooting and killing people while doing so. I do this so many times though LOL :lol: So cheap. But w/e

I hate how you only have 3 different height levels. Lets say you want to shoot through a crack. Well if that crack isnt prone, crouch, or standing level you are F'ed

Teamwork. Nobody does it.

FOG FOG FOG FOG OMG! EVERYWHERE FOG. :roll:

Hardcoded stuff

Btw Paco, I dont understand #5.. they're asking because they're trying to work as a team.
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Post by Ecko »

1) Insta-Prone
2) IED Power (I'm specifically concerned for the C2, that better take up to 6 IED's too knock it out.)
3) Black hawk descent speed
4) 50 Cal hummer lack of protection
5) British Land rover has no passenger seats
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AKA Ecko1987
Beep-Beep-Beep.
ub3rxn00b
Posts: 77
Joined: 2007-04-06 21:00

Post by ub3rxn00b »

1. Grenadier and RPG noobs
2. Inability to drive/use captured enemy light transports
3. Bad squad/VOIP system - hard to communicate with other squads
4. Unrealistic recoil system - the gun stays up
5. Lack of a frontline
arthuro12
Posts: 396
Joined: 2007-02-09 16:41

Post by arthuro12 »

ub3rxn00b wrote:1. Grenadier and RPG noobs
2. Inability to drive/use captured enemy light transports
3. Bad squad/VOIP system - hard to communicate with other squads
4. Unrealistic recoil system - the gun stays up
5. Lack of a frontline
same really xD!
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Possibly the sexiest member alive.. I want to tickle your prostate :D
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

Ecko wrote:1) Insta-Prone
2) IED Power (I'm specifically concerned for the C2, that better take up to 6 IED's too knock it out.)
3) Black hawk descent speed
4) 50 Cal hummer lack of protection
5) British Land rover has no passenger seats
Can't say I agree with that.
The IED Master 8-)
jmull
Posts: 96
Joined: 2007-03-29 14:21

Post by jmull »

1. More shock effect needed when hit by bullets or being fired at, etc.
(so there is a real feel of suppression)

2. More delay needed to get to prone position. (stop prone spamming)

3. Mini map should go or only show friendly and friendly objectives and bigger penalties for TK's
ie. +1 min. on re-spawn and deduct 20 team points
(then people would think before they shoot)

4. Scoreboard should not be visible during round
(highly unrealistic and helps to breed stat whores + can be used to see if enemy has been killed)
In fact stats should be scrapped altogether.
Alternatively, only team points should be awarded (no points for kills) and weapon accuracy showed

5. Screen should be blurry when critically wounded and black when dead
(to eliminate ghosting)

6. Short range rendering (it's pointless hiding in grass except when enemies are at close range)

7. Driver/pilot should be able to kick a blue guy out of any vehicle to make room for squad mates
(eliminate having to wait for that stubborn blue guy to get out)

8. Should only be able to jump once every 5 seconds (to stop bunny hopping)


Sorry there's more than 5 but I think they're all important. :wink:
Last edited by jmull on 2007-05-12 17:05, edited 1 time in total.
Less time reading our crappy posts DEV'S, more time working on the MOD that we love :wink:
Deadmonkiefart
Posts: 632
Joined: 2007-02-06 04:33

Post by Deadmonkiefart »

Realistic bullet penitration.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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