Commander Changes in v0.6
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Jay
- Posts: 281
- Joined: 2006-07-03 19:39
I don't see why so many people are so negative about all this stuff.
I mean, the DEV's work their butts off to give us all this stuff, you guys should give them the benifit of the doubt. It sounds like they've already pretty much made this whole new commander system, so you might as well read about it now, and keep your unsubstantiated criticisms to yourself until you've actually played it and tried it.
Once again, I thank you DEVs for your continued effort, and to be perfectly honest, I admire your ability to not throw your hands up in the air and walk away from the mod all together when you get so many mixed reviews like this.
I mean, the DEV's work their butts off to give us all this stuff, you guys should give them the benifit of the doubt. It sounds like they've already pretty much made this whole new commander system, so you might as well read about it now, and keep your unsubstantiated criticisms to yourself until you've actually played it and tried it.
Once again, I thank you DEVs for your continued effort, and to be perfectly honest, I admire your ability to not throw your hands up in the air and walk away from the mod all together when you get so many mixed reviews like this.
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Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
People said the same thing about rally points, and aside from a few small bumps in the road they were a great addition/change to the spawning system. At first, people didn't understand how it would work. Even now, people will be just as confused at first about all the new rules... but once people figure it out we'll see some very interesting games.
The winner is no longer decided by the best individual players or individual squads, but which team has the best commander AND squads.
The winner is no longer decided by the best individual players or individual squads, but which team has the best commander AND squads.
Wasn't me.
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EagleEyeLG
- Posts: 668
- Joined: 2006-05-31 07:13
It's because so many people on this forum are so nitpicky and anal about everything. They find the smallest flaw in something and blow it out of proportion. They act like the devs don't have jobs or go to school. It's a complete lack of disrespect.Jay wrote:I don't see why so many people are so negative about all this stuff.
I mean, the DEV's work their butts off to give us all this stuff, you guys should give them the benifit of the doubt. It sounds like they've already pretty much made this whole new commander system, so you might as well read about it now, and keep your unsubstantiated criticisms to yourself until you've actually played it and tried it.
Once again, I thank you DEVs for your continued effort, and to be perfectly honest, I admire your ability to not throw your hands up in the air and walk away from the mod all together when you get so many mixed reviews like this.
Task Force XXI [TF21]


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Sam Hoy
- Posts: 54
- Joined: 2006-11-25 17:09
Look at that, that makes absolutely no sense at all considering the rest of your post and voids your argument completely. I really think it is essential for you thoroughly think through your wording before you make these wild claims about the community blowing minuscule problems out of proportion. You really need to dedicate more time and effort to constructing your post in a logical fashion.It's a complete lack of disrespect.
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DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
"that mod" was DC...tele-loe- wrote:Reminds me of this one BF1942 mod where snipers can deploy bushes and engineers can deploy sandbags and other things. Totally cant wait for this new update!
anyways can't wait to see these commanders working in the field.
I'd also like to Suggest a "FARP" emplacement. (forward arming and refueling point). Basically a little dirt helo pad that rearms helicopters (possibly repairs, might be too much) make it so it has to be within 15m of a firebase. one grenade/rocket could take it out.

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Master Shake
- Posts: 159
- Joined: 2007-02-23 13:02
'[R-PUB wrote:Maistros']People said the same thing about rally points, and aside from a few small bumps in the road they were a great addition/change to the spawning system. At first, people didn't understand how it would work. Even now, people will be just as confused at first about all the new rules... but once people figure it out we'll see some very interesting games.
The winner is no longer decided by the best individual players or individual squads, but which team has the best commander AND squads.
Definitely looking forward to trying these changes......can't wait.
It's hard to be humble when your as great as I am....
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Master Shake
- Posts: 159
- Joined: 2007-02-23 13:02
Wolfe wrote:Simple:
- Short spawn =
- less fear of dying/waiting =
- more likely to run'n gun =
- less strategy/tactics =
- more like bf2 vanilla =
- not what this mod is about.
Don't buy it, we use strategy and tactics and we don't die that much at all it's rare that any of us have worse than a 1-1 KD ratio, were usually more in the 2-1 or 3+ ratio as well as capping flags and playing defense and listening to our commander.
I think it would be more understandable if they could adjust the timer for team killing making it a brutal expiriance if you TK someone the next time you spawn. Or do something to calm the TK down, the fear of 30 second spawn times does not work.
I think soldiers are more concerned accomplishing there mission than worrying about dying, if you worry about dying you will definitely not be effective on a battlefield.
It's hard to be humble when your as great as I am....
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Ghostrider
- Retired PR Developer
- Posts: 2585
- Joined: 2006-01-04 02:56
The timers serve more than 1 purpose. The primary purpose of 30 seconds (vs 20, 15 or less) to spawn is to make the player think about his virtual life before doing something stupid. That is an acceptable penalty for dying, since we do have the capability of making you NOT respawn after getting killed.'Master Shake' wrote:Don't buy it, we use strategy and tactics and we don't die that much at all it's rare that any of us have worse than a 1-1 KD ratio, were usually more in the 2-1 or 3+ ratio as well as capping flags and playing defense and listening to our commander.
I think it would be more understandable if they could adjust the timer for team killing making it a brutal expiriance if you TK someone the next time you spawn. Or do something to calm the TK down, the fear of 30 second spawn times does not work.
I think soldiers are more concerned accomplishing there mission than worrying about dying, if you worry about dying you will definitely not be effective on a battlefield.
Of course, we do make some gameplay considerations, since not every arcade element can be "overriden" within BF2, so there's always a trade...but keep in mind that the timer (and the penalty increase as you keep dying) is to make the player "suffer" for dying, even if it is by testing his/her patience with increased waiting times.
The secondary purpose is that, it is one of the many filtering methods we have to keep vBF2 run-n-gun players at bay, and make that kind of gameplay detrimental to the player. If they don't like it, they will just go away, and we're quite happy with that.
I remember when I first played PR and noticed that I had to wait 30 + numberOfTimesKilled seconds... I was like, uh oh...must be way more careful in here than in vBF2, which is ONE of the things that we want to accomplish...which is making the player be more 'aware' of what he/she 's about to try, etc..
What can a soldier gain by accomplishing his mission if he dies in the end? Nothing. The primary focus is staying alive, in order to accomplish the mission.
Hopefully, you can 'see it' now. If you (or others) still do not 'see it', then an appointment with an ophthalmologist is overdue, imo.
-Ghost
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Copy_of_Blah
- Posts: 195
- Joined: 2006-05-14 21:55
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Determined
- Posts: 757
- Joined: 2005-09-27 02:03
What does knowing what is coming have to do with looking forward to it? If my dad told me I was getting a motorcycle for Christmas as opposed to making hints or teasing, I wouldn't want the bike any less. Actually if I knew ahead of time I would be better prepared when I got it. I would take classes, get my permit. Be less of a noob with it on Christmas day. It seems stupid to be so vague. Surprises mean nothing to me. What are you a kid? Seriously do you want good features and gameplay any less if you know it's around the corner?gazzthompson wrote:if they told us everything thats comming up then there would be nuffin to look forward to, plus they r still testing , things mite not work out and they mite have to ditch the idea.
well thats the hole point of all this stuff , to make it more interesting !!!
already happends.
simple , just say "squad 5... blah blah blah...". and squad leaders cant talk to each other , VOIP is hardcoded , many many posts about this.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Bunker colors
I posted it before, but got no response if I'm correct.
Anyways, about the bunkers and/or firebases: let's say you're playing Ghost Train and you place a bunker somewhere. Will it be green? Or just white/gray? Don't really mind, but green might have some advantage in the jungle. Same goes for brown in desert maps.
Anyways, about the bunkers and/or firebases: let's say you're playing Ghost Train and you place a bunker somewhere. Will it be green? Or just white/gray? Don't really mind, but green might have some advantage in the jungle. Same goes for brown in desert maps.
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
Ok I will let you guys in on a big secret. The Devs are currently working on an indoctrination program that all PR players will be subjected to upon download of the Mod. There is also a planned patch to the indoctrination program, which will involve heavy use of drugs and electro-shock therapy to "encourage" teamwork. The final step in this mod ie. PR 1.0 will be full frontal lobotomies for all players with a complete removal of the lone-wolf and non-communication sectors of the brain. They haven't figured out how to get this into a small enough format to download yet so in the mean time people will have to make due with all the changes being made in an effort to create some teamwork.
The Devs are doing whatever is necessary to make this mod work in a way they see fit. Really I can't believe the flak they put up with, they should just say STFU! Here is the mod take it or leave it. If people don't like the direction, learn to mod or just don't play. I know I have yet to pay for a version of PR.
I will now step off the soapbox and let the next keyboard jockey do his/her thing. Fire away
The Devs are doing whatever is necessary to make this mod work in a way they see fit. Really I can't believe the flak they put up with, they should just say STFU! Here is the mod take it or leave it. If people don't like the direction, learn to mod or just don't play. I know I have yet to pay for a version of PR.
I will now step off the soapbox and let the next keyboard jockey do his/her thing. Fire away
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saxojon
- Posts: 66
- Joined: 2007-02-26 16:01
I still miss the realness of zerg-rushing a flag to prevent this...Fishw0rk wrote:I want *them* to feel the pressure of trying to defend after being killed, not have them come back in a few seconds and kill me in return.
98% of the internet population has a Myspace. If you're part of the 2% that isn't an emo *******, copy and paste this into your sig.


