[R-DEV]dbzao's Public Gameplay Test #2

General discussion of the Project Reality: BF2 modification.
Jolly
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Jolly »

db, I have an idea about Light AT kits in INS mode.
As you know, Coalition forces' Light AT kits is massive againist technical with .50 cal or SPG.
However, when this kit is captured by insurgents. It will become one nightmare to Coalition forces.
Better ballistic of AT and rifle largely inhenced insurgents. As a result, it's not allowed to use in INS map in Chinese server.
My opinion is: Can you just make Light AT kit unpickable one? This might allows us to use it properly when againist insurgents.(It's realistic for sure too)
Brainlaag
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Brainlaag »

Thats the whole point of the limitation, if you dare using it you have to hang tight around it in order not to lose it, as it might get used against you. Kits like that shouldn't be used too reckless.
ShockUnitBlack
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ShockUnitBlack »

@ Jolly - Would like to see it so that all enemy kits are made unavailable to the player. Doing so would fix the kit geometry problem for one and add a bit of consistency, with US players having US weapons and MEC players having MEC weapons, too, even if I'll miss my BLUFOR AK-47.
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Alpha.s9
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Alpha.s9 »

Weapon security is always important. Just like carrying firearms in a prison facility, you need to take steps to make sure you don't lose control of your advantage.

My understanding is that a LAT kit is pretty straightforward and wouldn't be too hard to figure out the "POINT THIS END AT ENEMY" instructions. Probably not going to be as accurate but one way or another something is blowing up.

I don't want to derail this thread though so I'm going to stick to the actual changes in the OP from here on out. Are these up and active anywhere yet? I'm dying to try them!
brizy
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by brizy »

I like the changes in Insur. especially...

The fact that if they kill civi's and reset to -75 is f'n awesome!

Anyone down to mess around with this tonight (04-07-12)....?
Last edited by brizy on 2012-04-07 18:11, edited 1 time in total.
Kain888
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Kain888 »

Really nice move. :)

AT changes and INS seems very interesting. Unfortunately this is true for me as well:
Nebsif wrote:wont even bother testing simply because of the RP change
Also I second this:
Arnoldio wrote:Rallies 15 min, nooooo, its good as it is. Next thing, youre gonna test 5 second spawns like COD HC! :D

Hmm, db, if the caches seem to be spammy areas, try limiting the hideout placement distance from the cache being minimum 150-200m. So its not just the queen laying new insurgents in the hard of the defended area while blufor needs to attack en masse to overwhelm with ww2 tactics.
And no, mortars and UAV is not a solution (especially on maps with Iraqi Ins and Hamas). Lemming rush tactic may be even more irritating with one cache (I won't even mention RPs) so limiting hideouts seems to be valid point. Especially that even when HO are destroyed then can be recreated without any effort in splits of seconds.
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Rudd
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Rudd »

What I'd love to see is longer lived rallies that can only exist within Xm of a firebase :) that way you get the extra spawnpoint etc, but you gotta set up the prerequisite and it still keeps the team's sphere of influence based upon firebases and therefore supplies etc
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ShockUnitBlack
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ShockUnitBlack »

I think it's important to have the option to drop a rally for the guy who just joined your squad when the other five guys are a kilometre away. Seems like a bad idea to have guys spread out all over the place because they can't reach their unit.
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40mmrain
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by 40mmrain »

HAT decreased to one
thank you based DB. On the surface, 5 LATs seems slightly excessive, but considering their range, you could give each side 100 LATs and it wouldnt destroy the balance too much. The insurgency changes are also brilliant, however two problems may arise.

Firstly, if the ticket count and cache count are so low, the games may be shortened drastically. Personally, I prefer the long 2 hour matches, making slower tactics more relevant. Secondly, if the insurgents are too unlucky and 2 or more of their caches are in "bad spots", it would totally wreck the round.

I guess Ill have to take part in this testing at some point to find out myself.
Jafar Ironclad
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Jafar Ironclad »

40mmrain wrote:
Firstly, if the ticket count and cache count are so low, the games may be shortened drastically. Personally, I prefer the long 2 hour matches, making slower tactics more relevant. Secondly, if the insurgents are too unlucky and 2 or more of their caches are in "bad spots", it would totally wreck the round.
I enjoy the 2 hour long matches too, but the reality is that consecutive hours of free time are a thing of the past for many people. Even one hour is sometimes difficult.
ShockUnitBlack
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ShockUnitBlack »

40mmrain wrote:thank you based DB. On the surface, 5 LATs seems slightly excessive, but considering their range, you could give each side 100 LATs and it wouldnt destroy the balance too much.
I'd say one LAT/Grenadier/Marksman/Rifleman AP/etc per squad is perfectly reasonable, so long as the kit still has to "respawn" once a player has died using it.
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Kain888
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Kain888 »

Rudd wrote:What I'd love to see is longer lived rallies that can only exist within Xm of a firebase :) that way you get the extra spawnpoint etc, but you gotta set up the prerequisite and it still keeps the team's sphere of influence based upon firebases and therefore supplies etc
Seems like interesting and quite smart idea. :D Would like to see that tested out.
ShockUnitBlack wrote:I think it's important to have the option to drop a rally for the guy who just joined your squad when the other five guys are a kilometre away. Seems like a bad idea to have guys spread out all over the place because they can't reach their unit.
Yeh, like it works now in normal, not changed PR. But permanent or semi-permanent RPs are somewhat changing the mindset of people - they are less afraid of dying when they can lemming rush from close spawn point and kill the guy who killed them. Also RPs hidden in odd and buggy places like it used to be are not only irritating (enemy squad popes out behind you after you have eliminated them), but also denies idea of securing area by placing FOBs and denies significant role of transport.
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maarit
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by maarit »

for rallys best would be limited spawns...
so when 12 soldiers have spawnned out of rally...it dissapears.
CR8Z
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by CR8Z »

My opinion on the RP's is that they should primarily be used for regrouping your squad, whatever the case.

With that in mind, my suggestion would be to:

* Limit RP to 1 minute life spans
* 1 minute RP reload time
* Require 2 SMs to set rally
* Keep existing settings for RPs being overrun

I especially hate when I set a rally for a new SM, it expires, and then another SM joins the squad needing a rally. I just want to get the squad together. It's not necessarily a siege weapon.

As is, setting a rally requires an officer with an officer kit and an SM at a certain distance away from enemies. This is not always an easy task, and that feat should not be taken for granted. If anything, I feel it should be rewarded with rally points.

Additionally, allowing more people to spawn more quickly on a given battlefield would make for quicker rounds, which appears to be desirable to a few of us here in the forums.

Lastly, I think it's great to have public trials of these settings. It keeps it fresh.
Arnoldio
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Arnoldio »

Rudds idea of RPs close to FB is the most appropriate i believe. Main spawn is the trunk, FOBs are the branches and RPs are those little leaves, spreading your force around the area. It would be especially good on 64p servers, in 128 area is covered by the mass of people, but its still win-win, AND FOBs need to ble palced, wich requires logistics, TW. It makes sense. It makes all the sense in the world.
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badmojo420
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by badmojo420 »

I really dislike the idea of a 1 cache system.
Portable.Cougar
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Post by Portable.Cougar »

Well with it explained like that...

sent from the phone using magic
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badmojo420
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by badmojo420 »

Portable.Cougar wrote:Well with it explained like that...

sent from the phone using magic
32 players defending an objective that 32 other players are attacking. It just doesn't sound good to me. The action is going to be so focused, I can't help but feel it'll be like Rush mode in BF3.
Aimed
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Aimed »

Rush mode has 2 objectives with 32 people attacking and 32 people defending meaning it is more like rush mode before, therefore your argument has just failed please try again.
Last edited by Aimed on 2012-04-10 04:06, edited 1 time in total.
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Jester617
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Jester617 »

so where is the video of a round with the new rules ?
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