PR:Vietnam - Feedback

Post your feedback on the current Project Reality release (including SinglePlayer).
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ragingskies
Posts: 3
Joined: 2013-09-12 04:41

Re: PR:Vietnam - Feedback

Post by ragingskies »

My brother recorded 2 samples: https://drive.google.com/folderview?id= ... sp=sharing

DO you know 7554, first FPS made by Vietnam, i know some ppl so i'll try get some sample :) !
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: PR:Vietnam - Feedback

Post by Takeda »

On Ia Drang skirmish, if you take last NVA flag, and spawn on their "dot" you will be in deadhouse.
obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: PR:Vietnam - Feedback

Post by obpmgmua »

NVA has the worst grenadier kit of all. The US has the best. On some maps it takes a single M79 and enough ammo to lock down an entire area. No seriously on Ia Drang and Barracuda it's a real *****.

Wouldn't it be a better Idea to give the NVA an SKS or QBZ-56 carbine with rifle grenades? I don't know if it's realistic but it's the most plausible.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:Vietnam - Feedback

Post by AfterDune »

NVA didn't really have a grenade launcher back then, so we gave him an AK47 or MAT49 and about 6 frag grenades. It's not that bad, just have to combine the grenadier with other kits and play the faction a little different than US. The alt rifleman of the NVA for example has a bouncing betty, which is lovely to use for ambushes.
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Kalasznikow47
Posts: 20
Joined: 2012-08-30 13:48

Re: PR:Vietnam - Feedback

Post by Kalasznikow47 »

The Polish Kbkg wz. 1960 rifle was used in Vietnam in small numbers. It was basically the AK-47 with ability to shoot rifle grenades.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:Vietnam - Feedback

Post by AfterDune »

We don't have that unfortunately. The only thing that comes close to its looks is the AK74 with GL - which we do have.
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Kalasznikow47
Posts: 20
Joined: 2012-08-30 13:48

Re: PR:Vietnam - Feedback

Post by Kalasznikow47 »

I know nothing about modelling so this question may be stupid, but is there a possibility to just make it by editing PR model of AK-47? I mean just to add the launcher, sight and rubber pad on buttstock and maybe this small 10-round magazine.

http://zonawar.ru/images/orujshie_podde ... g_wz60.jpg

This magazine was used only to launch grenades and normally it uses a standard AK 30-round magazine.
Forgotten
Posts: 56
Joined: 2011-07-10 20:33

Re: PR:Vietnam - Feedback

Post by Forgotten »

That's true about kbkg wz. 1960. Also PM-63 RAK was used by crews and P-64 CZAK by officers.
Xenisis
Posts: 7
Joined: 2013-10-19 19:22

Re: PR:Vietnam - Feedback

Post by Xenisis »

Why dont just give the NVA the SKS and an higher variety/amount of grenades?
And there are already similar models in PR

SKS - Wikipedia, the free encyclopedia

Also is it really annoying me that theres 1st No US layout of the light Sniper (DMR) but instead the actual Sniper just uses an scoped M14 instead of the M1903 Springfield

M1903 Springfield - Wikipedia, the free encyclopedia

And the NVA could get the SVD as Sniper layout
Dragunov sniper rifle - Wikipedia, the free encyclopedia
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:Vietnam - Feedback

Post by AfterDune »

Some NVA kits use the SKS already, the alt-rifleman being one of them. Next to the usual layout the alt-rifleman also gets a betty, so they do get more stuff.

There were no Marksman roles back then, so the Marksman in-game doesn't exist.

The sniper is using an M14 because we already had that model (don't have the Springfield) and it was actually used as well.

The NVA sniper uses the Mosin Nagant, the alt-sniper uses the SVD...
Last edited by AfterDune on 2013-10-19 20:40, edited 2 times in total.
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Xenisis
Posts: 7
Joined: 2013-10-19 19:22

Re: PR:Vietnam - Feedback

Post by Xenisis »

Well.. having a bouncing betty is nice too!
Then we'll have to actually take care when hunting down them :P
i-kill-you-2
Posts: 4
Joined: 2011-05-29 09:19

Re: PR:Vietnam - Feedback

Post by i-kill-you-2 »

Pls bring the music back to the helicopters :mrgreen:
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: PR:Vietnam - Feedback

Post by tankninja1 »

The BTR and AA tank on Charlie's Point really need to go.
Last edited by tankninja1 on 2014-11-02 16:34, edited 1 time in total.
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Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: PR:Vietnam - Feedback

Post by Darman1138 »

AND Charlie's Point or do you mean just those assets on Charlie's Point? I actually like playing on Charlie's point on the US side. You always get a really intense round.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: PR:Vietnam - Feedback

Post by tankninja1 »

Darman1138 wrote:AND Charlie's Point or do you mean just those assets on Charlie's Point? I actually like playing on Charlie's point on the US side. You always get a really intense round.
oops on meant on charlie's point.
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The_Admiral
Posts: 25
Joined: 2012-01-26 19:14

Re: PR:Vietnam - Feedback

Post by The_Admiral »

I have never seen the US win on Operation Barracuda Vietnam because the BTR's just wreck the ACAV's and boats and once the cas huey is down its gg.
[RGN]Fishsticks
Posts: 72
Joined: 2007-07-11 18:32

Re: PR:Vietnam - Feedback

Post by [RGN]Fishsticks »

Any chance of some other ammo types for M79?

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My father served 67-68' and carried the M79. He said he belted a bag containing HE, pellet, and beehive rounds.
Last edited by [RGN]Fishsticks on 2015-03-12 18:15, edited 2 times in total.
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: PR:Vietnam - Feedback

Post by fatalsushi83 »

tankninja1 wrote:The BTR and AA tank on Charlie's Point really need to go.
I played SL on the US side three times in the past month or two and it was horribly, horribly painful every time. The main problems were:

(1) BTR was practically untouchable and kept hammering us from a distance. The open ground, especially on the east side, makes it far too powerful.

(2) It was difficult to set up FOBs because you're entirely reliant on light trans choppers. Getting two crates dropped can take ages unless the trans squad is really top notch. Even then, its just too easy for the enemy to overrun the fobs because the locations you can build them are very limited and predictable. Fobs in the mountains near the coast on the east side are more difficult for the enemy to take out but they're too far from the flags to be of any use and you just get killed crossing all the open ground (BTR again) to the west and southwest.

The only quick solution I can think of would be to get rid of the BTR and maybe giving the US a heavy trans chopper than can drop regular crates.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:Vietnam - Feedback

Post by ComradeHX »

fatalsushi83 wrote:I played SL on the US side three times in the past month or two and it was horribly, horribly painful every time. The main problems were:

(1) BTR was practically untouchable and kept hammering us from a distance. The open ground, especially on the east side, makes it far too powerful.

(2) It was difficult to set up FOBs because you're entirely reliant on light trans choppers. Getting two crates dropped can take ages unless the trans squad is really top notch. Even then, its just too easy for the enemy to overrun the fobs because the locations you can build them are very limited and predictable. Fobs in the mountains near the coast on the east side are more difficult for the enemy to take out but they're too far from the flags to be of any use and you just get killed crossing all the open ground (BTR again) to the west and southwest.

The only quick solution I can think of would be to get rid of the BTR and maybe giving the US a heavy trans chopper than can drop regular crates.
On US side you have overpowered weapons such as m16(fullauto almost no recoil) and m14(1shot black&white), while NVA has AK and often poor choices.

BTR-60 is realistic; better bring more capable LAT guy.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:Vietnam - Feedback

Post by AfterDune »

They're fixed in v1.3.
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