Page 10 of 10
Posted: 2006-05-17 00:35
by eggman
Yeah we have some tweaking to do on the AT weaponry .. in reality right now what you have is more like a "light AT" weapon. We intend to add that kind of weaponry in the near future and then have a heavier AT weapon system on more limited / less attractive availability.
We also have to tweak the transport vehicles so that you have to bail out *really* fast and stand a good chance of taking explosion damage when they are hit by light AT weaponry. Heavy AT weaponry, when modelled properly, will destroy a transport vehicle and it's crew in 1 hit. More work to be done here, we've ben working on improving the Infantry to Vehicle combat dynamics and still have some mroe work to do.
SAWs can fire A LOT of rounds irl, so I thin the overheating may be an artifact of a balancing issue when AT had the ammo kits. I believe we should look at that and model it more realistically.
Aircraft should be the most valuable target in the game, so we need to look into that, might be a bug in the new scoring mechanism.
egg
Posted: 2006-05-17 14:55
by hachichin
I understand the delay on sniper-rifles (having to keep the sights still on the target for several seconds before firing) is important for the balance, but this also makes it almost useless to try and snipe moving targets.
I believe the sniper-rifles should be more realistic (accurate without having to wait several seconds before firing. Once the sight is steady and on target it should hit, with the in-game equivalent of the correct adjustments made for bulletdrop, wind etc). With moving targets one should be able to hit with some experience in leading.
All this would ofcourse make the sniper much more deadly, so a class-limit would be absolutely necessary. I know im nagging about this but I'm totally convinced class-limits are absolutely necessary if you ever want to make the realism work properly. Tweaking the classes in relation to eachother in a measure to avoid class-stacking destroys the realism otherwise possible using class-limits. Snipers should have an overwhelming edge on longer distances, just like the Assault-class should have in CQC.
Posted: 2006-05-17 15:21
by ZupaflyBE
Great mod was my first impression !
I know there are some bugs but I really wanna thank dev team its already a very nice mod and the future will only make it even better so keep up the good work

Posted: 2006-05-17 23:58
by deathrow999
Great mod some suggestions...
1. Weapon layouts are a bit...unrealistic(if your going for realism like your mod says) You should make rifleman, grenardier, Machine Gunner Etc.
2. The Chinese guns still sound the same... I was a bit dissappointed by this. Mabe change the sounds...lol
3. The granade explotions sound unreallistic...
4. The bullet sounds cheesey when the go by your head
5. Make the pistols a bit stronger( because the AT clase only gets to use a pistol and usually people just use the rockets to shoot a people.)
Dont take this as a flame im just putting in suggestions for this mod...It obviouly has alot of potential
Posted: 2006-05-18 00:44
by luizinhuu
healing matter...
your teammate is DEAD. you revive him and he instantly get 50% better, and you heal him for 4 seconds and he is 100% ok!
so in about 5 seconds a dead teammate turn on a killing machine
i think it could be slower, the revived mate revive with 25% of the health and the healing a bit slower.. i know after some healing it gets slower (VERY slow btw), but it turns from extremly quick healing (like vbf2) to slooooooow healing instantly.
what i'm suggesting is that you turn the 1st part of healing slower than it is now! just it. the 2nd part of healing is very realistic. turn the 50% life before revived to 25 or 20%, and slow a lot the speed of autohealing. irl it's much more complicated to heal yourself than other person! this fast autohealing is making medic kit overplayed
Posted: 2006-05-18 00:49
by NikovK
So long as the recently revived are at bleed stage, I'm happy.
Posted: 2006-05-18 04:18
by Ferocious_Imbecile
One small bug; Mashtur extraction crashes the game for me. All the other maps run fine.
Posted: 2006-05-18 12:32
by Spriggan
Amazing mod, exactly what i wanted from BF2. first game, and it felt just rite (except my black textures, but know how to sorth that out now). Good modelling too.
Only one thing: why when ur wounded u got a spawn time, and after that u have to wait cos ur dead? Would be better that the spawntime is actually when u die. I say this cos, on occasions where u just cant help dying (spec ops vs Apache heli, and other impossible tasks. Or a simple TK) it just takes so long to get back into the game. A replay of your death or a 1rst person cam would sooth that better, but looking at the floor is just not good: u end up bored of that, even when u only die 3 times per map.
Posted: 2006-05-18 13:13
by BadKarma
First of all i want to say that this mod is like BF² should have been as retail (imho)!
There are just 2 things annoying me.
First, i might sound strange but i think you guys should put back the crosshairs. I have the strange feeling that there are tons of ppl never using the sights and either drawing dots on thier screens or just point´n shoot (because the lack of recoil there is still not a real disadvantage for "hipshooters") so you can put back the crosshairs or fix the recoil (i would prefer the second

).
Second, i know that not your fault it´s a limitation of vanilla BF² but i really would like to see a class restriction!
Posted: 2006-05-18 17:05
by ZupaflyBE
Great mod
I dislike the night maps abit though, I hadn't played them before but I did just a sec ago and it just doesnt look right compared to SF night maps. I played sharqi and the street lights to start with are way to bright. The sky looks fucked up because of the night mode and it just doesnt feel right.
Posted: 2006-05-18 18:09
by NikovK
Unaimed and moving accuracy need to be made worse, and dropping to prone from standing should leave you unable to fire for a second or two. Dolphin Diving still happens, and people still justify it as legit cheap-assery.
Posted: 2006-05-19 08:57
by Tolots
Hello Prmm Com
Im new to this Mod and think its worth register here to give feedback.
I really like what you created so far! I used to play the standard Bf2 and i must say its a different gaming expirience by playing this mod. I die a lot and its a slow and painfull way to break with old routines and adapting new stuff to not getting my *** kicked all time.

But thats the fun in it and i really enjoy any archivment to become better.
To give a real feedback i need to play this mod a while longer but a few things came to my attention i would like to point to.
- It would nice to add a own Symbol or a unique Color for the VIP Char in the Extraction mod. Its hard to keep Track with the Vip sometimes because sometimes the Escort drive somewhere else and you have to riddle whos the vip that need protection and whos the escort thats in the wrong place.
- Im not a gun expert but i was wondering why you add a burst for the Ak47
The recoil seems also pretty hard for a burst and the hit results on a medium distance arn't that impressive.
- I see a slightly domination of the Sniper Kit on the Battlefields. Im not saying they better than any other Kit i just recognize a lot People go Sniper
- I have a Problem with Weapon sounds. If someone fire the Supporter gun 150 m away it still sounds as he would stay next to me. I hardly hear a difference in the noise of weapon sounds depending on the distance at me. It seems always the same. I have a Creative SB Audigy 2 (WDM) Anyone have this too and maybe a Idea what i can do against it ?
I think this mod will become my favorite one along with one or 2 of the other bigger mods as Opk or Naw
Thanks for the work, i really like it
Posted: 2006-05-19 09:09
by the.ultimate.maverick
Tolots wrote:
I think this mod will become my favorite one along with one or 2 of the other bigger mods as Opk or Naw
We get more downloads/a bigger community

!
Empty servers
Posted: 2006-05-19 20:18
by rbuchner
Am I checking the wrong servers, or all PRMM servers are always empty??
Its kinda frustrating...
Is there any busy servers? Am I missing anything?
Thanks!
Ricardo
Posted: 2006-05-19 21:19
by eggman
Uh... PR typically has a minimum of 100 players online at any time, usually 400 at peak times... you must have your filters set incorrectly in the server browser.
egg
Posted: 2006-05-20 00:25
by Nick666
Hi,
I also want to give my first impressions about PRMM:
- The mod has a nice "feeling" when it comes to men-to-men combat. I like it.
- The armor-to-armor combat is not very good (realistic) so far, but I think PRMM wants to prioritize infantries combat and thus it is ok.
- Weapon sounds (especially from bigger toys like APCs, tanks or bigger guns) could be more "devastating"! In combat everything sounds a little bit like a soup of toy guns.
Also the sound volume in dependency to range seems not correct to me: a fired gun in e.g. 150m distance sounds almost the same then fired right next to you.
- I miss a little health indicator. Only something like green -> yellow -> red. For me, it is more realistic to approximately know how fit you are than to not have any glue about it!
- To avoid granade spamming, the longer reloading time is a nice idea. But it is a touch to long for my gusto.
Posted: 2006-05-20 03:02
by luizinhuu
i agree with nick666
the little health indicator is needed. irl you'd know if you're almost dying or if you're half-good!
and the sound volume of weapons next to you and 150m away do are the same
Posted: 2006-05-20 08:58
by Nick666
I also want to say something about the minimap:
In another thread there was a discussion to cancle the minimap completly because of realism.
I really hope the devs won't do that. I play online shooters like BF-series and theire mods for a long time now, and can only say, that the minimap is a really BIG help to organize yourself and your squad in battle. Also your squadmembers/buddys in green is a big help (in rl I know my buddys, but in BF every avatar looks the same!).
I can see where my squad is needed or where a good tactical position on the map is and so on.
I played Red Orchestra and there, you have no minimap, leading to a total chaos because nobody knows where the others are with a huge lag of fun because of that! Maybe a nice "feature" in a clanmatch. But most of the time, you play online with ~30 unknown and also untrained "soldiers", where you can't manage everything with Teamspeak or Textmessages! I also think, such a chaos doesn't bring more realism to the game but is very negative.
The balance between realism and fun is very crucial, because to much realism often does not lead us to fun! Btw, I think a minimap isn't that unrealistic when you have to "simulate" well trained soldiers in modern combat!
Posted: 2006-05-20 09:01
by Skullening.Chris
'[R-CON wrote:NikovK']Unaimed and moving accuracy need to be made worse, and dropping to prone from standing should leave you unable to fire for a second or two. Dolphin Diving still happens, and people still justify it as legit cheap-assery.
Agreed x1000000000!!!
If the 'insta-prone' can't be removed, then there should be some sorta jarring effect added to it, like not being able to shoot, hard shake of 'camera' to simulate slam, etc...