Page 9 of 11
Posted: 2006-04-29 19:09
by Hot Tub Man #1
Ah ****. I knew the second I posted my questions, I'd have something else to ask. Isn't that how it always seems to work out?
Anyway, I'm wondering if you have implemented any increased difficulty in capping flags now that you get 16 (!) points for capping a flag. I'm talking in terms of making cap times longer, requiring X amount of people in the cap zone in order to cap the flag in any reasonable amount of time, etc. Any details in regards to this?
Posted: 2006-04-29 19:11
by Rhino
well i know on muttrah the flag cap times are very long and will take alot of people on the flag to make sure its capped.
PS. trogdor1289 cut down your sig its huge. Its well out of the forum rules on sig limmits. You cant have 2 sigs pics for a start...
Posted: 2006-04-29 19:18
by trogdor1289
Lol i thought it was, dedmon i think it was had two sig pics so i thought it was okay.
Posted: 2006-04-29 19:38
by e-Gor
luizinhuu wrote:Ok, I have no problem with NOT installing v1.3, but new users who may suddenly want to play PRMM will certainly ask this..
I don't see it taking more than a few days for us to produce a hotfix, so it shouldn't be too much of an issue. We'll see when it's released though.
Posted: 2006-04-29 19:42
by CaptRio
Gonna ask again....Has the gameplay been considerably slowed down

Posted: 2006-04-29 19:50
by Ghostrider
Hot Tub Man #1 wrote:A few map questions:
Will there be any maps that take advantage of the newly-implemented night vision? I take it that "Operation Nightshift" will be one (my inference solely based on the name), but are there others?
Yes, there will be other maps, Including Sharqui Night, and if I'm not mistaken, there's a Night Karkand map as well.
In a previous mappack, Jungle Fever was included and, if I remember correctly, it wasn't too popular, mostly for reasons regarding video lag. The immense amount of brush made the map somewhat unplayable, especially for someone with a midrange system like myself. Have there been any changes to improve the rendering speed of that map? I ask the same question about Road to Kyongan’Ni, since I remember reading about similar rendering speed complains in a thread.
Otherwise, things look great. Hope to play this soon.
Maps are being tweaked in order to get some performance improvements. In the end, performance is ALWAYS dependent on the system running the program, and BF2 is, by default, a VERY taxing program for your PC. We can try many things, but we can't do magic.
-Ghostrider
Posted: 2006-04-29 19:53
by Ghostrider
Hot Tub Man #1 wrote:Ah ****. I knew the second I posted my questions, I'd have something else to ask. Isn't that how it always seems to work out?
Anyway, I'm wondering if you have implemented any increased difficulty in capping flags now that you get 16 (!) points for capping a flag. I'm talking in terms of making cap times longer, requiring X amount of people in the cap zone in order to cap the flag in any reasonable amount of time, etc. Any details in regards to this?
I know that flags that were uncappable before are now cappable, BUT will have a BIG radius and a very SLOW capture time for being the last flag.
That said, flag scaling is back and is improved in a number of ways, including, but not limited to, balancing changes in radius scaling and such.
-Ghostrider
Posted: 2006-04-29 19:54
by Ghostrider
trogdor1289 wrote:Lol i thought it was, dedmon i think it was had two sig pics so i thought it was okay.
Suggestion. Don't play "monkey see, monkey do". You will avoid problems that way. If dedmon has his sig that way, we'll let him know.
Stay out of trouble
-Ghostrider
Posted: 2006-04-29 19:56
by eggman
CaptRio wrote:Gonna ask again....Has the gameplay been considerably slowed down
Not totally sure.... needs to have some more play after release to really determine.
Certainly these changes are *intended* to make the game play more deliberate and less chaotic:
- atrition spawning (+1 second per death)
- 6 revives per medic before resupply
- limited ammunition and resupply capabilities
- flags should require a good number of people to capture them due to flag cap times
And I think there are a few others in there that we *hope* will take the game play dynamics into a more deliberate rather than frenzied pace.
We'll see and .. again .. this ain't the last release of PR, just the next one.
egg
Posted: 2006-04-29 19:57
by GeZe
Please say yes...
=============================
Was the sound of a bullet passing over your head/near you increased?
=============================
Posted: 2006-04-29 19:58
by Rhino
CaptRio wrote:Gonna ask again....Has the gameplay been considerably slowed down
do you mean as in how you fight or as in FPS/lag?
IF you mean hwo you fight, taking cover and all of that yes its been slowed down, ALOT! Its not like vBF2 where its all about bunny hoppng and shooting as manny round into the person standing next to you. Its all about stelph, flanking ect and the first bulliets count!
if you are talking lag wise, in v0.3 there will be some more lag but it will depend on your system. We are trying to optimize it before the realse.
Posted: 2006-04-29 19:59
by Ghostrider
CaptRio wrote:Gonna ask again....Has the gameplay been considerably slowed down
This question was already answered whe someone else made it yesterday. Please do NOT make double posts. I know this should be easely understood
In response to it (because I don't remember the post number for the answer) the gameplay, in terms of speed, is basically slower. For starters, the gameplay is
not supposed to be fast-paced. It's supposed to be methodical, and tactical with teamplay.
The problem is that many players run around like rambos and make everyone else think that the game is supposed to resemble vBF2...when in fact, it's supposed to distance itself from it.
-Ghostrider
PS: I know the thread is quite long as of now, but please dont make it longer by re-asking questions. Thank You!
Posted: 2006-04-29 20:56
by Gaz
the maps etc were continually updated to ensure the equality of both factions on all maps

Posted: 2006-04-29 21:16
by six7
So aircraft carriers will now be cappable? Where will one need to stand to be in the cap radius?
~also, will the jeeps now take more than one AT missile to destroy? If so, then that would make them more powerful than current APCs. Maybe make them immune to certain weapon's calibers with the same amount of health v. an AT missile or c4.
Posted: 2006-04-29 21:30
by DaveOnrefni
Will the Dragunov still have a slight bit of balance against the USMC's M24? Such as ammo-count vs stopping power? or even (maybe later on) a different rifle to use? Maybe a silencer on the same maps that the SPR is on to counter it's silenced ability?
(This is the right place to ask, yes?)
EDIT: Sorry, i didn't read one of the pages, this is going to be answered in the Class changes readme? I'm a bit questionative(is that a word?) today, apologies. (Where would i find this list...? I've seen a list somwhere yesterday, but it didn't quite answer my question....
Edit2: Thanks for the info/reply (I didn't wanna make another post just for a thank you =P
also, yes, I know the SVD is not a real sniper but a marksman's rifle, however the SV-98 would be a better comparison though not in the game.)
Thanks again,
Dave
Posted: 2006-04-29 21:40
by Ghostrider
six7 wrote:So aircraft carriers will now be cappable? Where will one need to stand to be in the cap radius?
~also, will the jeeps now take more than one AT missile to destroy? If so, then that would make them more powerful than current APCs. Maybe make them immune to certain weapon's calibers with the same amount of health v. an AT missile or c4.
1. a)As far as I know, yes, they will be cappable.
b) in the cap radius
2. I don't have info on this particular subject. Sorry (Help anyone?)
-Ghostrider
Posted: 2006-04-29 21:46
by Ghostrider
DaveOnrefni wrote:Will the Dragunov still have a slight bit of balance against the USMC's M24? Such as ammo-count vs stopping power? or even (maybe later on) a different rifle to use? Maybe a silencer on the same maps that the SPR is on to counter it's silenced ability?
(This is the right place to ask, yes?)
EDIT: Sorry, i didn't read one of the pages, this is going to be answered in the Class changes readme? I'm a bit questionative(is that a word?) today, apologies. (Where would i find this list...? I've seen a list somwhere yesterday, but it didn't quite answer my question....
The Dragunov is not a "mirror" weapon against the M-24. IRL that weapon was designed to extend the range of standard infantry, not as a sniper rifle like the M-24. The Dragunov will not get a silencer. Regarding ammo count vs stopping power, the only thing that would need balancing right now could be ammo count, and I think thats already solved.
Yes, this is the right place to ask.
The 0.3 Readme will undergo other updates as we get closer to release.
The list is here:
http://realitymod.com/forum/t5583-prmm- ... nspan.html
-Ghostrider
Posted: 2006-04-29 22:08
by Fullforce
six7 wrote:
also, will the jeeps now take more than one AT missile to destroy? If so, then that would make them more powerful than current APCs. Maybe make them immune to certain weapon's calibers with the same amount of health v. an AT missile or c4.
No, this has been amended. A jeep will take one AT shot before setting on fire and exploding in 10 seconds.
Posted: 2006-04-30 10:28
by Evil_Eye
Have you fixed the parachutes, so spec ops cant jump off 10ft buildings?
Posted: 2006-04-30 11:30
by phoenixtypex
one question I'd really like to know as a newcomer to the mod is does infantry fighting play a big role in PR 0.3 and will some of the newer maps be more focused towards a style of fighting. The reason I ask aswell is OPK have stated that this was a goal for their maps, having infantry maps and maps where tanks and choppers rule the land. Was just wondering if this was something you have already adopted in 0.3 or you are thinking about putting in with later maps.