.8 impressions (so far)

General discussion of the Project Reality: BF2 modification.
youR.Fate
Posts: 43
Joined: 2007-12-30 18:01

Re: .8 impressions (so far)

Post by youR.Fate »

I love the Aimpoint Sights on US an the Biiiiig City map of which I can't remember the name...

"It's pretty pretty badass"

Fate
//Call +4454328976 for destruction
//in game known as: -=]S*F[=-Voltage
//XFIRE: darkcristo
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: .8 impressions (so far)

Post by Waaah_Wah »

Grenades are still useless...
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
Defiyur
Posts: 266
Joined: 2008-04-04 18:28

Re: .8 impressions (so far)

Post by Defiyur »

=GGZ= Spliffeh1984 wrote: I would just like to see the bleed reduced to 50% instead of 75%
I agree with that. I feel like a hemophiliac now. "don't scratch me NNAAHHH!!"
=GGZ= Spliffeh1984 wrote:Also, what's with the bloody caves on Korengal Valley, I can barely get out of those without bleeding because of the amazingly dangerous 6 foot drops i have to make. As neddle once said: "coz im a soldier and I can't climb"
Yep by the time I get out of some of those caves I'm ready to die.

Also some more impressions so far: Why are insurgents so feeble & out of shape? I think they SHOULD have the speed advantage as they are mostly carrying way less equipment than conventional forces + their sport attire such as sneakers etc.
Chaoic16
Posts: 6
Joined: 2007-10-14 04:20

Re: .8 impressions (so far)

Post by Chaoic16 »

Defiyur,

You obviously have not been in military. A highly trained military had to go through many miles of running through military training. They are trained to run through long distance with equipments unlike insurgents. I am willing to bet you that, average insurgent wouldn't be able to cover a distance more effectively without training like UK or US military do.


Chaoic out...
Defiyur
Posts: 266
Joined: 2008-04-04 18:28

Re: .8 impressions (so far)

Post by Defiyur »

Chaoic16 wrote: A highly trained military had to go through many miles of running through military training. They are trained to run through long distance with equipments unlike insurgents. I am willing to bet you that, average insurgent wouldn't be able to cover a distance more effectively without training like UK or US military do.
I don't doubt that but I'm talking about short term speed and agility. I know many insurgents take drugs also to get them hopped up as well. A hopped up insurgent with an AK a couple clips & air nikes is surely more agile than a soldier loaded down with gear. I'm not saying all insurgents are track stars or even in good shape but really....I mean you think a loaded down soldier could outrun a typical guy holding just an AK?
Billy_Crook_Foot
Posts: 112
Joined: 2006-12-05 11:35

Re: .8 impressions (so far)

Post by Billy_Crook_Foot »

I'll wager that an average 3rd world person would be fitter than your average 1st world inhabitant. Not neccessarily pure physical strength (power to weight ratio) because they wouldn't have access to a fabulous diet 24/7 and they would probably also have to contend with the debilitating effects of untreated illnesses etc.

On the flipside, they do a lot more manual labour over long hours. Even walking somewhere everyday to do work (maybe up and down mountainous hills) adds up. Fair enough, if you loaded up your average INS with all the gear of a regalar soldier I imagine they'd have a hard time of it (or simply buckle) but it would be foolish to underestimate their unencumbered endurance.
Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: .8 impressions (so far)

Post by Colt556 »

I'll make a list of problems I've noticed.

1: Training mode, basicly the devs ruined it by making it official. I mean a lot of the aspects that made the old unofficial training mode usefull, were removed, namely on Kashan. You can't request kits anywhere on the map, which means you have to go ALL the way back to base, which is retarded considering the whole point of the mode is to test this stuff, not test how to get it.

Then they basicly removed all MEC stuff, so now you can't test your stuff in a combat enviroment. I remember back in .7, I'd go on Kash training and nab myself a jet and practice dogfighting with the other team and whatnot. It was really good combat experiance that helped me in a real game, but no more of that.

2: Bleed affect, the bleed affect, is quite frankly, horrible. I mean the complaints in .7 was that the suppresion affect left us so completely blind and useless, that we couldn't fight back. You guys fixed this but instead of just calling it a day, you actually went and re-introduced the problem. Now if I get a single bullet in the foot, I'm left 90% blind for the next 15 seconds. It's WORSE then the old suppresion affect.

I said in another thread, and easy fix for this would simply remove the red shader that covers your entire screen, and instead leave JUST the blood splotches, that way I can actually bloody see.

Really, those are the only "flaws" I've noticed in .8, I hate the deviation but I wont list that since it isn't dialed in and the like, and frankly I'm just not use to it. Other then those two things, I really like .8, it got me back into PR.
Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: .8 impressions (so far)

Post by Caboosehatesbabies »

I personally think every change from .75 to .8 was good except for about 3.

I love the new animations and the camera panning while they play really sells them. I love the new skins, especially the USA's and Chinese Digicamo. I love the less and slower sprint because it makes you be cautious, pay attention, and be stealthy. I was alittle unsure about the RPG and LAT set up times, but now that I've gotten used to them I think it's a positive change. I love the 3D Ironsights, even the AK's, though I can see how having a lower resolution could be a problem with them. I love the sight in times for the scoped infantry rifles, really blances out a kit. In .75 I was wondering why anyone would ever take Rifleman Ironsights over Rifleman Optics because you got the same equipment in both kits, both were equally good in CQC, and with optics you could engage at much longer ranges. Well now there's a reason to choose one over the other.
I love how the molotov now can kill the crew of a vehicle while leaving the vehicle undestroyed and that they stick! The Bomb Cars increased speed and awesome music are great, along with their greater explosive power. .50cals having deviation is good, no longer am I getting sniped with 1 shot from a jeep nearly 300 meters away. I LOVE the deployed mode for the Light MG's, this is probably the best single kit improvement ever and really lets the weapons be used for their intended purpose of supression or area defense, while still being succeptable to being flanked. AAS v3 is awesome and mixes up the gameplay very well, would like to see other maps use this!! The more powerfull IED is a good tradeoff for halving the number, and what most people forget is that you can deploy up to EIGHT ( 8 ) IEDs at one time if you get ammo. The 2 minute revive time with the option to give up gives medics a better survivability rate, meaning your squad can clear an area before you revive somone, instead of you having to run out into enemy fire cause you only have 30 seconds. I LOVE the Bradley IFV and the Stryker is cool. I love how Engineers now sometimes get Grapling hooks, really opens up the gameplay in city maps.

The few things I dislike or would like to see changed are...

1. Engineers getting a small C4 charge. This was suggested in another thread. It could be used to seal entranced in caves on Korengal, destroy or disable jeeps or trucks while doing very little to APCs, IFVs, or MBTs, or blowing holes in destructable walls to make another entrance point. Each Engineer would only get 1 charge and it would take roughly 10 seconds or possible up to 20 to arm once it is planted. It would not be enough to blow a bridge, and it could be a shaped charge (much like VBF2's Claymore) so it has very small splash damage, really only damaging anything within like 3 meters of it or so.

2. Humvees only seat 5 now. I can see why this was implemented, but if a Civi car can hold 6 guys (albeit hanging off the sides) why can't a Humvee hold 6? A guy could sit in the middle of the back seat, though he'd be starting at the gunner's *** or crotch the whole ride ;P. This would help keep squads together and prevent someone having to hoof it the whole way or make multiple trips.

3. IF POSSIBLE, make jumping not take up nearly as much sprint. I know this sounds like a bad idea, but hear me out. Since being out of sprint doesn't make you unable to jump, and the fact that some things that in RL would be easy to step over you have to jump over in game (like curbs or 8 inch high outcropings in rocks) due to VBF2's engine, and that you have so very little sprint to begin with (which is not a bad thing) and it recharges so slow (again, not a bad thing) I just don't see the point in having the jump drain your sprint so quickly. Right now you can jump twice before totally emptying your sprint bar, and if you don't time a jump over an obstical perfectly, it often takes multiple jumps to get over one. This is more of a compenstaion of a bad engine then someting the DEVs did. Another acceptable change would be to make it take sprint to jump. No Sprint, no hop.

4. The 2 minute civi spawn time. I have not personally experienced this as I have not played Civi yet, but in talking with other people I realize that his is very annoying and not very fair. I understand a 10 second spawn time was enouraging civies to run up to tanks, soldiers, and jeeps and provoking them to shoot. However, a 2 minute spawn is over kill. In my opinion, a 45 second to 1 minute spawn for being shot/falling as a civi would suffice to keep them from being stupid, and a 3 to 4 minute respawn for being "restrained". ALong the same lines, the Coalition (CA) still gets 10 tickets for restraining a civi, why not gain tickets for restraining regular Insurgents (INS). Maybe 5 for any regular INS, 10 for Collaborator, and 10 or maybe more for Cell Leaders.

5. Please remodel the Chinese Type 88 in the next version. This thing is so ugly and is piss poor compared to the T-90, M1A2, and the Challenger-2. It gets stuck so easy I refuse to take it!


That's it, everything else in the game is nearly perfect. I think .9 is just gonna be remodelling the Eastern Factions like MEC and PLA and adding new maps you guys did such a good job with .8!
Last edited by Caboosehatesbabies on 2008-09-02 16:45, edited 1 time in total.
naykon
Posts: 113
Joined: 2007-12-18 12:14

Re: .8 impressions (so far)

Post by naykon »

0.8 is just exceptional! i love the new weapon animations, maps everything!, brilliant, maybe just make sprint time a little longer.

you guys really have a mod to be proud of here, thankyou!
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