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Re: PR needs a big overhaul.

Posted: 2009-06-30 02:14
by ChiefRyza
I have to say how disappointed in these threads I am, it never turns out to be anything useful. Just a bunch of people attempting to make the DEV's feel as bad about their work as humanly possible. Then it progresses on to how Combined Arms is superior and the DEV's are doing everything wrong, and that people are 'going to quit forever' because of these changes. I'll take a jet that requires guys on the ground anyway, thank you very much. No other game implements this feature fully. Flares could be a bit more useful but beyond that, I'm quite happy with the vehicle system in PR.

What I am not happy with is people shoving it down the DEV's throats yelling "COMBINED ARMS IS REALISTIC PR SUCKS". Don't say this isn't how you guys react and respond to each other, and it goes both ways as well. Instead of being constructive threads like this are polluted by pathetic, selfish people raving on at how the mod is **** etc etc. If the community spearheaded everything in the mod we wouldn't be anywhere. The mod would suck. I would have moved on a long time ago. The few thought out posts are left in the dirt by a group of losers who disagree with it and bury it with their own filth-ridden posts.

Re: PR needs a big overhaul.

Posted: 2009-06-30 02:15
by McBumLuv
There were no auto-lock on bombs in vBF2. The ranges were just so close that it didn't take a genius to calculate their 50 meter trajectory.

By realistic AA, I mean giving flares their own realistic usefulness-IE, little to none against Radar operated AA missiles.

Plus, there are many, many more ways of surviving without having to use AA vehicle cover at all.

1 Using Air superiority fighters to... maintain air superiority.
2 Entering in Hull-down positions whenever possible to lower detection and engagement chances.
3 Using cover properly from your surroundings.
4 Deploying AA emplacements at nearby firebases.
5 Bringing along a squad member with a MANPAD system.
6 Not getting spotted.
7 Concentrating fire on the aircraft (mainly if it's a helicopter).
8 Following the contour of the land in order to avoid being in an easy attack run position.
Etc... etc...

And if you've used up all those options, then you quite frankly deserve the added risk of death because you failed to act as tactically as the opposing team, and couldn't get your own team to work together.

It's time to move teamwork from the minor leagues of the intra-squad basis to the major leagues of inter-squad coordination.

EDIT: I like Leadmagnet's idea alot.
'[R-DEV wrote:LeadMagnet;1070570']Removing the lock-on warning from infrared missiles would be a giant step in the right direction. The only warning an aircraft should get is when it's passive systems detect the flare of a launching missile.
This should really get implemented, and hopefully flares would be given their own heat sources back to affect them. However, flares wouldn't affect Radar guided missiles greatly at all (the chaff that came with them would slightly, though), but you would get the warning sign as soon as they started aquiring a lock. Infrared missiles, however, would take a while to reach target (they accelerate slower IIRC), would only give a warning beep from the launch flare (or none at all if it was impossible), but would be very vulnerable to flares.

Re: PR needs a big overhaul.

Posted: 2009-06-30 02:25
by Conman51
McLuv wrote:There were no auto-lock on bombs in vBF2. The ranges were just so close that it didn't take a genius to calculate their 50 meter trajectory.

By realistic AA, I mean giving flares their own realistic usefulness-IE, little to none against Radar operated AA missiles.

Plus, there are many, many more ways of surviving without having to use AA vehicle cover at all.

1 Using Air superiority fighters to... maintain air superiority.
2 Entering in Hull-down positions whenever possible to lower detection and engagement chances.
3 Using cover properly from your surroundings.
4 Deploying AA emplacements at nearby firebases.
5 Bringing along a squad member with a MANPAD system.
6 Not getting spotted.
7 Concentrating fire on the aircraft (mainly if it's a helicopter).
8 Following the contour of the land in order to avoid being in an easy attack run position.
Etc... etc...

And if you've used up all those options, then you quite frankly deserve the added risk of death because you failed to act as tactically as the opposing team, and couldn't get your own team to work together.

It's time to move teamwork from the minor leagues of the intra-squad basis to the major leagues of inter-squad coordination.

EDIT: I like Leadmagnet's idea alot.



This should really get implemented, and hopefully flares would be given their own heat sources back to affect them. However, flares wouldn't affect Radar guided missiles greatly at all (the chaff that came with them would slightly, though), but you would get the warning sign as soon as they started aquiring a lock. Infrared missiles, however, would take a while to reach target (they accelerate slower IIRC), would only give a warning beep from the launch flare (or none at all if it was impossible), but would be very vulnerable to flares.

im not saying any of what im saying becasue im dying from jets

im just getting sick of this **** where people want extreme realism over team play, team play comes first, then realistic extreme pwnage weapons

if i was just a random person from bf2 that tried PR without knowing the name of the mod or how other people think it should be made, i would firstly notice the team work, how squads are the bassis of every thing, then i would notice other things such as tank zoom and other things, its just the way i am, its the way i traing my mates, first the team work then the weapons
ChiefRyza wrote:I have to say how disappointed in these threads I am, it never turns out to be anything useful. Just a bunch of people attempting to make the DEV's feel as bad about their work as humanly possible. Then it progresses on to how Combined Arms is superior and the DEV's are doing everything wrong, and that people are 'going to quit forever' because of these changes. I'll take a jet that requires guys on the ground anyway, thank you very much. No other game implements this feature fully. Flares could be a bit more useful but beyond that, I'm quite happy with the vehicle system in PR.

What I am not happy with is people shoving it down the DEV's throats yelling "COMBINED ARMS IS REALISTIC PR SUCKS". Don't say this isn't how you guys react and respond to each other, and it goes both ways as well. Instead of being constructive threads like this are polluted by pathetic, selfish people raving on at how the mod is **** etc etc. If the community spearheaded everything in the mod we wouldn't be anywhere. The mod would suck. I would have moved on a long time ago. The few thought out posts are left in the dirt by a group of losers who disagree with it and bury it with their own filth-ridden posts.

im going to agree with you and just get off this thread becasue its degenrated too much

Re: PR needs a big overhaul.

Posted: 2009-06-30 02:28
by Solid Knight
Class restrictions (especially regarding the medic) do more for teamwork than anything else. Increasing the lethality of weapons actually forces players to seek assistance from other players. Using CA as an example, if you're roaming around in a tank formation with no AA cover you will get murdered. You need an AAV to assist you since jets and attack helicopters aren't flying jokes anymore. On the squad level, increased deviation and extremely long settle times don't really force you to work with your team they just promote camping or rush tactics. Consider the LMG in 0.86. Do you think it made it easier for lone-wolfs to engage squads or made it harder? If the LMG had a higher degree of deviation would it make it easier for a lone-wolf to engage or harder?

In reality, there is no sure-fire way to make everybody play as envisioned but you can make it painful for those who deviate by increasing the lethality of weapons which in turn increases the disparity in lethality between squads and individuals. Decreasing the lethality of a weapon actually decreases the disparity between squads and individuals.