Top issues for next patch release

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Paladin-X
Retired PR Developer
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Joined: 2005-06-12 16:00

Top issues for next patch release

Post by Paladin-X »

Issues with 1.12 aside, please post what you think absolutely must be changed/fixed next. We cannot guarantee that we will get all of them, since fixing problems caused by 1.12 will be top priority for a quick release, we will still try to fix some other things as well.
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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

Machinegun accuracy. I can live with the stupid carbines, but machineguns certainly need to be souped up. Dont forget it this time ;)
DocGJ
Posts: 191
Joined: 2005-10-11 14:51

Post by DocGJ »

Is it comming a new "patch" for prmm 2 ? or is it someting i missed.? with the vanilla or something :S
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Happy
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Post by Happy »

Sniper animation for expending shell not showing. I think this is a vanilla problem.
Last edited by Happy on 2005-11-24 03:40, edited 1 time in total.
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Paladin-X
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Post by Paladin-X »

DocGJ wrote:Is it comming a new "patch" for prmm 2 ? or is it someting i missed.? with the vanilla or something :S
The next patch for PRMM is to make it compatible with BF2 1.12 patch.
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IRONxMortlock
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Post by IRONxMortlock »

For me the most important is
*Some kind of limitation on snipers - either number limit or increase the amount of time required for a sniper to be able to shoot accurately after moving, preferably both though.

Other things which would also be nice

*The "double vision" with rockets, ammo bags, grenades etc. fixed
*Machine Gun accuracy increased
*Little Bird take off and landing fixed as well as increased manuverabilty and speed
*All maps with AAS game modes
*If possible a seperate PRMM browser would be handy (Like BF2 autoloader).
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Tuckner
Posts: 10
Joined: 2005-08-04 03:38

Post by Tuckner »

*Increase Machine Gun Accuracy - Perhaps if longer in prone the more accurate.
*Make sniper rifle take time to build up accuracy when in prone instead of insta aim.
*Helo Gunners should be able to minimize cockpit view because they have a gun cam in real life that will allow them to see outside their cockpit point of view. There is already a glitch with one helo which allows it...not sure which Army.
DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

Sniper rifles do not have instant accuracy.
I dont think that you should have to come outta zoom when you recharge a round While firing my BMG I Do not need too.

203 rounds not able to explode at close range.
Happy
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Post by Happy »

DEDMON5811 wrote:203 rounds not able to explode at close range.
I believe that is on purpose because IRL they have a range so you don't kill yourself when you hit a tree or something right infront of you or an accidental discharge.
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DEDMON5811
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Post by DEDMON5811 »

im sorry maybe I confused you on that one.

I DONT think 203's should be able to explode at close range.
I hate When you run around a corner and a player less than 5 feet away can 203 you and they dont die but you do.
Wolfmaster
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Post by Wolfmaster »

yes, the devs already tried to put that in for this release. now i'm not sure if they forgot (like with the machinegun accuracy) or they couldn't work it out but its certainly in the works.
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Rg
Posts: 181
Joined: 2005-06-17 22:35

Post by Rg »

If they can't get a fix for the 203, I would like to see it taken out UNTIL it can be fixed.

Suggestions
--------
*Sniper Fix and machine gun accuracy that’s mentioned above^
*m203(a.k.a. Noobtube) needs a range and limited amount (1 loaded plus 1 reload?)
*TKOH game mode considering how few are playing this mod now.
*RESPAWNS. I don’t know if it’s the server settings but they need to be longer, or you should have to spawn farther away, like at least 1-2 bases away from the one that your attacking.
Ex. Base 1 2 3 4 5 6.
If your trying to take base 5 and die, you should spawn at base 4 or farther back at like 3 which would be two bases away, so there’s not so much run in Rambo style since they know they can spawn in 15 secs. at 30m away.

If you kill all the enemies at a flag and get their flag slightly down, enemies should NOT be able to spawn at that currently under attack flag. They should have to spawn at their nearest flag or farther away. You could maybe make the flag take down speed instant, but make the flag rising/taking control much longer, which is a good idea that was mentioned by someone a while back.

*edit*
*Also, the plane landing thing for rearming/repairing
And maybe just longer respawns for vehicle/planes in general.
Last edited by Rg on 2005-11-27 17:30, edited 1 time in total.
Happy
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Post by Happy »

Yes that should be fixed.
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Cerberus
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Post by Cerberus »

Automatic Riflemen should not need to put their ****ing bipod down every time they take out their weapon. I decided to throw some frags at the enemy and take my 249 out again, and because the doofus always needs to put down the bipod, I got killed
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koick
Posts: 3
Joined: 2005-11-27 04:37

Post by koick »

I haven't really played this mod due to the prmm-2-and-bf2-112-buglist, but I'll tell you, it's frustrating to me that a cobra helicopter is harder to knock down than a stinking tank! So, as suggested above, I'd at least be into longer respawns for the aircraft (helos too). This helps discourage individuals from being vehicle whores too (which I personally dispise).
DEDMON5811
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Joined: 2005-11-20 06:45

Post by DEDMON5811 »

koick wrote:I haven't really played this mod due to the prmm-2-and-bf2-112-buglist, but I'll tell you, it's frustrating to me that a cobra helicopter is harder to knock down than a stinking tank! So, as suggested above, I'd at least be into longer respawns for the aircraft (helos too). This helps discourage individuals from being vehicle whores too (which I personally dispise).

Well I guess you havent played the mod yet. In the mod it is very easy to shoot down the heli now.

the mod is about as good as it gets to that. and the spawn time is much longer now.
koick
Posts: 3
Joined: 2005-11-27 04:37

Deactivate Tier 2 weapons!

Post by koick »

Ooh! :razz: , I have another suggestion: as protested here, I'd suggest you not allow the "Special Forces Expansion Pack Tier 2" weapons (flashbang and whatnot) to work. That only makes it unfair to those players who don't want to shovel more money over to EA for that trick of an upgrade. :-x
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

What i want to see in this patch is.

1. Longer spwan time for vehicles
2. Limet for the sniper class maybe 2 per team.
3. The custom map made by blackbird :)
4. The assualt class to have hand gernades no smoke.
5. The patch to bring more people into this mod :)
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GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

I'de like to see everyone thats having trouble with 1.12 and PRmm, NOT have any more trouble so they can resume playing and fill up some servers.. :wink:

I think a lot of people missed the part about this thread being in the BUGS section and not the suggestions section..
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Heydude235
Posts: 442
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Post by Heydude235 »

Yes i want to play this mod i love it.
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