Spawntime Battlechoppers and so on

Suggestions from our community members for PR:BF2. Read the stickies before posting.
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

Alex6714 wrote:Get rid of smacktards/TKers/basrapers.

Take away an AAV and AA kit.

Get rid of lag/instakill barbed wire.

Add stabilization.


Then I will be happy with a 20 min respawn, but until then 10 would be good.

The engagement distances are not realistic, the AA is more powerful, there is no gunner stabilization, at least give the choppers a bit of the deadly advantage they deserve. And don´t get me started on the amount of smacktards and TKers, or even the lag that can cripple a team and ruin ones game.
fully agree.
the airassetts dont even come close to the capabilities their reallife counterparts have.
the anti measurements on ground though come very proximal.

Im often on thors and I have to say it plays out better then the original layout. after all, the map is ment to depict a materiel battle.
Last edited by 101 bassdrive on 2008-04-15 19:07, edited 2 times in total.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Post by Mora »

Alex6714 wrote:Sort of misses the point. I think tanks aswell should be on 10 min respawn.

I am not implying that AA should be weaker, oh no, but respawn staying the same and AA getting more powerful is just not fun, oh, maybe realistic, who knows, but not fun.

I avoid AA at all costs, have no doubt, but on a public server, how do you know where the AAV is, unless you go there? I am talking about a random public game, not the PRT or the "oh so wonderful TG games".

I play PR for fun, and I thought it was meant to be a fun, realism and teamwork based game. But maybe I am wrong, because when half your tanks get destroyed, 2 are being soled somewhere randomly the choppers are TKed and there is a HAT raping everything leaving main, that is 20 minutes of walking around a huge map (don´t get me wrong, I love them) getting owned by god knows what waiting for something to fight back with.

I know everyone says, oh well thats your teams fault etc.. Well everyone seems to be in a dream, because most public games are not like that and I don´t feel I should have my game and time wasted by 31 other people messing around.


Don´t get me wrong, I think PR is going the right way. But people are hardcoded, and sometimes things need to be adjusted for this.
I couldn't agree more :) .
Dempsey
Posts: 118
Joined: 2008-01-25 23:28

Post by Dempsey »

I'm surpized this discussion is still on going.

A chopper is a vital peice of kit, be it troop transport, a attack gunship or a scout aircraft.

This is why people need to realise, they need to know how to fly these things before they get into them.

Although this could be contreversial with lag and server problems, but i think there should be some kind of penalty for destroying friendly assests, every server i go on there is bound to be some idiot nosediving.
101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

20min is to harsh. thats 1200 seconds.
it takes out the excitement of many maps when the air is empty.
zatar aint the same with no koordinated ah6 diveattacks to fear or to pull off, qwai aint the same without the scout chasing the mh6's..
air assetts are BOUND to *insert reason here* crash.
then 20min nothing?
Dempsey
Posts: 118
Joined: 2008-01-25 23:28

Post by Dempsey »

But, when you have chopper after chopper in the sky, that takes the fun out of it.

Get real pilots, and dont loose the choppers.
Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

*Didn't read the whole thread*

I think the way to fix this is to take the same approach as the jets on Kashan.

Instead of it being 20 minutes after you crash, it should be 20 minutes after the chopper has left the helipad, after those 20 minutes are up, then the chopper will hold spawn until ~3 minutes after the last chopper crashed. So that's a 23 minute spawn time from the second the chopper has left the base. Right now you are punished for crashing, but aren't rewarded for keeping the chopper up. This would help because now if you have kept your chopper up for say, 40 minutes, but you lag crash or some enemy gets the better of you, you don't have to wait 20 min, you can just jump back in your chopper and whore away.

I'm fairly sure that the military IRL isn't like 'Well, they already have a chopper, so even if they have a crew available, why send them this extra one left here unused? Let's wait until one of them crashes'
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Post by Alex6714 »

Dempsey wrote:But, when you have chopper after chopper in the sky, that takes the fun out of it.

Get real pilots, and dont loose the choppers.
As good as a pilot you are, you can´t stop TK, baserape, lag or "that AA they forgot to tell you about in D5, next to the 2 tanks they asked for CAS on".
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Post by @bsurd »

Wow, such a tread for 1 simple question. But im new in this game, its fun to play, but some things are boring on public servers ....

and thats why agree with this.

Alex6714 wrote:Sort of misses the point. I think tanks aswell should be on 10 min respawn.

I am not implying that AA should be weaker, oh no, but respawn staying the same and AA getting more powerful is just not fun, oh, maybe realistic, who knows, but not fun.

I avoid AA at all costs, have no doubt, but on a public server, how do you know where the AAV is, unless you go there? I am talking about a random public game, not the PRT or the "oh so wonderful TG games".

I play PR for fun, and I thought it was meant to be a fun, realism and teamwork based game. But maybe I am wrong, because when half your tanks get destroyed, 2 are being soled somewhere randomly the choppers are TKed and there is a HAT raping everything leaving main, that is 20 minutes of walking around a huge map (don´t get me wrong, I love them) getting owned by god knows what waiting for something to fight back with.

I know everyone says, oh well thats your teams fault etc.. Well everyone seems to be in a dream, because most public games are not like that and I don´t feel I should have my game and time wasted by 31 other people messing around.


Don´t get me wrong, I think PR is going the right way. But people are hardcoded, and sometimes things need to be adjusted for this.
and i have a question @ the server admins.

What is the Problem with maps in many differnt settings on servers? Its reality 2 i think. Its war, not everytime the same situation, Vehicles, mans and so on...
MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Post by MAINERROR »

It's cause the rules tell us to run unmodified maps cause otherwise I could add 10 cobras and 5 A-10s just imagine how that would end.
GrayeKnight
Posts: 900
Joined: 2007-04-01 21:22

Post by GrayeKnight »

What is the problem? Server admins must agree to the rules set forth by the PR DEV's, which as Mainerror pointed out earlier, clearly state that any SSM (server side mods) of servers must happen on a passworded server.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Leo wrote: I'm fairly sure that the military IRL isn't like 'Well, they already have a chopper, so even if they have a crew available, why send them this extra one left here unused? Let's wait until one of them crashes'
They would probably be reluctant to send out extra units to an area that didn't need them, I'm no expert but unless the situation was desperate for that extra support they wouldn't give it, otherwise you wouldn't have that reserve ready for people that really needed it. That's obviously over simplifying things but you get what I mean. So, using the system in game, it's reasonable to assume that another jet would only be sent in the event one was shot down, and obviously that would take some time. Same goes for armour and everything else.

Even though it's got nothing to do with aircraft, so it's slightly off-topic, it'd be nice if destroyed transport spawned a little quicker. Perhaps not the supply trucks so much, but the whole abandoning thing is inevitable since there aren't many people willing to do dedicated transport roles, and if there were it'd take people from battle.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

agree with tom. at first i think he was just playing around and found that setting, then put the map on our training server. then he saw the light: qinling might run on our big server!

negotiate a solution that is in line with the spirit of PR i suggest. maybe settings for qinling for linux servers that are alright with the dev's? i think schrotti would be in for some testing of balance and stuff.
MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Post by MAINERROR »

It's pretty easy in my eyes. Just replace the J-10s with MIG-29s as a placeholder but this change requires the permission of an DEV.
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Post by Cp »

also you'd need to remove 2 IR missiles, from the mig-29, and replace them with bombs. thought that task is pretty easy, one problem remains, can a change in the objects_server.zip be made on the server side only or do you need to redistribute the edited object_server.zip to all clients?
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Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

@bsurd wrote:Do you think Spawntimes and number of spawning vehicles is good so as it is now?
Yes. I think, it is good as it is now.

10 players waiting for a plane you say?. They could form a squad and do something usefull for their team instead of wasting time in the base waiting for an asset that most of them will never get during that round :mrgreen:
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Post by @bsurd »

you right, they could do. But the most of them dont do it and wait.

Me and my m8 do this to sometimes to, because if you wanne fly you have to wait for it.

But there is only one way out. Stop flying, tanking and so on, take a squad and do this shit by foot.

But that is only the half of the game. I think there are so much nice things to ride or fly, but you´re are right the time you waste by getting one is 2 much for the fun they make...

And think about this, inf would make much more fun if you have air service for backup... (And under air service i understand not a heli that is in air for 5 min, and the next time you see it is lets 20-30 min later...)

And plz dont say now take a good pilot or things like that. The most of us play it on public servers, and that is no clanwar or things like that.

And i think this game was made for public...

But the most time there wasnt anything in air and on the most map´s its lets say inf only...

But sry if i say this, but there is a realistic based inf only game out since years, called americas army :-) (dont get this wrong, i like PR, but these nice vehicles are not enough, i think)
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

101 bassdrive wrote:fully agree.
the airassetts dont even come close to the capabilities their reallife counterparts have.
the anti measurements on ground though come very proximal.

Im often on thors and I have to say it plays out better then the original layout. after all, the map is ment to depict a materiel battle.
they arent close at all, the aa tube that players request has a range of 8km, in pr it is like 900m, the aav is nothing like what it should be, you cant even say it is close. even the gun is off, it is firing 30mm rounds, but it doesnt do the damage of a 50 cal.
Cpt.Kawakowitsch
Posts: 261
Joined: 2007-06-02 10:09

Post by Cpt.Kawakowitsch »

I totally agree with Tom...

And mainerror are you the PR-server police?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

Cpt.Kawakowitsch wrote:And mainerror are you the PR-server police?
I don't care if he is or isn't, he's talking truth ;) .
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Post by Mora »

The reason why the AA is nerved is because it will otherwise be sooo powerful against aircraft, 8km range kashan is only 4km.. there would be no fun at all. And have you ever fired in the tunguska? That thing rips everything apart.

You could say PR is on a very small scale.
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