0.7 details on tacticalgamer.com

General discussion of the Project Reality: BF2 modification.
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Soulis6
Posts: 452
Joined: 2007-02-17 12:31

Post by Soulis6 »

I really like the sound of these changes.
I'm 100% all for removing as many 'hot-spawns' (spawning in the middle or next to a fight) as possible. SL spawning as it stands is annoying at times, and it can even be battle deciding when one smart *** SL decides to just hide and let his whole squad continue to spawn on him constantly.


@bludshot- i don't think this will make defenders 'overpowered,' they have the same spawn restrictions as the attackers, they're not spawning on the flag or anything like that. Why do the defenders automatically have a bunker near the flag? If they have a nearby bunker or RP then the attackers should be able to have an RP just as close. This just means that attackers are going to actually have to use scouting and planning of an attack before just blindly charging a base. Like you said, the thrill of attacking and capturing is just going to be even greater when you succeed.







p.s. I love the new JDAM!!!
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Oldirti
Posts: 310
Joined: 2007-08-06 14:37

Post by Oldirti »

Threedroogs wrote:with the SL's ability to place RPs and build firebases/bunkers, there is really no need for the SL spawn anymore.

the whole "spawn on me so i can place an RP" mechanic seems way to gamey to me. i wasnt in favor of removing the SL spawn until they added the ability to build bunkers/firebases. i think the games will be much more interesting without the SL spawn and now the mod is ready to remove them.

to all those that think it'll lead to even fewer RPs...give me a break! it'll make the RP 1000% more important. SLs not using RPs shouldnt have squadmembers to command.
Being able to place Firebases/bunkers in no way can replace SL spawning. You still need a support truck to do anything, which is quite noisy and you don't take in the front lines.
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Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

In my opinion all those changes are great, attacking a base should be hard. It shouldn't be 6 people running at a flag, killing one enemy and get killed (then respawn at their SL and repeat until enemies are dead).

Instead what you should (and hopefully will) see is a squad attacking from a covered position and making diversion while they send their engineer (or maybe use a light-AT from a safe distance) to destroy the enemy bunker then wait for a second squad to flank the base and kill the enemies that can't respawn there anymore because that their bunker is destroyed (and that they can't respawn at their SL anymore).

Edit: Or simply call a JDAM and wait for the whole place to blow up ! :lol:
Last edited by Raniak on 2007-12-22 03:32, edited 1 time in total.
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Doom721
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Joined: 2006-07-30 13:32

Post by Doom721 »

The problem with .6 was the over abundance of spawn points

I am feeling verrrry excited about this release as it seems more polished and enhances gameplay the most

The new spotting system, and spawning system gives infantry a huge boost in power / risk

No more instantly being spotted and having a homing device on you - so infantry can be well concealed and be effective at it

Though I already practice concealment and movement ;) The new system will only make every pair of boots on the ground better

Also though I love spawning on SL in PR, its completely gamey and unrealistic, and promotes "spawn & die & spawn & die" tactics, removing it will promote NOT DYING and having medics and flanking and actual tactics PROVIDING A VICTORY rather than "Whatever team can spawn & die the fastest wins!"

Now you will only have that option to spawn & die to defend or from your firebase, so the CO/SL teamwork will be needed ( Though I love how the shovels are given to more kits in the Wiki )

This is truly going to be a promising release, and my new computer is shipped by fedex in a week so I'm *reeaaaallly* excited that I will have it for .7 :D
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Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
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VipersGhost
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Joined: 2007-03-27 18:34

Post by VipersGhost »

'[T wrote:BludShoT;556128']imo, (and yeah, I'm fully willing to wait-and-see, but) removal of SL spawning, and a couple other changes will result in massive camping and all out defense. RP's won't be difficult to set for defenders because they will simply spawn on the bunker, and easily get together to set up a side RP just as a secondary spawn in case (and if they lose it, it will be easy to go set another one near the base they are defending).

Any attacking squad who manages to even make it to a base that is being defended will either be killed quickly, or by the guys streaming out of the bunker or nearby defender RP's. Because of their spawns, they will out-number the attackers who have to spawn further back when they die (and not on their SL) - and if they had set the RP fairly close it will be more likely to be destroyed, at which point the squad is ruined because they cannot spawn on their SL, so they will end up starting again at their home base (or bunker/firebase).

Whether you agree with me or not, you must at least see that the balance is being tipped in favor of defenders. Almost the entire way that I play PR is being eliminated from the game. I get a thrill out of attacking bases and capturing them, not setting up nice safe home bases and defending them for 3 hours (although sometimes I do defend and it can be fun too). Then again if I can manage to attack bases and capture them in 0.7 it's going to be extremely thrilling because I'm going to feel like superman - because you'd have to be superman to succeed at that now.
I think you are on point here but maybe the perspective isn't so bad. Defending should be more powerful by all means. In PR we don't see many coordinated attacks at ALL. What we do see is the lemming rush over and over again. Why? Because it's the standard FPS play style and is effective in-game because certain RL factors are missing aside from "Death". I don't think it's a good model to promote for a Realism game though...I don't think many battles go down like they do in PR. So taking a step away from that is a VERY good thing IMO. It also helps PR stand out more so and further supports the type of gameplay that PR is designed around. So aiding this style helps to bring all of the other pieces of PR together. I'm in no way dissing the old style, but honestly I'm ready for a different experience and think that it'll open up the tactical side of things immensely.

I'm thinking we will see more:

- Sqaud to squad coordination
- Battlelines and a more unified front.
- Combined Arms cooperation/required
- Commander/SL cohesion - It's not as hard to be commander, thus making it more fun...plus they are WAY more useful/effective and needed.
- Accurately modeled firefights
- Just plain more tactics
- Rewards for the realistic player/squad

Btw as far as defense goes, we could use a lot more. WAY to many squads just none stop attack/rushes 80-90% of the time. Seeing some good D would be a welcomed change, defense can be just as fun and engaging as attacking. You can setup ambushes, it's easier to coordinate your guys because you are already there, you get more kills vs deaths and you know where the enemy is coming from usually. It doesn't have to mean "sitting at the base waiting". The new gamestyle IMO is going to support the guy who is in a better position now, no matter whether you are playing defense or attacking, and that's the way it should be.
Last edited by VipersGhost on 2007-12-22 06:18, edited 1 time in total.
Rhino
Retired PR Developer
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Post by Rhino »

Engineer wrote:Okay, why not... But I'd say it would be more realistic to allow deployment while crouching too, much more easier position to do things.
the problem is there is no option for "can only fire from crouched", only a "can only fire from prone", brilliant BF2 modding features you got there ;)
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unrealalex
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Joined: 2007-07-29 21:51

Post by unrealalex »

Oh god, 0.7 is going to be amazing. I'm going to yell and dance like a little girl who got just got a pony once 0.7 comes out.
*spacecadett*
Posts: 337
Joined: 2006-11-23 16:50

Post by *spacecadett* »

im going to run outside in the nude when .7 comes out :) . top that!
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TeRR0R
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Joined: 2007-10-20 10:33

Post by TeRR0R »

Lone Armor and APC's will now have an extreme disadvantage. There is a 30 second wait period before firing both the main cannon and coaxial.
I'll hate this change. You already have an extreme disadvantage if you drive alone. And sometimes you just have to be a lone wolf.
With a 30 second delay its not a greater disadvantage, it's pratically impossible to use this vehicle alone, execept as an expensive taxi.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Post by Farks »

bost wrote:I'll hate this change. You already have an extreme disadvantage if you drive alone. And sometimes you just have to be a lone wolf.
With a 30 second delay its not a greater disadvantage, it's pratically impossible to use this vehicle alone, execept as an expensive taxi.
No, it's too easy to just park a tank somwhere and fire upon everything you see. No disadvantage for the people who know what they are doing. Imo, there should be a delay for the driver as well.
Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Post by Reddish Red »

bost wrote:I'll hate this change. You already have an extreme disadvantage if you drive alone. And sometimes you just have to be a lone wolf.
With a 30 second delay its not a greater disadvantage, it's pratically impossible to use this vehicle alone, execept as an expensive taxi.
Err, then don't use it alone?
Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Post by TeRR0R »

Reddish Red wrote:Err, then don't use it alone?
Helping my team alone is better than let rot the tank in the base.
Teamwork is not always possible.
Farks wrote:No, it's too easy to just park a tank somwhere and fire upon everything you see.
Beside the fact, that this "tactic" is still possible (even alone) this is why tanks exists at all.
But it have to be possible that i can defend me while i'm on the road.
Farks wrote:No disadvantage for the people who know what they are doing. Imo, there should be a delay for the driver as well.
You can believe me, that i know what i do.
Last edited by TeRR0R on 2007-12-22 17:39, edited 1 time in total.
Farks
Posts: 2069
Joined: 2007-01-20 00:08

Post by Farks »

bost wrote:Helping my team alone is better than let rot the tank in the base.
Teamwork is not always possible.
People will have to learn...
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Post by TeRR0R »

Farks wrote:People will have to learn...
Put it on your wishlist for santa... :wink:
ReaperMAC
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Post by ReaperMAC »

Either adapt, or get pwned, your choice.
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blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

Last night I played several terrible rounds of PR. Seems only 40% of the people know what they are doing. I really think PR should have implemented their own proper ranking system a couple versions ago, and that you shouldn't be allowed to be an SL unless you have 200 hours under your belt.
Brummy
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Joined: 2007-06-03 18:54

Post by Brummy »

200 Hours of playing would be lame. That'd be so bad for my habit of making a new account every week :p
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

im still "50-50" about this new version :

-i lke the new change for the comander assets
-i LOVE qui ling (?) and fly again the j10
-i cant wait to play again bi ming
-i want to drive the challenger and the scimtar(sp?)
-JDAM!

-i dont like the SL spawn removed (if is removed)
-i dont like some change of the spoting system (for example that you cant spot a single soldier ...)
-i dont want to see my saiga removed :(

i WAIT! thats not 50- 50 , thats like 70-30 :P , still you get my point :mrgreen: !
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

Quit whining about SL spawns, the Devs will make it work. They always have and always will.
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