The good old days when we were Blind

General discussion of the Project Reality: BF2 modification.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: The good old days when we were Blind

Post by Psyrus »

Web_cole wrote:The UAV does have an irritating habit of making things disappear seemingly at random. I hope that's a bug that gets fixed for 1.0.
Totally agree! One of the worst parts of the UAV. If only I could figure out where/how exactly the invisible part happened, I could just work around it by moving the UAV to a spot to 'properly' check out an area, but you can never be 100% sure if the area you just visually "cleared" in fact is clear due to the potential for everything to simply have been invisible to you.

One trick I've found is I think commander placed lazes are invisible at the same time, so I always try dropping lazes down in areas to see if they show up, to check if things are invisible or not.

:smile:
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: The good old days when we were Blind

Post by Arnoldio »

Navo wrote:I don't mind the UAV, but the mortars in their current state suck. They should only be able to fire near a firemission marker, and the those markers should only be possible to place with line of sight on the target.
This is not bad at all. Furthermore id like to see mortars only do damage untill the "not build" state, not completely eradicate the asset.
Image


Orgies beat masturbation hands down. - Staker
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: The good old days when we were Blind

Post by PlaynCool »

Speaking of the good old days, i enjoyed PR 0.75 the most of all.I don't know if i just played it too much and got bored in the later versions.But i remember using every chance of free time to play 0.75 :)
Forgive my bad English... :?
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: The good old days when we were Blind

Post by Bringerof_D »

what maps shouldnt have UAVs on them? certainly muttrah is not one of them, both teams are conventional forces, the US being a modern force. UAVs make perfect sense here. some people are just too lazy to build good fob defenses and lay them out instead of just bunching everything together. you've already got mortar proof foxholes. and 200m max distance from fob to build anything.

just build your moratrs farther apart with one foxhole near each of them. and a foxhole near each group of defensive structures. thatway when the fob gets mortared players can dismount the assets and hide.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The good old days when we were Blind

Post by Rhino »

One thing that is also worth noting with the announcement of PR:F release is that due to their being no UAVs back in 1982, PR:F wont have any, and nor dose PR:V for that matter so if you want to avoid the UAVs you can always play thous maps :D
Image
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: The good old days when we were Blind

Post by Web_cole »

[R-DEV]Rhino wrote:One thing that is also worth noting with the announcement of PR:F release is that due to their being no UAVs back in 1982, PR:F wont have any, and nor dose PR:V for that matter so if you want to avoid the UAVs you can always play thous maps :D
Will there be any UAV-like tools or similar for COs in PR:F and PR:V, perhaps in the same way that Ins teams don't have access to UAVs, but they have the Informant system instead?
ImageImageImageImage
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: The good old days when we were Blind

Post by Lange »

Foxholes actually protect from mortars? Since when? I've gotten killed by mortars everytime being in a foxhole a direct round will just blow up the foxhole like everything else having done jackcrap. Maybe i've just had a bad experience but that seems to be the case for me but the foxholes should be redesigned to actually have a roof and splash damage protection and be more durable.

I do agree mortars could be slowed down or restricted a bit, because as of now potentially it can just be a endless barrage on a location with little to no protection, and essentially as of now because the firemissions don't have to be on target you can call mortar anywhere on the map in a heartbeat. Not exactly very realistic or fair in a lot of circumstances. It should be to get mortar you have to spot the target within 400M or something and the mortar can only go within that radius. Would encourage a lot more teamwork and actual effort rather than just so much spam. Probably hardcoded but could be something like the area attack or such.
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: The good old days when we were Blind

Post by xambone »

[R-DEV]Rhino wrote:One thing that is also worth noting with the announcement of PR:F release is that due to their being no UAVs back in 1982, PR:F wont have any, and nor dose PR:V for that matter so if you want to avoid the UAVs you can always play thous maps :D
LOL Plug!
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: The good old days when we were Blind

Post by Jafar Ironclad »

I heard said once that "the most lethal weapon in warfare is artillery; the second most lethal weapon in warfare is intelligence that results in artillery."
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: The good old days when we were Blind

Post by maarit »

sometimes mortars are annoying.mortars should require more crates to operate.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The good old days when we were Blind

Post by Rhino »

Web_cole wrote:Will there be any UAV-like tools or similar for COs in PR:F and PR:V, perhaps in the same way that Ins teams don't have access to UAVs, but they have the Informant system instead?
Got scout choppers/aircraft, + normal aircraft and recon vehicles, as well as snipers etc, its just a matter of the commander deploying his team correctly to gather intelligence ;)
Image
Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: The good old days when we were Blind

Post by Pesticide »

mortars keep the action move around the map, what good is a stalemat fight between 2 firebases that never move and people just sit in their foxholes ... that is boring as fuck. Call in mortars and get them camping ******** and overrun the position and laugh at the idiots that though you can sit in one spot for more then 10 mins :D
Proud member of Forgotten Honor Tournament.
http://www.forgottenhonor.com
Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: The good old days when we were Blind

Post by Rudd »

Lange wrote:Foxholes actually protect from mortars? Since when? I've gotten killed by mortars everytime being in a foxhole a direct round will just blow up the foxhole like everything else having done jackcrap. Maybe i've just had a bad experience but that seems to be the case for me but the foxholes should be redesigned to actually have a roof and splash damage protection and be more durable.
If the mortar destroyed the foxhole, then it either wasn't fully constructed or had taken alot of punishment already. Airburst ammo can kill you still or a direct HE hit, but your chances are survival are pretty high, especially if your squad is spread out, even if you get critically wounded, chances are the rest of the squad will survive and revive.
Image
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: The good old days when we were Blind

Post by 40mmrain »

im absolutely certain that a fully built foxhole, with a man inside digging while theyre falling even, can be knocked out by a barrage.

I've exercised the "prone in foxhole" tactic, and have been killed by it multiple times
Post Reply

Return to “PR:BF2 General Discussion”