Award negative points for certain actions

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Award negative points for certain actions

Post by HughJass »

I agree with waaah, your kinda whiney now. I say deal with it, besides negative points don't really stop anyone from doing much.
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Bringerof_D
Posts: 2142
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Re: Award negative points for certain actions

Post by Bringerof_D »

outlawz...you gotta learn, in any situation virtual or real, it is basic animal instinct to use the "sure thing" that will garuntee your survival. in which case if the guy thought he wouldnt be able to kill you with his rifle, use his GL or LAT. i mean M72s in the field today are issued as a single peice of ammunition so the soldier can use it against even if so a single individual dug in and is of ANY threat what so ever to your well being.

as for the grenade launchers...well killing infantry is what it was made for. i mean thats like complaing the a guy stabbed you with his knife and stayed stealthy enough to kill the rest of your squad when he could have shot you with his rifle and be dead the next moment. and for that matter it is hard enough to hit things with the grenade launcher as it is, if anything you should be complimenting the guy for being able to not complaining about it
Bringerof_D
Posts: 2142
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Re: Award negative points for certain actions

Post by Bringerof_D »

oh by the way yes like everyone else, DEAL WITH IT, the best way i've found to avoid HAT as an infantry is to stop running towards the enemy in a fight. move lateral to his position and make an arc around so while you are getting closer to them, you are still making maximum lateral movement for them enough so it's hard to hit you.

remember if you run at them, all they have to do is point and shoot, if you run sideways, they have to lead you. predicting speed and distance in a game is a very hard thing to do
00SoldierofFortune00
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Re: Award negative points for certain actions

Post by 00SoldierofFortune00 »

Waaah_Wah wrote:Excuse me?? In Afganistan the US is dropping bombs on possible Taliban locations. And that costs a shitload of money.
Ok, so out in the field or even a forward operating base, there are an unlimited amount of javalin or predator rockets??? No.

Key word there is "bombs." Those bombs are coming from the the Air Force which has the highest budget out of all the departments and those planes are coming from bases or carriers which have the bombs, not a base out in the field.
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Bringerof_D
Posts: 2142
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Re: Award negative points for certain actions

Post by Bringerof_D »

00SoldierofFortune00 wrote:Ok, so out in the field or even a forward operating base, there are an unlimited amount of javalin or predator rockets??? No.

Key word there is "bombs." Those bombs are coming from the the Air Force which has the highest budget out of all the departments and those planes are coming from bases or carriers which have the bombs, not a base out in the field.
now asuming it is a real firebase the army would ussualy store enough ammo so the unit there can hold out a fortnight atleast of almost constant fighting. and is it even possible to fore off more than 10 HAT or even LAT shells before youre killed? it takes a long freakin time to reload, if you actually have something to shoot at with that HAT you would allready be dead by the time you reload for your third. it isnt even possible in PR to fire off 100 HAT rounds for a single guy over the course of an ENTIRE GAME let alone 1 or 2 lives

and trust me if it was a real fire base 40-50 HAT or LAT shells stowed away is nothing i mean the average LAV in the CF probably carries 4 or 5 M72s for the squad it's carrying around.
Outlawz7
Retired PR Developer
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Re: Award negative points for certain actions

Post by Outlawz7 »

[quote=""'[R-MOD"]Bob_Marley;711580']You want to crash your team's chopper into a tank? Go right ahead. You've just screwed your teams transport capabilities for the next 20 minutes. [/quote]

Transport choppers respawn in 5 minutes, tanks in 20.
Ramming a chopper into one would mean that the enemy team is more screwed than yours.

[quote="HughJass""]I agree with waaah, your kinda whiney now. I say deal with it, besides negative points don't really stop anyone from doing much.[/quote]

I got grenaded and killed by RPGs in 0.5 on every round of Basrah I played and on conventional maps it was raining US Spec Ops running around with M4A1s and grenadiers shooting 5 GLs into an area in case the already dead body might resurrect. On Ejod I'd see people being blown up by H-AT and the guy firing it was so far away, no one could hit him except with another AT or artillery.
And I didn't complain.

Now I have to walk 1 Km every time some RPG idiot sits on ammo and fires a rocket into me, every time some guy comes with an M14 and snipes half the squad from 600m away, then you finally kill him and the d-bag just respawns and grabs another M14.
Not to mention prone divers and bunny hoppers and recently tons of teamkillers ands smacktards that just make everything worse than it is.

PR isn't a game it's a milsim made so complicated un-enjoyable and unforgiving you'd need to start a university to school all PR players on the server about it before you intend to have good round.
I can't understand how people can play through dozens of shitty rounds and still their opinion about doesn't tip over a bit.

Someone tell why I'm still playing and I'll stop and you won't have to deal with my 'whining'.
Last edited by Outlawz7 on 2008-06-25 08:08, edited 3 times in total.
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para_hjs
Posts: 263
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Re: Award negative points for certain actions

Post by para_hjs »

ALWAYS report to the team/squad when OPFOR HAT-user is eliminated. Still operative? Primary target. Always.
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LtSoucy
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Re: Award negative points for certain actions

Post by LtSoucy »

I agree outlawz, this is a reality mod, and a jihading of tank with a full heli or getting shot buy H-AT at close range is not real.


@Waaah_Wah:Give up already, The USMC or army never shells positions with any type of rocket rounds, they call in the Air Force. they only do it if they know there in there. Its a battle that cant be won by you so just stop.
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Wellink
Posts: 158
Joined: 2007-05-10 14:08

Re: Award negative points for certain actions

Post by Wellink »

Maybe this isnt the game for you outlawz, if you hate long spawn times and getting shot by a marksman from 600m. I for one dont have any issues with l-at but I do hate HAT sniping and Suicide tactics but it is really hard to punish these actions.
Bob_Marley
Retired PR Developer
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Re: Award negative points for certain actions

Post by Bob_Marley »

LtSoucy wrote:@Waaah_Wah:Give up already, The USMC or army never shells positions with any type of rocket rounds, they call in the Air Force. they only do it if they know there in there. Its a battle that cant be won by you so just stop.
Then what the hell is this for?
Transport choppers respawn in 5 minutes, tanks in 20.
Ramming a chopper into one would mean that the enemy team is more screwed than yours.
That being the idea of tactics and all.

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Waaah_Wah
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Re: Award negative points for certain actions

Post by Waaah_Wah »

LtSoucy wrote: @Waaah_Wah:Give up already, The USMC or army never shells positions with any type of rocket rounds, they call in the Air Force. they only do it if they know there in there. Its a battle that cant be won by you so just stop.
All im saying is that weapons have always been used to something different than what they were intended to. Just look at how AAA was used in WW2. Shooting a guy with your SRAW to save your life is not unrealistic.
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Waaah_Wah
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Re: Award negative points for certain actions

Post by Waaah_Wah »

Outlawz wrote:Transport choppers respawn in 5 minutes, tanks in 20.
Ramming a chopper into one would mean that the enemy team is more screwed than yours.

Last time i checked, you wont kill a tank just by crashing a chopter into it. I even did this once on Qinling at the end of the round


Now I have to walk 1 Km every time some RPG idiot sits on ammo and fires a rocket into me, every time some guy comes with an M14 and snipes half the squad from 600m away, then you finally kill him and the d-bag just respawns and grabs another M14.

1. You dont have to walk if you have a truck/jeep or a rallypoint
2. If that idiot manages to kill your entire squad, what does that make you and the rest of your squad? If you guys would use supressive fire, we wouldnt have killed you all by himself now would he?



PR isn't a game it's a milsim made so complicated un-enjoyable and unforgiving you'd need to start a university to school all PR players on the server about it before you intend to have good round.

I still find PR very enjoyable, even more than the previous versions. And i dont have a problem with newbies, unlike other people who will yell at them for now knowing how to heal others/set up RP's. If you have a newbie in your squad, tell him what to do, and why :)

I can't understand how people can play through dozens of shitty rounds and still their opinion about doesn't tip over a bit.

I dont play dozens of shitty rounds... Most my rounds are actually pretty good, and some (often on T&T) are awesome.
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ryan d ale
Posts: 1632
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Re: Award negative points for certain actions

Post by ryan d ale »

Outlaw it is not unrealistic.

I believe USMC fighting doctrine is firing everything you have (including AT and grenades) you don't need to save them for 'appropiate or worthy' targets.

Deploying your firepower can get kills, wound or scare/overwhelm the enemy.

Then you get resupplied and actually save your own live (oh how vain is that!)

Also why Field Manuals want Grenadiers and Automatic Riflemen towards the front.

It is not unrealistic.
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00SoldierofFortune00
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Re: Award negative points for certain actions

Post by 00SoldierofFortune00 »

Bringerof_D wrote:now asuming it is a real firebase the army would ussualy store enough ammo so the unit there can hold out a fortnight atleast of almost constant fighting. and is it even possible to fore off more than 10 HAT or even LAT shells before youre killed? it takes a long freakin time to reload, if you actually have something to shoot at with that HAT you would allready be dead by the time you reload for your third. it isnt even possible in PR to fire off 100 HAT rounds for a single guy over the course of an ENTIRE GAME let alone 1 or 2 lives

and trust me if it was a real fire base 40-50 HAT or LAT shells stowed away is nothing i mean the average LAV in the CF probably carries 4 or 5 M72s for the squad it's carrying around.
I was playing on 7 Gates and I was on China and defending the Bunker behind the first flag, and there was an enemy firebase on the hill and for every 30 seconds to a minute after the start of the game, they were firing HAT round after HAT round down onto that firebase and kepy spamming it until the end of the game. It was at a minimum, 10 HAT rounds fired, but I am sure there were much more because I went off with my squad to attack a RP. We managed to keep the Bunker up, but tell me that is realistic or fair.


And yes, IT WOULD BE possible for a single guy to fire off 100 rounds of a HAT during an entire game if it was long enough. All you need is a firebase, a HAT, and some high ground or a good location.

And I doubt that they would store that much rounds in a firebase. We are not talking about a LAW or LAT or SMAW, but basically a Javalin round.
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Bob_Marley
Retired PR Developer
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Re: Award negative points for certain actions

Post by Bob_Marley »

Ghost1800 wrote:So that's it? People are suiciding helicopters into armor and the general response is to shut up and play?


Yup. Realism is, in part, about choice. If someone chooses to fly a helicopter into a tank so be it. It could happen. If you don't want to play like that take part in an organized event or play on a server which has rules against it.
Let's look at this from a game play balance perspective since obviously the realism argument doesn't seem to hold any weight anymore. You have a 5 minute asset easily capable of taking out a 20 minute asset while also easily capable of avoiding most forms of counterattack (at least long enough to accomplish the objective).


Wait wait wait... Transport helos are incredibly easy to shoot down. In fact, most PR pilots seem to spend alot of time complaining about just how easy it is to use weapons not designed for the role to take down helos. L-AT, H-AT, 12.7mms, tank guns, auto cannon, etc all down them easily. Also, as pointed out, the vast majority of the time a single helo will not be enough to eliminate a full health tank. Your example is all very well, but the 5 minute asset is a 1 shot weapon. So maybe it can take out a 20 minute repawning tank. The tank can destroy it in 1 hit from its main gun. And then go on to decimate infantry, jeeps, trucks, FBs, APCs, etc. Theres a world of difference between the two.

And the Anti Tank kit is a 5 minute asset, but I don't see you moaning about that...
Grenade launchers and most AT weapons have a minimum arming range. If they impact before this they will not function properly (even then, it's not generally safe to use some of them at the minimum arming range). I was under the impression that this would be reason enough to implement something similar, a basis in real life limitations.
They already have that. Problem with the BF2 engine, the arming range is based on a timer, so sometimes even if you're short of the arming range the round will still detonate. But GLs definetly have this anyway.
From what I've seen here it seems like a lot of players are just looking for a different environment to carry on playing vBF2. Sure the tactics change to reflect the environment, but what's at the core of it all? What is this mod trying to change, is everything here just a reaction to new environments or are the environments carefully constructed to encourage a certain type of play? I'd like to think the latter, but it's getting increasingly hard to tell.
The mod can only present the player with choice. Making creative use of assets and weapons is the very core of being realistic. Adapting to a situation is the core of any soldier's training.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Threedroogs
Posts: 404
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Re: Award negative points for certain actions

Post by Threedroogs »

Outlawz wrote:I can't understand how people can play through dozens of shitty rounds and still their opinion about doesn't tip over a bit.

Someone tell why I'm still playing and I'll stop and you won't have to deal with my 'whining'.
you keep making assumptions for the rest of the community. i havent had many bad rounds in .75 at all. in fact, most of them have been kick ***. there have been some terrible rounds here and there where the enemy destroyed us, but it was because of the enemy's superior teamwork or our failures (not cheap tactics). in those situations, you have to just take your medicine and tip your hat to other team.

i have seen much better teamwork from random players in my squads this version than any other. i dont know where you're coming from with all your negative posts.
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Outlawz7
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Re: Award negative points for certain actions

Post by Outlawz7 »

Threedroogs wrote: i have seen much better teamwork from random players in my squads this version than any other. i dont know where you're coming from with all your negative posts.

Well I guess I come from the other side of your great rounds, which don't happen to be so great.

The only few good rounds I had, were 1. on Kashan 2. in armor 3. good squad 4. optional: competent team.

Everything else is nightmare.
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