[100p] Rallypoints

Post your feedback on the current Project Reality release (including SinglePlayer).
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: [100p] Rallypoints

Post by KiloJules »

a) all the way!

Like other have said: Rally only for (re-joining) and some dead-dead people. When a whole squad goes down, they should think about what went wrong, take a minute to relax, take a break, use the bathroom, etc. and then come up with a fresh idea instead of attacking again and again.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [100p] Rallypoints

Post by Rudd »

Last night I started using rally points just like in the old days, putting them down here and there inbetween the objective and our firebase, I think it made me less worried about survival on the Taliban side, espcially on a map like Lashkar when chances are, it would be faster to get killed and spawn somewhere than actually walk there.
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Nate.
Forum Moderator
Posts: 3018
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Re: [100p] Rallypoints

Post by Nate. »

15 min-RP and Infinite-RP lower the value of a "life" in Project Reality.
Proper Tactics are no longer necessary, because you can overrun the enemy with waves and waves of close respawns.

It also makes Transport and Logistics obsolete/much less necessary.

-> A is the best choice. Helps keeping the Squad together while having a low impact on value of life and overall tactics.

Rally System should not be changed for 100p with 8 ppl per squad, a rally does just fine. Complete removement would make it too hard to keep the Squad together while setting time to 15min/Infinite does not fulfill the purpose of keeping the squad together. It is to eradicate Travel, Tactics and Logistics.

if you want to spawn nearby: Build a proper FOB and defend it.
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: [100p] Rallypoints

Post by Mouthpiece »

I'd choose a) because of teamwork herp derp (no, really I do, just don't want to explain myself).
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [100p] Rallypoints

Post by ChallengerCC »

a) !!!

I played a liddl bit on your server with the new settings and i was not impressed. I can only say that i was searching for rally points and got attacked from everywhere no clear structure, no tactic and no "real" teamwork. Only persistant action on a low level teamplay. I am the SL your are the Medic lets search the rally lets attack flag. Like that. I was bored about 20 min.
Spook wrote:A) !!

What are you guys planning to do? Change the mod to Call of Reality? Why would I want to be in action right after i died? I want to spawn far away from the frontline, plan a new route to attack the enemy and find some transport. Thats what PR is all about. And if a single guys is dead dead and needs to rally up with his squad, the SQDL can just place the usual 30 Sec Rally Point. Why would you even want to change this ingenius system?

The present system is the best you can get. Making rally?s more powerful will destroy the game. Or would you guys like PR if the gameplay would consist only of Killing, Dying, Spawning and Killing again? Once again, I want to play PR. And one of the best things in PR is the fact that the gameplay is really slow compared to other FPS Shooters. I do not see any advantages in putting people to the frontline faster!
I see this in the same way. Like my posts before, i can only advise against a more action and value of life reducing system!
When you want to change something then change the FOB system that transport assets are more used like APC and not only for fighting.
FOBs should be limited and should have a certain amount of spawns and you can resuply them or something like that.
Andersson wrote:A or no rally points at all.
Thats my man!
For my personal like. But i truly must say, it could be a liddl bit hard for unordanized teams:
A or no rally points and no spawnable FOBs at all. And i want Wanda Shan back. :)
(possible a option in the AD Framework or so: action mode(unlimeted RP), normal mode (like this version) and teamwork/hardcore mode (without FOB/RP spawn) ?
KiloJules wrote:a) all the way!

Like other have said: Rally only for (re-joining) and some dead-dead people. When a whole squad goes down, they should think about what went wrong, take a minute to relax, take a break, use the bathroom, etc. and then come up with a fresh idea instead of attacking again and again.
Thats true
Psyrus wrote:Just as an FYI, we played with perma rallies that you had to knife/physically overrun to destroy, for a good year or two [0.5->0.85?], and it didn't destroy the game. We had lots of fun and the mod grew to where it is today.

That being said, it would be a minor step back teamplay & gameplay wise to reintroduce long term rallies, in my opinion.
I can only imagine that the gameplay only focused on searching realy points and get them destroyed to get the flag or get self over run. Like you sad.

A tip for you, is the upcoming Medal of Honor Warfight there you can spawn directly in a Blackhawk and fastrope into the action or Forgotten Hope 2 where you can spawn directly at the Squadleader. I think that should be your choice not PR.
I play for my self Forgotten Hope 2 but only after the release of a new version and then 1-4 days. Then i wait for the next release. Its to boring. Everytime DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN and so on.

If that happens: Teamwork, Reality and Taktik = 1% = PR:BF2 is dead.
Same situation like in FH2 only thing that FH2 brings the new versions faster out. :)

And do you realy want that all MoH or CoD gamers think: "Heayyyyy a game with old graphics, "taktik" gameplay and with a lot of action. That we should play the next month/years."
Then gratulation PR-Team you did it, you have some thousand of loyal players and the same gamestyle like all other games out there. :P
(can you feel the irony)

So you should check whats your player base and what you are aiming for and "if" its that above.
I am over and out.
Last edited by ChallengerCC on 2012-07-24 00:37, edited 19 times in total.
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Psyrus
Retired PR Developer
Posts: 3841
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Re: [100p] Rallypoints

Post by Psyrus »

ChallengerCC wrote:A tip for you, is the upcoming Medal of Honor Warfight there you can spawn directly in a Blackhawk and fastrope into the action or Forgotten Hope 2 where you can spawn directly at the Squadleader. I think that should be your choice not PR.
I play for my self Forgotten Hope 2 but only after the release of a new version and then 1-4 days. Then i wait for the next release. Its to boring. Everytime DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN DIE SPAWN and so on.
Words cannot truly express the dismay I feel at having someone so new to the game talk in such an arrogant manner. Go now, child, and enjoy "your" PR. Perhaps the forums are a little bit too much for you and your lack of etiquette.
ChallengerCC wrote:I am over and out.
Thank goodness. The proverbial door's that way.
<-------
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [100p] Rallypoints

Post by ChallengerCC »

Psyrus wrote:Words cannot truly express the dismay I feel at having someone so new to the game talk in such an arrogant manner. Go now, child, and enjoy "your" PR. Perhaps the forums are a little bit too much for you and your lack of etiquette.
I can only smile. ;)

Cant see where i miss the etiquette, only made an proposal.
And where you get the information from, that i am new to the game?
You attack me here in a way that also dont fit in your etiquett.
But lets stop this here, i dont want to discus about that.

If my proposal dont correspond with your etiquette, i apologize for that and i forget about your behaviour to me.
From my point of view everything is said.

Yours faithfully
ChallengerCC
Last edited by ChallengerCC on 2012-07-24 18:33, edited 2 times in total.
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NuclearBanane
Posts: 200
Joined: 2009-02-14 16:52

Re: [100p] Rallypoints

Post by NuclearBanane »

I like the idea of having the old or similar rally's however most of the opinions come from different tests.

I, personally, hated the new RP system when we first got it but I learned to live with it.
It was terrible for the Insurgents because there are so few Fobs and Fobs are easy to find.
Terrible when coalition goes in for a CQB approach because you'd always be told there was someone near so you needed to awkwardly walk away from where you taught the enemy was. and in maps like Beirut it was hard to regroup as Isreal.

The variable that needs the most changing is the overrun/placement/destruction IMO.

I find I can never use my disposable RP. I wouldn't mind the disposable RP if I could use it with more leeway then a fix'd RP.

I propose options:

D) 3 min life of RP / 5-10 min resupply / 50M ( Overrun = Tempt No spawn )15M- 25M (Destroy = enemy in area) / SL+1 man ( That part can change )

But if you can have it so both team have dif RP rules then I'd say

Have the coalition use the current " dispoable " RPs and have the INSurgents/Taliban have the old perma, knife system + the reloading aspect so it isn't willy nilly placement like the old days.

because it's less comon then in the past to see the US team simply demolished at an Cache site. Recently they get in and get out. Not to mention how finding unknowns are so easy now for the US.

Just my thoughts. Tell me if you'd like something close to mine.
Cheers,

~Nuke

Justification for 3min RP, it means I do not need to time it perfectly with everyone ready to spawn on it at once and I do not have an endless stream of reinforcements as with 15min. This should work nice with both 100p and 64p.

EDIT: At people commenting on the value of player life ahs nothing to do with RPs, it has to do with teh tickets when we went from .87 to .9. The Devs chose to raise it and give us Tanks. Fallujah used to be harsh at 200 tickets but thats what made it so great, you don't see fallujah played like it used to. It used to be a way of populating servers like =]H[= back in the day.

Give us less Battle Field style map layers and tickets so we can have structured game where the guy you gives up becomes and OutCast from the squad.
I remember reviving my squad 2 whole times on oilfield and having people not give up because the medic was still alive.

This is what I want back. I don't care about rallys, I care about people giving up so much.
You can mod the game but you can't mod the player.
Last edited by NuclearBanane on 2012-07-24 19:14, edited 1 time in total.
Reason: Getting Hardcore
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: [100p] Rallypoints

Post by Zoddom »

I like C . back to the good old PR days :)
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: [100p] Rallypoints

Post by Kain888 »

Zoddom wrote:I like C . back to the good old PR days :)
Yeah I remember hunting for rallies and enemies popping out of nowhere (they loved small buildings, out of combat zones and small bushes the most tho). And the rarity of now normal thing - FOB placement. :/
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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: [100p] Rallypoints

Post by Brainlaag »

NuclearBanane wrote:EDIT: At people commenting on the value of player life ahs nothing to do with RPs, it has to do with teh tickets when we went from .87 to .9. The Devs chose to raise it and give us Tanks. Fallujah used to be harsh at 200 tickets but thats what made it so great, you don't see fallujah played like it used to. It used to be a way of populating servers like =]H[= back in the day.

Give us less Battle Field style map layers and tickets so we can have structured game where the guy you gives up becomes and OutCast from the squad.
I remember reviving my squad 2 whole times on oilfield and having people not give up because the medic was still alive.

This is what I want back. I don't care about rallys, I care about people giving up so much.
You can mod the game but you can't mod the player.
The ticket increase came with the change of how ticket loss was dealt with. Basically prior to 0.9, you didn't lose a ticket for getting wounded, only when you died. As of 0.9 till now, you lose a ticket even when you get wounded, think why they increased the ticket count so dramatically. I remember on the release week of 0.9, before they made changes to the ticket count, rounds didn't come up to 45 minutes, no matter if 1, 2 or 4km maps.
PRICHM
Posts: 17
Joined: 2012-07-01 17:48

Re: [100p] Rallypoints

Post by PRICHM »

I say (A, Keep the rally point, but use it for when people join in mid game.
Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: [100p] Rallypoints

Post by Himalde »

I want a) but increased to last for 2 min.
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Get PR-Mumble 1.0

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MackGonFindYa
Posts: 1
Joined: 2012-08-25 11:10

Re: [100p] Rallypoints

Post by MackGonFindYa »

dam, cool story
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: [100p] Rallypoints

Post by ChallengerCC »

SGT.Ice wrote:I'm strongly for no rallies. In terms of both fun & reality, having guys appear out of no where in a city because of magic bags to fight instead of having to walk, ride or fly to the fight is a bit of a deal breaker some days. Rallys points are nice, but they at times take away from the job of some of our best assets/people thus neglect their duties.
I totaly support that.
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maarit
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Joined: 2008-02-04 17:21

Re: [100p] Rallypoints

Post by maarit »

Maybe B but(15 mins)...but you could only reload rally at mainbase.
AT-29SuperTucano
Posts: 3
Joined: 2012-09-16 11:09

Re: [100p] Rallypoints

Post by AT-29SuperTucano »

a) Current default setup (0.97).
Reloadable rallypoints every 5 mins, stays 1min, 2 (incl leader) guys needed to set, 1 guy within 100m to destroy it.
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: [100p] Rallypoints

Post by Truism »

The problem with the current setup is that if a member of your squad is killed, it breaks up your squad indefinitely whether you're in contact or not.

Can rally points be given a cooldown instead of a rearm, so a squad can break contact and rally some time later. Say, one every 15 minutes or so?
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doop-de-doo
Posts: 827
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Re: [100p] Rallypoints

Post by doop-de-doo »

Message removed
Last edited by doop-de-doo on 2012-09-20 20:46, edited 2 times in total.

:evil: B4TM4N :evil:
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: [100p] Rallypoints

Post by Anderson29 »

Truism wrote:The problem with the current setup is that if a member of your squad is killed, it breaks up your squad indefinitely whether you're in contact or not.

Can rally points be given a cooldown instead of a rearm, so a squad can break contact and rally some time later. Say, one every 15 minutes or so?
yeah because there are no transports anywhere right.....no trucks, no choppers, no apc's.....whatever!



look, i dont know what server u play on but i play mostly on cia and never run into this problem.....and a lot of people still forget to set rallies with dbmod enabled, but! if rallies do become permanent then it needs to have exceptions...only re-loadable from fobs or supply crates only but i would hate to see this because i am going to be that SL that sends 1 lone-wolf to hunt that rally or ill be that 1 lone wolf sqd member that goes rally hunting because that is the only way you will ever really win the fire fight or that flag your fighting over....return of gayness?????? if so im ready....thought we had moved passed this but we'll see.
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