Scared to try

General discussion of the Project Reality: BF2 modification.
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Should the core gameplay rules adhere to .5 standards?

yes--they were understood and stable
5
23%
no--.6 offers new exciting rules and changes
17
77%
 
Total votes: 22

::Major_Baker::
Posts: 406
Joined: 2006-11-22 01:06

Scared to try

Post by ::Major_Baker:: »

I have not played .6 yet, but reading through all the reported bugs and changes, I can't help but think that the gameplay changes are too much. The rally points were ok in .5 I thought.

I think this mod had reached a point where the majority of gameplay issues had been refined--everyone liked the rally points in .5, they worked well, Now they dissapear when CPs are lsot...., and what's the 3-man rule? three men must be in your squad to lay a rally point?

Add content, maps, new classes, and armies, but shouldn't the core gameplay remain fairly constant from now on?

Is there a guide wriiten up yet with all the listed changes? I tried to explain the mod to a friend as we played together and saw him becoming disinterested as I had to keep adding reasons every 5 seconds why certain things couldn't be done.
Lugubrum
Posts: 1057
Joined: 2006-03-15 16:00

Post by Lugubrum »

Does anyone know where can I find the 0.6 gameplay changes?
Myth-The-Savage
Posts: 58
Joined: 2007-05-18 14:07

Post by Myth-The-Savage »

basically guys, its gonna take some getting used to, but so did .5, overall, even though it is in its OB stage, i think .6 is a drastic improvement, especially the rally points, they now encourage much more squad based play and are les of an arcade style mobile spawn point, give it a try, it doesnt take that much getting used to.
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Barrett M95, when you absolutly, positivly, have to kill every mother F#*ker in the room.....that is 2 miles away!
Blackhawk 5
Posts: 1607
Joined: 2006-08-25 02:23

Post by Blackhawk 5 »

Lugubrum wrote:Does anyone know where can I find the 0.6 gameplay changes?
http://guide.realitymod.com/index.php?t ... eality_0.6
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

The only rule that I don't like is this one,
- If your team loses a CP, your Rallypoint will expire after a couple minutes. At this time you must re-capture a CP in order to place another Rallypoint. If you die as the Squad Leader, you can place an RP again upon spawning back in.
How are you supposed to capture a CP without a RP ? Your squad leader get killed and you need to respawn all the way back to the carrier/main base...
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Rushy
Posts: 13
Joined: 2007-05-11 14:31

Post by Rushy »

I dont think .6 RP changes would bother me as much if there was some kind of notification when the conditions are met. Especially for the one mentioned above when lose a CP. Maybe the QM can say to SL when it is availible? Then he just needs to worry about getting 3 people together and being far enough away from CPs.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

this is only open beta , these things are testing stages and will/probly be changed.
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

After playing the beta o.6 for 2 days, the new rules deffintely put the more emphasis on both team and squad organization. In 0.5 it was easy to succeed but while relying on a few organized and highly focussed squads to take flags but in 0.6, it will be much much more difficult to succeed with the above and thereofre all squads will be required to have objectives that are clear to all other team members.

Rule: Loose the flag your team should be defending and all RPs on your team disapear. (NOTE: main base rallies, APCs, IFVs and bunker spwns still remain)

Teams that defend their flags effectively (have enough men defending the right flag) , will provide there attackers with spwn advantages becuase there RPs will remain intac, therefore they can continue assults on enemy flag.

Teams that defend their flags poorly (have not enough men defending the right flag), will remove attacking squad spwns and therefore make them unable to make continued attacks on flags.

Rule: Squad leaders must have 3 other squad members next to them to place a rally point.

Remember you need those 3 men any way to get an office kit.

Squad leaders whos men stay close to him can easily just call them over to a single possition and therefore easily set up a rally point

Squad leaders whos men are scatered all over the map, flying, tanking, jeeping, sniping will not be able to easily call them men to a single possitio, therefore will not be able to set up a rally point. These squads, will struggle particuarly when it comes to capture well defended flags becuase firstly, they will not be able to get the actualy infantry on the flag due to their orginal scattering BUT the lack of rally point will enhance this inability and turning it into the impossible on many occations.


In conclusion, the 0.6 changes, will force teams that want to succeed to:


1) Have a strong defence on all require flags.

2) Squad leaders and squad members to stick close together.

3) Use Assets like APCs, and bunkers effectively and often as firesupport and particualry spwn.

4) Therefore from all of the above, to have a commander to organize a strong defence, use of RPs and most importantly all specialized assets.
Last edited by Top_Cat_AxJnAt on 2007-05-24 18:39, edited 1 time in total.
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Top _Cat the great wrote:After playing the beta for 0.6, the new rules deffintely put the more emphasis on defending flags than 0.5 rules and gameaply features, this however does not mean attacking is any less important or more difficult.

Teams that defend their flags effectively (have enough men defending the right flag) , will provide there attackers with spwn advantages becuase there RPs will remain intac, therefore they can continue assults on enemy flag.

Teams that defend their flags poorly (have not enough men defending the right flag), will remove attacking squad spwns and therefore make them unable to make continued attacks on flags.
Well, I guess the news rules will work better with more than 10 players on each teams :roll:
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Blondin
Posts: 11
Joined: 2006-12-07 16:35

Post by Blondin »

0.6 rules encourage teamplay and a more thinking way to play. For me, they're way better than in 0.5. The problem wasn't that they were too complex, just that they were explained nowhere. Let a little time for people to understand them before juging.

So my answer is "No" :)
Last edited by Blondin on 2007-05-24 18:42, edited 1 time in total.
SiN|ScarFace
Posts: 5818
Joined: 2005-09-08 19:59

Post by SiN|ScarFace »

Join us or get left behind.
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geek81
Posts: 69
Joined: 2007-05-03 16:41

Post by geek81 »

"are you going AWOL soldier?! Get back to the fight!"
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

This poll is pathetic. If you don't like the change the mod isn't for you, you don't have to whine about it.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
::Major_Baker::
Posts: 406
Joined: 2006-11-22 01:06

Post by ::Major_Baker:: »

El_Vikingo wrote:This poll is pathetic. If you don't like the change the mod isn't for you, you don't have to whine about it.
Glad you could waste your time replying to a pathetic poll.

I'm not whining jerk off, I'm just seeing how the community feels. I haven't even played it yet.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Then WTF are you complaining about?!!?!
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
::Major_Baker::
Posts: 406
Joined: 2006-11-22 01:06

Post by ::Major_Baker:: »

stfu please.
Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

i suggest you give it a try the only thing you lose is a few hours, and it installs to a separate directory so you wont lose 0.5.

locked.
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