Page 8 of 17

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-03 15:30
by PatrickLA_CA
Kaombo wrote:I know, but with my short term memory and the time a round takes I would not remember it by the end. In fact I didn't and was only reminded because I did not close the app on my phone :)

I can relate to that :)

Anyways, I've been wondering why is the Thompson 1928 being used instead of the M1A1, isn't that the one that the Americans have been using in Normandy? Or is it a place holder because of no models available? Doesn't really change anything, just curious.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-03 15:59
by Mineral
No good model available. Would also require new animations. So until we free up some recources it's there to stay so we can work on more urgent additions and fun toys :D

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-03 21:50
by Tankbuster28000
On Omaha AAS ALT, the one with only 2 flags at the beach, after capping the beach flags, US vehicles spawn in the water and blow up everytime.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-03 22:56
by Ts4EVER
PatrickLA_CA wrote:I can relate to that :)

Anyways, I've been wondering why is the Thompson 1928 being used instead of the M1A1, isn't that the one that the Americans have been using in Normandy? Or is it a place holder because of no models available? Doesn't really change anything, just curious.
Not a big deal, while the M1A1 Thompson was more common, it was not technically a new "type" of weapon, just a production simplification. So veteran units especially would still retain their old Thompsons even in Normandy. I think the only thing that was really phased out was the 50 round drum.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 02:16
by FlyingR
There's a third mode for Merville that wasn't mentioned. There's 3 capable flags, West 'something', Merville Battery and East 'something'. On the West side flag, around B3-4 there's a wheat field that is in the capzone and that is floating, so if you are there you can just prone and they won't be able to see you.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 09:18
by cribbaaa
Will the Wehrmacht get new first person grenade animations?

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 09:52
by sweedensniiperr
Managed to get liitle more playtime in after my last feedback..

I feel like the thompson suffers from the same sound problem as I mentioned with the garand, just doesn't sound as good as the other weapons.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 15:48
by imgeronimo
Some things i've noticed, havent read this entire thread so some of it might have been brought up.

First of, distant MG sounds are pretty wierd, they make barely any sound at all, and the impact sounds and bullet cracks aswell are pretty damn quiet.
Wermarcht grenade animations need some work, there's no headbob while running with one out.
The german Gewehr does ALOT of damage, i wipe squad with this beast pretty much every game, probably needs some tweaking.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 15:58
by SkyEmperor
Got some more feedback.

I can confirm that it is possible for the US to easily win on Omaha,it's all about coordination, something which has been forgotten on regular PR...sometimes.

I feel like the tanks are a bit weak. I mean it's not about weaponry, well could add some more extra mags on .50 cal but they easily get flanked.

Would be nice to have a commander turret to check rear and sides,and it's realistic. On regular PR you don't need it because the turret turns faster,the 50 cal can cover 360 and the gunner is acting as crewchief aswell so...

But with WW2 tank you can barely cover 120?.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 17:05
by Cavazos
I played for a few days and lots of hours, the only major issue I saw was on the large map of Omaha where you had tickets that lasted until the 4 hours was completely up. That is not fun at all.

Also I noticed that the beach objectives were defendable. That doesn't seem to make sense since the Germans could potentially recap the beach.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 17:50
by Ratface
'[TP wrote:Cavazos;2113717']I played for a few days and lots of hours, the only major issue I saw was on the large map of Omaha where you had tickets that lasted until the 4 hours was completely up. That is not fun at all.

Also I noticed that the beach objectives were defendable. That doesn't seem to make sense since the Germans could potentially recap the beach.
That was a bug at one point but it's no longer like that I don't believe. And if they are defendable the Germans are no longer able to enter the beach (was a combat area bug at the beginning of the alpha) and they wouldn't be able to cap it anymore. I believe in the latest iteration beach flags and bluffs cannot be recaptured by the Germans once the Americans have captured them.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 18:41
by Tankbuster28000
I really liked Omaha beach as US. It is hard but so much fun assaulting beaches over and over, and when you get behind enemy lines with just a few of your squad, it is totally worth it.

Thanks for the beta!

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 20:51
by Yosik
I think the beta's release date really hurt the feedback. Having all the kids out of school and no containment servers made it very difficult to find a balanced match to test things out. I personally had a terrible team-play experience in all of the matches I was in but overall I really enjoyed the maps and gameplay. Hopefully the PRT guys will agree to host a WW2 match so we'll be able to play the mod properly and provide some solid feedback from a balanced match :wink:

Omaha beach
I haven't played the Alpha so my comparison is with PR:Normandy from around this time of year in 2011.

Right now the beach assault feels very weird since you have to capture all 3 flags to advance while the game might be better if you were free to pick the flank you're attacking from, cap it, have the boat spawn there and advance from there until you decide it's not working out and cap a different flag to push from a different point. I am not really sure if it's possible to keep all beach flags cappable after capping one flag and having the German flags enabled. Even if it's not possible aren't there trigger based workarounds for this?
Another issue that I have with the current beach assault compared to the old one is that the beach is really long and the only cover is metal spikes. While it might be historically accurate(?) I don't think it's the best layout for gameplay. The lightly covered metal spikes and the long run to the diagonal hill provide a guaranteed slaughter which might be realistic and provide that WW2 thousands of soldiers rush feeling but losing hundreds of tickets by pointless slaughter over and over again just to cap 3 flags so you could advance onward is anti-fun from a design point and not PR-like. That WW2 endless troops rush feeling is what FH2 were going for but it's not ideal when you have to wait a long while for a respawn and enjoy a 3 minute cruise that(usually) ends with your boat exploding.
I preferred the old version that had very few spikes and lots of hills you could take cover behind and return fire from. This makes sure the Americans can get a holding on the beach after around 2-3 assaults instead of wasting 1000 tickets. This would be ideal if you can't fix the 3 flag issue in my opinion.

The bunkers and the trenches after them are way better than before, the map design creates lots of action from every direction. In this section the frequent respawn factor isn't bad at all since you have a close spawn and it's not a mindless/pointless rush to death. No complaints here.
The fields after the trenches leading to the next flags are also great combat areas that are fun and (properly) challenging to push forward in.
The lead up to the eastern village flag is nice with the houses you can ambush the flank from. The inside of the village felt pretty weird to me so I am not really sure about it. Made me think of Qwai River CQB in the chinese villages that I don't really like.
I haven't played the western village flag but I remember it being a pretty annoying camping bunker in PR:N, not sure if it was improved in this iteration.

I think that nerfings the MGs/reducing them isn't necessary if the beach assault can be redesigned in a less anti-fun way. Once you actually cap all three flags it's not that hard to advance to the bunkers.
And please put the bagpipes back into the boats, they made the rush to the beach really exciting. The new whistles are pretty lame :evil: .

Just out of curiosity, why did you rotate the map?

Caretan
Only played a couple of skirmish matches and one AAS match.
Skirmish is really fun and a lot like RO/FH2(Which is maybe better for warm-up skirmish matches instead of long walks in Lashkar to kill insurgents). The CQB in the city is fantastic, there's a variety of buildings and all the buildings have a great feeling to them instead of the grim commie buildings feeling(Beirut)/plastic European building feeling(Silent Eagle). That in addition to ironsight weapons makes for a great fight.
I only defended the first two flags in AAS before quitting, it felt sort of like Asad Khal but I don't really have solid feedback.

Merville
I played on the single german controlled battery flag layout and I think that it can't work with average PR players. The germans can easily fortify themselves in there and an uncoordinated team won't be able to take over the bunker and will lose tickets very quickly. The forest is done really well though and the combat in it feels great.
The other layout seems like a better idea since the Americans have objectives and a way to lure germans out.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 21:04
by Ratface
Yosik wrote: Right now the beach assault feels very weird since you have to capture all 3 flags to advance while the game might be better if you were free to pick the flank you're attacking from, cap it, have the boat spawn there and advance from there until you decide it's not working out and cap a different flag to push from a different point. I am not really sure if it's possible to keep all beach flags cappable after capping one flag and having the German flags enabled. Even if it's not possible aren't there trigger based workarounds for this?
Another issue that I have with the current beach assault compared to the old one is that the beach is really long and the only cover is metal spikes. While it might be historically accurate(?) I don't think it's the best layout for gameplay. The lightly covered metal spikes and the long run to the diagonal hill provide a guaranteed slaughter which might be realistic and provide that WW2 thousands of soldiers rush feeling but losing hundreds of tickets by pointless slaughter over and over again just to cap 3 flags so you could advance onward is anti-fun from a design point and not PR-like. That WW2 endless troops rush feeling is what FH2 were going for but it's not ideal when you have to wait a long while for a respawn and enjoy a 3 minute cruise that(usually) ends with your boat exploding.
I preferred the old version that had very few spikes and lots of hills you could take cover behind and return fire from. This makes sure the Americans can get a holding on the beach after around 2-3 assaults instead of wasting 1000 tickets. This would be ideal if you can't fix the 3 flag issue in my opinion.

The bunkers and the trenches after them are way better than before, the map design creates lots of action from every direction. In this section the frequent respawn factor isn't bad at all since you have a close spawn and it's not a mindless/pointless rush to death. No complaints here.
The fields after the trenches leading to the next flags are also great combat areas that are fun and (properly) challenging to push forward in.
The lead up to the eastern village flag is nice with the houses you can ambush the flank from. The inside of the village felt pretty weird to me so I am not really sure about it. Made me think of Qwai River CQB in the chinese villages that I don't really like.
I haven't played the western village flag but I remember it being a pretty annoying camping bunker in PR:N, not sure if it was improved in this iteration.

I think that nerfings the MGs/reducing them isn't necessary if the beach assault can be redesigned in a less anti-fun way. Once you actually cap all three flags it's not that hard to advance to the bunkers.
And please put the bagpipes back into the boats, they made the rush to the beach really exciting. The new whistles are pretty lame :evil: .

Just out of curiosity, why did you rotate the map?
Yea, balancing it is difficult. I think the last iteration (the only one of Omaha I was able to play) we provided was a lot more balanced and with a well organized team, could be won by the US. Sure it's difficult, but that's what I like about it. I haven't felt that much need for teamwork in PR for a long time, and I relish it. It's not something a lot of people are forced to do in vanilla PR anymore.

That being said, yea, there will have to be some balancing here and there, but regardless of what happens I don't think anyone expects the US to capture any bluffs on their first wave. Otherwise that'd take all the fun out of it. Well, unless you get shot out every time like I did before I hit the beach (commanders OP), but hell once we landed and began capping flags it was well worth it.

Lastly, the original was the wrong direction. Omaha beach actually faces NE like in the map, unlike the original Operation Overlord which faced the opposite direction. Shame on you AD, shame on you... :lol:

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-04 21:12
by agus92
Yosik wrote:I think the beta's release date really hurt the feedback. Having all the kids out of school and no containment servers made it very difficult to find a balanced match to test things out. I personally had a terrible team-play experience in all of the matches I was in but overall I really enjoyed the maps and gameplay. Hopefully the PRT guys will agree to host a WW2 match so we'll be able to play the mod properly and provide some solid feedback from a balanced match :wink:

Omaha beach
I haven't played the Alpha so my comparison is with PR:Normandy from around this time of year in 2011.

Right now the beach assault feels very weird since you have to capture all 3 flags to advance while the game might be better if you were free to pick the flank you're attacking from, cap it, have the boat spawn there and advance from there until you decide it's not working out and cap a different flag to push from a different point. I am not really sure if it's possible to keep all beach flags cappable after capping one flag and having the German flags enabled. Even if it's not possible aren't there trigger based workarounds for this?
Another issue that I have with the current beach assault compared to the old one is that the beach is really long and the only cover is metal spikes. While it might be historically accurate(?) I don't think it's the best layout for gameplay. The lightly covered metal spikes and the long run to the diagonal hill provide a guaranteed slaughter which might be realistic and provide that WW2 thousands of soldiers rush feeling but losing hundreds of tickets by pointless slaughter over and over again just to cap 3 flags so you could advance onward is anti-fun from a design point and not PR-like. That WW2 endless troops rush feeling is what FH2 were going for but it's not ideal when you have to wait a long while for a respawn and enjoy a 3 minute cruise that(usually) ends with your boat exploding.
I preferred the old version that had very few spikes and lots of hills you could take cover behind and return fire from. This makes sure the Americans can get a holding on the beach after around 2-3 assaults instead of wasting 1000 tickets. This would be ideal if you can't fix the 3 flag issue in my opinion.

The bunkers and the trenches after them are way better than before, the map design creates lots of action from every direction. In this section the frequent respawn factor isn't bad at all since you have a close spawn and it's not a mindless/pointless rush to death. No complaints here.
The fields after the trenches leading to the next flags are also great combat areas that are fun and (properly) challenging to push forward in.
The lead up to the eastern village flag is nice with the houses you can ambush the flank from. The inside of the village felt pretty weird to me so I am not really sure about it. Made me think of Qwai River CQB in the chinese villages that I don't really like.
I haven't played the western village flag but I remember it being a pretty annoying camping bunker in PR:N, not sure if it was improved in this iteration.

I think that nerfings the MGs/reducing them isn't necessary if the beach assault can be redesigned in a less anti-fun way. Once you actually cap all three flags it's not that hard to advance to the bunkers.
And please put the bagpipes back into the boats, they made the rush to the beach really exciting. The new whistles are pretty lame :evil: .

Just out of curiosity, why did you rotate the map?

Caretan
Only played a couple of skirmish matches and one AAS match.
Skirmish is really fun and a lot like RO/FH2(Which is maybe better for warm-up skirmish matches instead of long walks in Lashkar to kill insurgents). The CQB in the city is fantastic, there's a variety of buildings and all the buildings have a great feeling to them instead of the grim commie buildings feeling(Beirut)/plastic European building feeling(Silent Eagle). That in addition to ironsight weapons makes for a great fight.
I only defended the first two flags in AAS before quitting, it felt sort of like Asad Khal but I don't really have solid feedback.

Merville
I played on the single german controlled battery flag layout and I think that it can't work with average PR players. The germans can easily fortify themselves in there and an uncoordinated team won't be able to take over the bunker and will lose tickets very quickly. The forest is done really well though and the combat in it feels great.
The other layout seems like a better idea since the Americans have objectives and a way to lure germans out.
Regarding Merville: I've seen both the Germans and the Americans getting destroyed. The map does require more coordination on the Allied side, but I think that's about it.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-05 14:44
by Frontliner
Ok, so, I guess it's time for my feedback/suggestion post on our beloved PR:WW2. Before we get too deep into the matter, I'm very pleased with what has been given to us, it's been very enjoyable too and I think the team did a really good job overall.
It's a bit of a long read, you might want to skip to the part you're interested in.

Sound Feedback:
I think I'll start with this first because there isn't too much to say. The only real issue I see with the sounds currently are the MG34 and MG42. Both are incredibly silent and it's hard to make them out as the threats they are judging from just the sound. Starting on mid-range the 34 is almost silent, and if I didn't know that it was the 34, I would've never guessed. I personally recommend increasing volume to make them more distinguishable over the rifle fire. The rest of the sounds are fine, everything sounds quite believeable. I didn't hear the infamous M1 Ping either when somebody is emptying his clip, which I hope stays like that(it's just not audible).

Vehicle Feedback:
I only really played with the SdKfz 231, and I liked it. But I must say that the view port was really small and made using it harder than it already was thanks to turn rate limitations. I would argue that more of your screen should be showing the outside instead of, you know, nothing, for the sake of gameplay. It's really easy to sneak up on the vehicles as it is, and they die quickly, too, no need to nerf them further than that. Some people mentioned that the vehicles are really slow but the thing is, most of the roads back then were simple dirt roads. Of couse you can't reach a Sherman's top speed on that.
The halftracks, well, I think I would like it better if the MGs had a bit more of an arc that they can fire upon as it currently feels really, really limited, but I usually avoid jeeps and other vehicles because of the instant dead-dead anyways so I'm not sure how more use they'd see when adding more range to the MG arcs.
I'm currently undecided about the chosen camo, it looks a bit off, not sure why. Maybe it's because of the graphics mod I'm using.
One little titbit I'd like so share is that the slow turret speed actually makes it possible to completely outmaneuver an enemy. I saw a Pz IV get outturned and consequently defeated by a circling Greyhound and it was hilarious and intriguing. Kudos to whoever pulled off that maneuver.

Map Feedback:

Merville:
Haven't played too much of it, but it's a solid seed map from 20-40 players. After that the possible room for maneuvers end up being incredibly limited, and it doesn't help that the Wehrmacht has such a great fortification in the middle+spawns. Much like Omaha I do see this map as a more "objective" focused map, something PR hasn't seen in a long time, and thus ends up being quite limited in the ways you can play the map out.
From a visual standpoint, it's probably the prettiest out of the 3 maps(due to size), and it captures the French countryside really, really well. Of course I have no idea about Normandy's countryside in the 1940's but I still stand by that it feels very much natural and believeable.

Omaha:
Still reasonably easy as Axis, and ragequit-inducing for the allies, but the new 3-flag layer at least spread the German defenses thin, making a coordinated assault less likely to result in a 100% failure. I believe that the map favours the Germans a bit too much, especially considering they have FOBs up by the time you get up the hill, but it's quite doable now and no longer a brutal, one-sided affair. I still think that this map, even though it's one of the better Omaha maps made in any game I've played, doesn't quite have the PR-feel to it, and the Southern portion of the map is way more interesting to fight over(said this in the Alpha Feedback as well).

Carentan:
What should I say? It's the best map in WW2 atm, that's for sure, and the 3 layers+skirmish make for various, drastically different combat experiences and require each team to adapt to the combat situation they're thrown in. It's a bit of a bummer the middle farm is not included in the STD/ALT layers for even more variety, but it's not like that takes anything away from the current map.
One issue with the layers(STD/ALT) that I do have however is that some of the flags are very close to either team's main, even with the lessened combat distances I think it could be a good idea to crop some fields in the middle of the map and put the Lumber Mill, the Church(?) and Carentan a bit further to the West, the South Western Village that the Allies have to neutralize more to the East/Northeast. Not sure how doable that is without a major rework but I personally don't like camping DODs or Spawns and I think the map makers should strive to avoid that if possible.
Another thing worth mentioning is that the bleed on both Omaha and Carentan is rather slow, I would personally argue that it's best to finish a map quickly after the last flag has been taken, since anything left to do for the winning team is to camp near the DOD, which is both boring for the attackers as well as frustrating for the defenders.
Just something to keep in mind.

Weapons feedback:

Kar98k:
A bit too strong in my opinion. If memory serves me correctly I got dropped in one shot each and every time. While it's of course a reasonable assumption, it feels like an engagement with somebody using a Kar98k has only two possible outcomes, you die, or he dies.

G43:
Didn't use it as of yet.

MP40:
Very natural, and very deadly. The low ROF can be a bit annoying but you can usually stay on target easily because of it. I didn't count the bullets in the mag but I sure hope you've loaded it with 28 rounds rather than 32 to cater to my hystrical, err historical accuracy :P

StG44:
Also known as the God Gun. You field that shit and anyone daring to stand in your way gets spanked. Massively. Controlable, strong, accurate enough, just like it should be.

MG34:
The older brother of the MG42. It's a bit inflexible because of its 50 round magazine and long deviation time, but it gets the job done usually.

MG42:
Works for the Wehrmacht just as well as it did for MEC and the Bundeswehr.

Luger:
Not too much practice with it, but it did ok.

Panzerfaust:
The sightings are misleading, which is currently my biggest issue with it. Comes more down to "feel" and knowing how it handles rather than getting the distance to target correct. Hopefully we can range it sometime in the future - or the sights work.

Panzerschreck:
Shots up until 150m are very much doable and it feels right. Nothing particularly wrong with it.

M1 Garand:
It's good the way it is. Nothing like dropping someone with your last bullet and seeing the clip pop out of the weapon.

M1 Carbine:
Just like the Kar98k, I feel as if this weapon is a bit too good imo. 2 or 3 shots from that caliber with a 15 round mag is a bit too much, makes fielding the Garand a bit pointless since the "extreme" ranges on which the Garand's superior accuracy comes into play are very rarely seen, maybe Omaha but on that map your best bet is "ta get off mah beech"

Thompson:
Cuts through Germans like a hot knife through butter until you meet either MG. Probably the best weapon for close range, even outperforming Shotgun and StG44.

M3 Grease Gun:
It's noticeably more wonky in it's recoil pattern but that's kinda how the weapon is like and thus much appreciated(maybe that's just me).

B.A.R.:
One of my personal favourite firearms of all time, and it's good to see do as well as it does in the game. A personally hope we get use "fast auto, undeployed" as well as "slow auto, deployed" alongside the currently existing modes(slot 5 and 6) but I guess it could be a bit finnicky and makes the choices a bit too plentyful.

Remington(? - whatever, the Shotgun):
It works well, drops people quite handily and is also not too shabby on close-medium distances due to the non-existing body armour.

Pistol:
Not too much practice with it either, the Thompson is too good.

Bazooka:
Does what it's supposed to do. It can be ranged, which is very nice.


Gameplay feedback:


While I enjoyed almost every round, I couldn't help but feel that something is ~quite~ off-ish, and that's largely due to the current kit loadouts which can very well lead to the dreaded Fullautospam I see in numerous other WW2 games. What do I mean by that? Well, fully automatic firearms and semiautomatic firearms were a rarity on the battlefields of WW2, the only noticeable exclusions are the Eastern units of the Wehrmacht, the Red Army and the US Army, where a reasonable number of the aforementioned circulated(even though the Kar98k/Mosing Nagant were still the most fielded firearms on the Eastern Front). In these games it's not too big of a deal since people can usually stomache a couple more hits from automatic firearms, and they are made quite inaccurate, too, but PR is more focused on delivering a more realistic experience. As such even MP40s take a maximum of 3 shots to kill while being really, really accurate.

The problem with this is as of the current version it is entire possible when playing the the Wehrmacht to have 1 StG 44, 2 MP40s(Breacher, Gren Alt), 1 MG34 and 1 MG42(the remainder are 2 medics and a LAT) without abusing people going CO for some more Officers Kits. This leads to a ratio of 5 automatic firearms to 3 Kar98ks. So, as much as it pains me to do that, in order to counteract the aforementioned fullautospam, a lot of the available classes for Germany will have to be equipped with Kar98ks only. The only classes for the regular Wehrmacht who do get something different are the Designated Marksman(G43), the Officer(MP40, no alternative) and the MG roles. This places more emphasis on the Machine Gunner, as they are largely responsible for your squad's firepower. It also means that the Germans will rely more on defensive tactics, ambushes from cover, from FOBs(which they can fortify with up to 2 MG42s) and using other emplacements.

This of course would limit the Wehrmacht to a strictly defensive playstyle(Carentan's STD layout would become the norm) and I wouldn't want that either. So in order to make Wehrmacht "Attack layouts" possible, we could equip them with more offensive equipment and claim it as certain branches, since, as we all know, the German forces consisted of a number of units and thus equipment differed greatly between the Elite(SS and Fallschirmjaeger) and the regular Infantry or Grenadierdivisions stationed in France, which often had a mixture of subpar, captured equipment[since SotA equipment was shipped to Russia primarily]. For a SS/Waffen SS or FJ unit to field the rare StG 44, the MP40 on personell other than SQLs(Breacher) and FG42s as SAWs wouldn't be uncommon and it would greatly add to gameplay variety if that were a thing.

The low life-span of vehicles is also something that I would like to bring up. Even Tanks can be taken out by one LAT, two at most. Although the low range of their AT weapons requires the soldiers to go quite close to the vehicle compared to modern times, the hedges make for some good camouflage and I would say that it's not terribly hard to sneak up on them. Despite that, I dare say the current damage model is fine and so is the amount of AT weapons available to each team, so I propose to remove the Rifleman AT from the spawn screen and make it requestable only.

The final bit I am bring up is the current destruction mechanic. Breachers are currently not equipped enough to destroy an FOB currently(unless normal frag grenades do the trick, too) and it was pretty annoying. Since the Bundled Stick Grenade is more powerful than the regular one I think both armies should receive a generic type of explosive, so a Breacher can actually fulfill his combat purpose without making multiple supply runs.

TL;DR Version: (Defensive) Germany has too many automatic weapons, pls nerf. US fine. Vehicles require a bit more love, not every squad of 4 has to run around with rocket launchers. Explosive rework.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-05 15:24
by Solty
Hello, I am an old PR (since version 0.6) player, and I am also a Red Orchestra 41-45 player. I have a few changes I would love if you considered them. I have played through the weekend.

First of all, the base is solid and quite amazing.

I must commend you for the way you took for this project. Not since first versions of RO41-45 have I seen the German army so well represented with their firearms. Kar98k EVERYWHERE :D I am so happy. It was the primary weapon, and it is great! Stay that way! It makes for awesome asymethrical balance. I would actually limit G43 even more and give K98 to the SL instead.

What I would change? It is a list of things that I would prefer to see in the game, to help it just be a bit better, while understanding (at least I think so...) limitations of the PR/BF2 engine.

1. M1 Garand cannot be reloaded without shooting the last round. Either make the same rule for K98 and all future striper clip/clip fed rifles, or make it work like the K98 now. I do not demand a new animation, but just the ability to insert a new clip into the rifle when it is half empty. To many of those that think it was realy impossible, here is a video. It is a myth!


2. M1 Garand needs to be a bit more powerful. I know that it is probably looked at from the balance stand point, but I think that M1 should be a 1 hit/kill to the chest/head or at least with each taken hit the person should be immediately in the black/white state. Right now sometimes I can score 2 hits on a person, and he is still ok while with K98 its an insta kill when accurately fired.

3. MG42 for the LMG. I don't know maybe I have missed it, but the AR kit has only M34 and MG42 is no where to be seen. I think it would be good if we had both weapons there, just because they are both awesome :3 If MMG has it, then sorry I haven't tried it... but at the same time, I don't think it is a drawback. AR could have it with a small drum mag while MMG would have it with a belt of 250round :D

4. Omaha tweaks. Smoke dispensers or more ambient smoke on the Omaha Beach map would be great. It is bloody and is no fun for both sides when the German side is coordinated. Mortars and MGs murder everyone. The map is unplayable without a good Commander and tank unit on the US side. Also, it is the map that crashed the most during my play. And I would recomend adding some corpses and equipment on the beach so if feels more "real".

5. Rifle Smoke Grenades, they need to stay a bit longer. They are quite frankly weak and don't feel uselful most of the time.

6. M1919A6 for MMG. I know it was of limited use for para's but it would be a cool addition of the allies to have the M1919 in some way in the game besides higgins boat.

7. Differentiate Grenades. It seems both German and US grenades work the same. One of few things that I don't like in PR that it puts = between grenade types. German Stg should be flying farther but it should have less of a killing power due to lack of the fragmentation. Mk2 on the other hand should fall shorter but have way more power.


8. Sound tweaks. Thats the most subjective of all, but just wanted to share as I love sound design in games, and it makes for more relatable world.
-M1 Garand sounds a bit wierd, I would love hear something closer to the first Brothers in Arms or Band of Brothers M1. Now it feels like Desert Eagle from Counter Strike... :-(
-M1919 needs a bit more apropriate sound. Again, I will point at BoB or at least make it sound as if it is a gun. It doesn't have that mechanical detail like the .50cal in PR.

That is what I think. And I realy liked what I've seen. Recoil on evey gun feels very good.

Bugs I saw:
P38 Walther barrel floats during reloads
Omaha crashed on us 3 times out of 4 times I have played it.

:goodvibes

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-05 15:43
by sweedensniiperr
Solty wrote:1. M1 Garand cannot be reloaded without shooting the last round. Either make the same rule for K98 and all future striper clip/clip fed rifles, or make it work like the K98 now. I do not demand a new animation, but just the ability to insert a new clip into the rifle when it is half empty. To many of those that think it was realy impossible, here is a video. It is a myth!
No one thinks it's myth here.

IIRC(someone correct me on this) the soldiers were told not unload with ammo still in, for some reason.

Besides, the reload animation would stay the same the (empty) clip now going out of gun.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-05 17:05
by Mats391
The thing is that the reload for a loaded Garand is quite different from an empty one. It is also longer to reload a loaded one. Both cannot be represented in game. One thing we could look at is reload speed. That was the huge advantage of the Garand and also the reason why the ping was not considered a fatal give away to the enemy. By the time he moved to take advantage of your empty rifle, you would already have reloaded.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-05 17:50
by Frontliner
<.< the ping is not audible in actual combat