Project Reality Update - GameFlood Mod Contest, Training Team, and v0.61 Update

Project Reality announcements and development highlights.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

I was there, it was about a 20 minute game.

Im not sure if a bleed rate can be altered in its speed. Maybe it should not bleed at all but the UK are supposed to be able to easily dominate any insurgent presence buildup (they should be guerillas). The apache did make this easier of course.

Prehaps tanks to replace the apache on insurgency? The NVCP is heavily fortified, insurgents rush in at round start and occupy then they are able to spawn there the whole game and gain a nice reward for doing so
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

Sabre_tooth_tigger wrote:I was there, it was about a 20 minute game.

Im not sure if a bleed rate can be altered in its speed. Maybe it should not bleed at all but the UK are supposed to be able to easily dominate any insurgent presence buildup (they should be guerillas). The apache did make this easier of course.

Prehaps tanks to replace the apache on insurgency? The NVCP is heavily fortified, insurgents rush in at round start and occupy then they are able to spawn there the whole game and gain a nice reward for doing so
10 minutes 20 minutes, still far too short for it being the British up against the Insurgents. I was on the 24/7 al basrah the other night, and in between loads, you could see that the INS had won every round by a complete and utter landslide. Mopped the floor with the Brits.

While I understand that the Brits should work together and much more efficiently, I think it is a bit off as it is, but I understand WIP and such. :)
Outlawz7
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Post by Outlawz7 »

Apache made it too easy, because the SA7 couldn't do anything and RPGs as well.
And how would they counter tanks now, that they're so powerful??

Its fine, British should actually take an advantage over it, if 3/4 of the Insurgents are attacking VCP, they should defend like mad, while the rest search the city and take out the caches without any problems.
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Biggaayal
Posts: 140
Joined: 2006-11-14 15:35

Post by Biggaayal »

OkitaMakoto wrote:I just got off the TG password night and it was a 10 minute round. All the insurgents rush the VCP and take it. Now, while the Brits should really defend it, in all honesty, it shouldnt be such a problem it is. I find it hard to believe that the INS would be raiding a vehicle checkpoint while their town is being ransacked... it shouldnt have such a high ticket bleed associated with it... or any at all... or be uncappable but a good place to jihad cars at... idk...
I believe the round was so short because the password config file somehow put the "time before game start" to "0". The insurgents loaded in faster too on a whole, causing them to be on the field and in the checkpoint way faster then the uk. Off course the Brits were so very stupid to all spawn at the main base to go look for ammo cashes, instead of securing the checkpoint. We totally diserved to lose.
OkitaMakoto
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Post by OkitaMakoto »

Biggaayal wrote:I believe the round was so short because the password config file somehow put the "time before game start" to "0". The insurgents loaded in faster too on a whole, causing them to be on the field and in the checkpoint way faster then the uk. Off course the Brits were so very stupid to all spawn at the main base to go look for ammo cashes, instead of securing the checkpoint. We totally diserved to lose.
while i agree its mainly UK fault, i still think its far too easy to take the checkpoint and that it is a bit unrealistic for them to be INS and on like a full on frontal assault on the compound...

But, yeah, partially to our extreme suckage as a team that round... i just wish that MORE focus would be put on finding ammo caches without the risk of the checkpoint being lost constantly... i imagine Al Basrah as being a few APCs scattered throughout the city, and the Brits searching for the ammo caches... more inner city fighting without the risk of losing the checkpoint every minute...
Outlawz7
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Post by Outlawz7 »

NHbird wrote:I hope that the A10 Flies and handles like it did in Al Basrah in v0.5 because in v0.6 like on Zatar Wetlands, it does not handle well at all.....

I wish someone would make the changes and fix the handling and set it back to how it was in v0.5, because it is just not good at all.

Not a hard fix... Please do this.
...

Its being removed from Zatar and the 0.5 handling is a step back...
*knocks on head* 0.6>>>>>0.5
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Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

Emnyron wrote:Removing the Apache from al-B is a mistake..
As far as I see it, Its a slap in the face to those who enjoy flying those things.
I mean, there is NO other urban map that have choppers..
And trust me, that SA-7 WORKS!

If the Apache stays out of Al-B, we are gonna keep seeing that NVCP fall, 20 min rounds all teh time..

Emnyron.
they reworked the map, so you can bet that NVCP has been tweaked as well. give the devs some credit!

the apache was removed because it didnt fit with the gamemode the way they wanted.
Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Outlawz wrote: And how would they counter tanks now, that they're so powerful??

They dont, they run or they die. There is only one army on this map, the UK. The city is all under uk control, the insurgents are at best fighting a guerilla war.

If they try and face a conventional army head on like that they should be blown to kingdom come by the massively superior force. Its clearly wrong at the moment.

Theres plenty of good unbalanced maps in PR and this should be one of them, the only thing to debate is how easy the caches are to find before tickets run out
fuzzhead
Retired PR Developer
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Post by fuzzhead »

Every time i have played al basrah as british, i have easily held the VCP with only 6 guys.

Its not hard, there is only 2 ways in, think about it ;)

Use the vehicle ramparts to their advantage, put warrior in there, and nothing is getting in!
Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

In the same way the insurgents can rush the base at the round start and hold it against the uk.
The warriors arent much use from the outside, I reckon tanks are in order :m1helmet:
OkitaMakoto
Retired PR Developer
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Post by OkitaMakoto »

regardless of how easy or not easy it is to defend, i think its safe to say that i think the focus of the Insurgency game mode should NOT be fighting constantly over control of the Checkpoint... In my opinion, it should event be cappable. It should be a spawn base for the brits and light vehicles, while the main base is heavy (apc and helo) type...

(ha, firefox just goofed and when i submmitted this message, fuzzheads avatar popped up, the only thing on the page. lol. i was like WTF! F YOU! NOT ME!) its funny cuz it didnt post my message, and then I get the finger....lol
Janush Rambowski
Posts: 33
Joined: 2007-07-02 17:26

Post by Janush Rambowski »

Come on, Devs - keep improving the game but, in the spirit of gaming, please keep it fun.
Limitations are fine but please focus on adding rather than taking away.
It's the best mod out there IMHO. The reason I play this mod rather than vanilla is because it has better special effects & believable weapons/ vehicles as well as better teamplay/ better community.

About upcoming v0.61:
Crewmen should have wrenches.
The more crewmen, the faster the repair, of course.
If you want people to team up in tanks:
Slow down the rate of repair for a single crewman - BUT, instead of doubling the rate with two crewmen, quadruple it. Three crewmen, maybe nine times faster. Don't forget that crewmen are trained to do repairs also.

At any rate, however, crewmen should repair tanks much slower than engineers. And with trucks, engineers should repair even faster than engineers without, of course, because they would have better means.

Please bring back the original Al Basrah from version 5 - it was not only more intense but more accurate. Consider giving the USMC Bradleys, like the Brits, in addition to LAV's even if they don't use them in real life. The respawn times for the anti-tank planes are too long.

PS
More explosion effects please: like tanks popping turrets, different kinds of balls of flame, small mushroom clouds, sparks, and debris flying further.

Consider adding mortars, more artillery, & more attack helicopters. I hope you guys can get that Apache to work.

In addition to the sounds of bullets snapping, please add more bullet whizzing & popping sound effects.

Thanks,

Janush (pronounced: Yan'oosh) Rambowski
Last edited by Janush Rambowski on 2007-09-17 13:43, edited 1 time in total.
OkitaMakoto
Retired PR Developer
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Post by OkitaMakoto »

OMG. I almost just edited Janush's post on accident instead of replying because it just updated and gave me my MOD status! Thank You! I will try and do the best job that I can.

As my first act as R-MOD, welcome to the forums Janush, and before you suggest some of those ideas in your own suggestion thread, think about whether or not they are realistic and keeping with PRs goal of realism ;) , and then check and make sure they arent listed in the already suggested suggestions. Then, and ONLY then, make a thread suggesting them :)

Welcome!

Really looking forward to the .6 fix...
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Congrats
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Post by Threedroogs »

Janush Rambowski wrote:
About upcoming v0.61:
Crewmen should have wrenches.
The more crewmen, the faster the repair, of course.
If you want people to team up in tanks:
Slow down the rate of repair for a single crewman - BUT, instead of doubling the rate with two crewmen, quadruple it. Three crewmen, maybe nine times faster. Don't forget that crewmen are trained to do repairs also.

At any rate, however, crewmen should repair tanks much slower than engineers. And with trucks, engineers should repair even faster than engineers without, of course, because they would have better means.

Please bring back the original Al Basrah from version 5 - it was not only more intense but more accurate. Consider giving the USMC Bradleys, like the Brits, in addition to LAV's even if they don't use them in real life. The respawn times for the anti-tank planes are too long.
no, no, and no! crewmen without wrenches is something that will make the gameplay MUCH improved. one H-AT cant really do anything to a distant tank on EJOD right now cause the tank just falls behind a dune and repairs.

basrah in .5 was one of my least favorite maps (i know, i am in the minority) but basrah in .6 is one of the best (after they tweak it in the next patch, of course). the beta basrah was freaking awesome!
Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
Janush Rambowski
Posts: 33
Joined: 2007-07-02 17:26

Post by Janush Rambowski »

As my first act as R-MOD, welcome to the forums Janush, and before you suggest some of those ideas in your own suggestion thread, think about whether or not they are realistic and keeping with PRs goal of realism ;) , and then check and make sure they arent listed in the already suggested suggestions. Then, and ONLY then, make a thread suggesting them :)

Welcome!
Thanks for the nice welcome, Okita. I'd been meaning to make those suggestions for quite some time because I think they'd make the game more realistic. Just joined and wanted to throw 'em out there while I still remembered. Otherwise, I'll check the rest of the forums from this point on... :cool:
Last edited by Janush Rambowski on 2007-09-17 21:00, edited 1 time in total.
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Post by nicoX »

[R-MOD]BlakeJr wrote:Ok, you've said your piece, the devs will NOT change it now so lay off, ok.
DL the patch when it comes and see how it works out.
You know, it could turn out you are right and maybe the devs will see "the light" and change it at a later date.
Project Reality is a Work In Progress and nothing is set in stone.

Who knows, you might actually come to like the RPs now. ;)
Probably it won't be such a disadvantage as I was telling myself. But is it possible to increase the time to reammo L-AT and H-AT specific for RP, so it takes longer time than it usually takes now, as when you reammo from APC for e.g.?
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Can you still put a scope on the Rifleman/officer M16, I don't mean on the actual model, the ironsight, when you bring them up should be replaced with a scope pic, because scoped ironsights are horrible to aim with and have the lowest field of view ever.

Pretty please please please please please please please please please please

please.
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