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Re: [100p] General Feedback
Posted: 2012-06-11 19:47
by Arnoldio
[R-CON]Wicca wrote:I dont know about you guys, but I had alot of coordination when I was Infantry SL. SpawnCPT and Arnoldio and the R-COY guys during burning sands. That was epic.
I was raging about you to my squad for attacking the flag we didnt need and nobody being in the city... but it was fun anyway.

Re: [100p] General Feedback
Posted: 2012-06-25 00:03
by CommunistComma
Hey Bloody can you consider upping the specialist/AR limit to 2 as well.
Re: [100p] General Feedback
Posted: 2012-06-25 01:20
by Conman51
I didnt play too much but 100p is pretty good.
I prefer it much more and i think it should be the upper limit of player numbers.
I think 80-90 will still be better but this with 8 man squads is not too bad.
Re: [100p] General Feedback
Posted: 2012-06-25 07:15
by Rudd
100p is soooo much better than the higher numbers, really enjoying it.
the two medics makes life alot easier too on the PRV side, given teh fluidity of combat, one medic is often ambushed, without him life is just toooo hard.
Re: [100p] General Feedback
Posted: 2012-06-25 09:39
by Mineral
the 2 medics should definitively stay.
We also played with 8 squad spots on our 64 servers today. Worked out pretty well

Re: [100p] General Feedback
Posted: 2012-06-25 11:08
by Pronck
Rudd wrote:100p is soooo much better than the higher numbers, really enjoying it.
the two medics makes life alot easier too on the PRV side, given teh fluidity of combat, one medic is often ambushed, without him life is just toooo hard.
Thank you for reviving me for numerous times yesterday!
100ppl seems to be fine, I still have problems sometimes with names not popping up. But we need a stricter mumble policy since we had a lot of ppl without yesterday causing trouble when being under fire and you need to type.
Re: [100p] General Feedback
Posted: 2012-07-06 18:36
by Tiger1
First server crash : 20:36 hrs GMT+1
map : muttrah city
Re: [100p] General Feedback
Posted: 2012-07-06 20:29
by Brainlaag
Server crash again on Shija.
Also encountered a weird bug on Shija, I was unable to request an iron-sight officer kit, no matter if off the spawn screen or by right clicking from a crate.
Re: [100p] General Feedback
Posted: 2012-07-06 21:09
by Rudd
I think the RP changes by themselves are causing some players to go 'well sod firebases then' even though in theory the firebases are very important still, perhaps a distance limit on RPs from FOBs would keep FOBs paramount in people's minds and give flexibility, yet focused action to maps.
Re: [100p] General Feedback
Posted: 2012-07-06 21:24
by Brainlaag
Meh, the whole rally concept should get dropped. It was fun back in the days but now it's just annoying and promotes zerg rush over tactic.
One more thing, next to the incredible lag on Black Gold was the absolute retardation by side of the playerbase.
Re: [100p] General Feedback
Posted: 2012-07-06 23:45
by BloodyDeed
Please continue the rallypoint discussion in the following thread:
https://www.realitymod.com/forum/f252-p ... oints.html
Feel free to discuss the rest on this thread, especially focus on the things we've changed lately:
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Re: [100p] General Feedback
Posted: 2012-07-06 23:57
by Gracler
Black gold had the worst server stutter ever.... seemed to be even worse when firing 25mm rounds from the Chinese aa (type 95)... had a close encounter with an apc and every time i fired on itthe "lag" got worse on impact.
good event though... had a lot of fun!
Re: [100p] General Feedback
Posted: 2012-07-07 00:07
by Stealth Clobber
Can't pick up enemy kits period? Please don't ever implement that again. It's bad enough in DB mod not even being able to use an enemy rifleman kit for an extended period of time, but not being able to pick up enemy kits period is just plain retarded.
Also, somebody tell Wicca to fix his mic lol.
Re: [100p] General Feedback
Posted: 2012-07-07 07:52
by BloodyDeed
The reason behind that change is that it is really difficult to differ between a friendly and an enemy soldier when an enemy picks up your kit.
And to be honest I saw a lot less teamkills happening yesterday...so I don't think its a bad idea.
Re: [100p] General Feedback
Posted: 2012-07-07 12:34
by Stealthgato
I do not like that implementation either. It's not like the whole team starts using enemy kits, only a couple of guys and they (should) know the risks. Removing the ability to take enemy kits is a step backwards imo.
Re: [100p] General Feedback
Posted: 2012-07-11 03:59
by Furst
xuandong wrote:Helpful post, thank you!
I'm considering getting involved with selling self-tanning products online just getting as much research into the industry as possible, this has been nice and helpful.
uhm... george michael visiting the PR forums?
Re: [100p] General Feedback
Posted: 2012-07-14 08:36
by Rudd
I think the insurgency rounds last night taught us that either 100p has more ghosting, or (imo this is more likely) the extra manpower increases the chances of simply stumbling on purple caches.
100p would definately benefit from a few insurgency changes like only one cache imo, or a system where there are two caches like now but the insurgents only have to defend each blue cache for 30minutes before the next cache spawns and the previous cache either disappears or simply because useless to teh blufor even if they destroy it.
Also, the insurgents desperately need to be able to request squad leader kits.
Re: [100p] General Feedback
Posted: 2012-07-14 10:51
by Mineral
there was something wrong with selecting alternative kits.
Posted: 2012-07-14 10:54
by BloodyDeed
I know about this issue and it will be fixed for the next test.
Re: [100p] General Feedback
Posted: 2012-07-15 07:48
by Mouthpiece
Stealthgato wrote:I do not like that implementation either. It's not like the whole team starts using enemy kits, only a couple of guys and they (should) know the risks. Removing the ability to take enemy kits is a step backwards imo.
Yes, the argument "more TK's" isn't that good, as if this guy with an enemy kit would stay with his squad, chances of him getting shot are really low because he's between 5 other friendlies who are not shooting at him, than he's obviously not enemy.
One more positive aspect of "can't pick up nmy kits" is that it encourages teamwork more in the logistics aspect (witch right now is kinda meh in PR). If it was IRL, one couldn't rearm from enemies ammo bag, but right now in PR we can mainly because every soldier uses the same ammo bag. And this "exploit" is being used a lot. If we couldn't pick up the kits, it would actually give logistics/trans guys more work to do witch is a good thing knowing chopper pilots can get bored fast if they don't get requests.
Let's make this game fun for everyone - including the logistics/transchopper players.