Your thoughts on Saturdays Battle ?

General discussion of the Project Reality: BF2 modification.
Ghostrider
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Post by Ghostrider »

NNNNNNNNNNNNNNOOOOOOOOOOOOOOOOOOOooooooooooooooooooooo!!!!!!!!!!!!!!!!!!......

Why!!! OMG WHYYYYYYyyyyyyyyy!!!! *echoes*

T__T

I was coding something for PRMM and got stuck inside my world...one week....must....finish....urgh...

*respawned*
Wolfmaster
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Post by Wolfmaster »

It was great last night. (Even though I totally sucked.) I must admit I hadn't played PRMM for a while. (Too busy reading forums etc. :lol :)
And even now I had to leave after a while due to school workload. We should definetely do this again some time soon!
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fuzzhead
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Post by fuzzhead »

Good points:

- Large turnout!!!! Correct me if Im wrong but this is the first time Project Reality has ever been played at near capacity for the server! A major milestone for the mods history!

- I saw a genuine effort to play the game more realistically by all players. This was very encouraging and made me feel all warm and squishy inside.

- Squad cohesion was great, Squad Members were sticking together, fighting with each other, and using their roles as intended.

- Very few problems with the custom maps, FRESH gameplay because of new maps, new unique moments and funny happenenings (the mortar team on Oasis, classic lol)


Bad Things:

- Maps: In my opinion, project reality desperately needs realistic maps. All the maps (with the exception of maybe 16 player Steel Thunder) played way too arcadish. Although AAS works with the arcade maps, it sometimes gets very frustrating. What the mod needs desperately now I think, is maps to play that will take gameplay to that next level!

- Team Cohesion - (this is different than squad cohesion). This might be due to the lack of a commander, but the teams desperately need more inter-squad cohesion. Often times what ends up happening, the squads just mindlessly move forward toward the enemy, piling headfirst into a meat-grinder of a battle. This is far from todays reality, where flanking, feigned retreats, bases of fire, etc, are used all the time to best the enemy. To make this happen IMO, we need either:
A) The commander brought back, but with his Artillery/UAV/Scan removed and also his ability to zoom right down to see the battle real-time. Or, my prefered suggestion would be
B) Converting the commander roles voip channel into a Squad Leader channel, where all squad leaders can talk with each other. Designating one squad (maybe the first squad leader made??) as 'Commander' could be optional as well. This would help tremendously! There are so many times on the battlefield, where you wish you could tell Squad X that they need to pull back/move up/etc but there is no way to type it out fast enough to make it useful. This would make organising large scale battles much more precise.
You can always type to the other squad leaders, but the precision of quickly spoken word is unmatched when dealing with lightning fast evolving battles.

Map Rotation: Was getting really frustrating. It would go Zatar Wetlands, Steel Thunder, Zatar Wetlands, Steel Thunder, in a loop. Then switch to a new map and do another loop. This is a great way to make players loose interest fast!

Commander Arty Enabled: This was probably an unplanned bug, but towards the end of the night, the ability for the commander to drop arty was somehow enabled. It quickly devolved into commanders dropping arty on organised squads every 25 seconds, completely destroying any kind of chance of teamwork that this mod is striving for. My recommendation if artillery is to ever be brought back, make it player manned. Even if its a player getting in one vehicle and firing a whole Artillery Battery, anything is better than the current click and go commander artillery of vanilla.


Conclusion:
Good gaming everybody, it had some great moments! Overall, I was very impressed with the game day on saturday, and cant wait to play again. Unfortunately I think I will be waiting for new map releases before I start to play regularly, as I just cant get into the arcadish style of maps that are in the current rotation.

PICTURES:
These are from WAC INF Squad on Saturday Evening! We usually play gloryhoundz, if you see us playing, pop in the squad and say hello!

http://i2.photobucket.com/albums/y14/ca ... een006.jpg
http://i2.photobucket.com/albums/y14/ca ... een004.jpg
http://i2.photobucket.com/albums/y14/ca ... een002.jpg
http://i2.photobucket.com/albums/y14/ca ... een001.jpg
Last edited by fuzzhead on 2006-02-05 13:07, edited 1 time in total.
requiem
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Post by requiem »

Looks like it was a successful play day, good job organising it Fritz & UKForce, will this be a weekly thing, looks like it should?
UK_Force
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Post by UK_Force »

Cheers Fuzzhead, your comments are valuable and will be taken into account. I agree with the map situation totally.

I also strongly agree with the commander problem. Last night I tried to organise the team as a whole - even though I kept swapping sides each round. It was hard to type all messages, I ended up spending nearly all the rounds tucked away with the map out typing orders, however I think it did prove that a commander is needed on the field - ideally we need a voice channel that links all squad leaders to the commander, with possible a larger style map, no arty, scan etc. Possibly a realistic UAV, but no map zoom.

This needs to be put in place - it is really missing it.

I found that as you said - squads did work together at times, however squads need to know how to work within squads, ie loadouts needed etc, at times some squads did not have any defensive stores to defend.

Your Squad was quite strong last night Fuzzhead - you did your team proud. Having been in the "tournie" world for some time and having trained their teams - last night was quite remarkable considering it was "a bit of fun" - the guys actually "wanted" to work as a team, and I hope it showed last night that "Teamwork will always prevail"


I have some "tournie training docs somewhere I wrote" , I will try to sift through them and post a link for people to download and read ...... it may help?"





I hope this will be a weekly thing,and if so it would be good to organise some squads, and then stick with that squad week in week out, get to know each other etc ? What do you reckon Guys?


Fritz I will pm you sometime and we can have a chat on MSN ?
Martini
Posts: 211
Joined: 2005-11-05 16:27

Post by Martini »

Definetely something to do again soon.

I think everyone here pretty much wrapped up the good and the bad. Alot of the confusion and unhappyness may have come from unfamillair maps to most people.

The arty was wack, that blew my mind when that happend, almost fell out of my chair!!

The custom maps are superior to the vanilla ones but still need a little work.

Had a great time, first time using TS which was cool, but was thinking it would have been neat to have a couple channels so that both teams would have their own comms. Perhaps that would allow the squads to communicate better.

Can't wait for the next one, please please please do something with the AK, since .2 it seems like its bent out of shape or something??
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T.Bos
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Joined: 2006-02-05 15:20

Post by T.Bos »

ey guys yes with strike at karkand 2 there was a comander and that comander was me i know how i did it i am not gonna say it cuz poeple will do the same

if there is a admin just personal message me

btw was fun
MikeAP
Posts: 61
Joined: 2005-11-23 14:32

Post by MikeAP »

Had alot of fun on the Oasis map. Intense map too.
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[BiM]Black7
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Post by [BiM]Black7 »

It was fun as long as it last was on from 20 gmt to about 22 gmt playing with heydude, xMACx and some others cant remeber names atm..

Had tons of fun playing with em on diff maps here comes a review on the maps with 32-50+ players on em..

karkand 2
Good map design gives a nice realistic feel to it.

Capture areas around flags are way to big
Flag and capture areas are to close to each other
Flag at the bridges should be taken away or redone as its a choke point from hell.


XXL

I love the idea could use some more work on the terrain but otherwise nice flag positions.

to big even for 64 players
remove APCs add more tanks / Jeeps / anti air
add 1 more attack chopper or a transport
make bases harder to snipe into from the center part


ill add more l8ter need to go
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Navarone
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Joined: 2006-02-05 15:46

Post by Navarone »

Awesome game last night. Mad props to the squad I was in at the end of the night where we came back on Oman from down over 100 points. That was sweet teamwork.

Fuzzhead you suck when you're not in my squad. You owned me a couple of times.

Obviously the server was having problems with a couple of the maps, causing an unplayable amount of lag.

I would also suggest that on urban maps, you have an option of 2 flags you can take at a time, it would make it more enjoyable.

Obviously arty was an accident.

The AK seems very ineffective right now, I'm not sure why.
Sniper rifles don't seem realistically effective right now. Considering how powerful the bullets are on the other guns, the Sniper seems really underpowered.

ONe thing that would really make the game more accessable to "newbs" would be to implement numbers on the map showing people which order to take the flags.

Anyway, awesome game guys, and I look foward to seeing you all on the gloryhoundz server.

Hit me up @ http://www.bohicagaming.com sometime if you wanna game.
C-Hawk
Posts: 79
Joined: 2005-08-14 19:37

Post by C-Hawk »

Had a GREAT time BUT as FUZZHEAD pointed out - I too, being ex-21CW, wish we were able to separate Voice Communication between Squads and within Squads and their Leaders - so you can get REAL GOOD Teamwork. I went TS this time rather than VOIP and sometimes would get placed in Squads w/o anyone with TS..................also I was wondering how it works, when you can get KICKED OUT of a Squad because the others want THEIR OWN in that squad???? My LAST game I went into a squad that had a couple USM guys in it............then the next thing I noticed I was not re-spawning anymore.............I checked the Squad I was in and I was NO longer in it........I had been moved to another Squad??? How does that work....I realize I am not that good of player........BUT...........

GOOOOOOOOOOOOOOOOOOooooooooHawks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

C-Hawk
EON_MagicMan
Posts: 224
Joined: 2006-02-05 18:43

Post by EON_MagicMan »

Yeah guys, I have to say, there were some pretty intense games.

Maps like Sharqi Penninsula were a problem though.

I think my favourite game the whole time was playing Oasis. KUDOS to the mapper for not including armor. It would be tempting to include while making it, but it definitely would have ruined it. It's a very "Desert Storm"-ish type of map, and the whole time you're just engaged in fatiging firefights until someone tries to flank-- I LOVE IT!

At the end, though, we got spawn camped, which wasn't even that bad, and made for some pretty intense moments (until they literally wandered INTO the uncappable base, rather than just around it).

I redeemed my score though, when I got into a Vodnik at the very end of the map and mowed down a squad with the .50 cal!

Fun stuff, hope to see that many players again!
TheRealFritz
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Post by TheRealFritz »

I'm all for doing this again. Preferrably during evening time here in the US which would allow me to participate more :)
fuzzhead wrote: Map Rotation: Was getting really frustrating. It would go Zatar Wetlands, Steel Thunder, Zatar Wetlands, Steel Thunder, in a loop. Then switch to a new map and do another loop. This is a great way to make players loose interest fast!

Commander Arty Enabled: This was probably an unplanned bug, but towards the end of the night, the ability for the commander to drop arty was somehow enabled. It quickly devolved into commanders dropping arty on organised squads every 25 seconds, completely destroying any kind of chance of teamwork that this mod is striving for. My recommendation if artillery is to ever be brought back, make it player manned. Even if its a player getting in one vehicle and firing a whole Artillery Battery, anything is better than the current click and go commander artillery of vanilla.
Map Rotation: That was not server side, so I assume this was due to the incessant voting? During the time I played, I must have seen votes for Steel Thunder about 20 times.

Commander Arty: I noticed that in one round, most likely a timing issue where there's a brief window of time in which the commander apply button is available on the client, I've contacted the guy to find out. I like the idea of manning commander assets, that's much more realistic anyway.
Martini wrote:Had a great time, first time using TS which was cool, but was thinking it would have been neat to have a couple channels so that both teams would have their own comms. Perhaps that would allow the squads to communicate better.
Team channels are already preconfigured on the GH Teamspeak server and users are allowed to create custom subchannels if they wish. The same could be done for the PRMM Teamspeak server.
Navarone wrote:Obviously the server was having problems with a couple of the maps, causing an unplayable amount of lag.
The only map I'm aware of that may cause server problems is Steel Thunder. That seems to be due to a bf2 engine problem, since the server was not under heavy load. For most other maps, lag you experienced is most likely on your end. Can you give some more details around what maps had issues?
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Koolchamp
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Joined: 2005-01-17 05:59

Post by Koolchamp »

I had a great time. It was the first time I ever really played PR at length. I played as sniper (all the time) and found that the SVD is a good support weapon. Just kind of stay behind the squad and just keep an eye for guys that your squad mates don't see.
Best time was on Karkand. Hid in a bush in the middle of the road while my squad mates were on the sides. I just kept firing up the road with my SVD to where the US team was hiding being a log. Not a good idea when being watched by a sniper (more like marksman in this situation I guess but w/e).

Anyway, I had a blast. I liked some of the custom maps like Oasis (the map is hell when your backed into a base and surrounded. Bloody sucks). Hope this event happens again.
Cheers,

Koolchamp
Ghostrider
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Post by Ghostrider »

fuzzhead wrote:Good points:
Commander Arty Enabled: This was probably an unplanned bug, but towards the end of the night, the ability for the commander to drop arty was somehow enabled. It quickly devolved into commanders dropping arty on organised squads every 25 seconds, completely destroying any kind of chance of teamwork that this mod is striving for. My recommendation if artillery is to ever be brought back, make it player manned. Even if its a player getting in one vehicle and firing a whole Artillery Battery, anything is better than the current click and go commander artillery of vanilla.
Maybe something else that could be done if arty is going to be brought back is to make the 'reload' time (cooldown) way longer. Maybe a decent 3 battery barrage every N number minutes....5 maybe...10 anyone?
TheRealFritz
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Post by TheRealFritz »

solodude23 wrote:Fritz, the commander position is completly available now (since the restart/crash). All morning there has been a commander on both sides. Halfway through the round earlier someone on my side went commander while they had one the entire time. I eventually left, annoyed by the constant artillery strikes tearing apart the teamwork.
Yes, I noticed. It's turned off again now.
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SilentAlarm
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Joined: 2005-05-22 18:52

Post by SilentAlarm »

Great game yesterday!
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Tzefanya
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Post by Tzefanya »

I came late and only played a few rounds on Sharqi and the start of El Alamein. All the people voting for maps every 2 seconds was annoying. I led a squad for a bit and was in one another time. I personally couldn't get much cooperation or my squad members to spawn on me. I wasn't using voice communication however...
Tzefanya: Protected by God
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