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Re: General Feedback and Balance Discussion

Posted: 2012-12-17 19:48
by AfterDune
It's hard to give the one team "reinforcement" vehicles when the other team caps a flag. They somehow stay teamlocked (for the wrong team). I tried this with tanks and stuff on Overlord (day), but didn't work.

Re: General Feedback and Balance Discussion

Posted: 2012-12-17 21:10
by Arc_Shielder
In that case, keep it as it is and only give germans mortars in their main base. That should suffice.

The only thing I can add is the 3p animation for the grenadier looks funky at the tip of the gun as well as the running animation for whoever is holding the bazooka.

Re: General Feedback and Balance Discussion

Posted: 2012-12-18 09:53
by sweedensniiperr
the grenade is weirdly taken from the players model(where the normal grenades are)

Re: General Feedback and Balance Discussion

Posted: 2012-12-18 10:10
by rodrigoma
I think in Brecourt there should be less German tanks, either just 2 or 1 or make them not spawn when destroyed
and less tickets of-course
and maybe make the flags uncappable when lost?

Re: General Feedback and Balance Discussion

Posted: 2012-12-18 10:36
by AfterDune
How did the Brecourt round go anyway, was Bunker Hill better to cap this time? Almost all defenses have been removed there (PAK40 and all MG42s). Or still a pain in the ***?

Re: General Feedback and Balance Discussion

Posted: 2012-12-18 13:21
by rodrigoma
I wasn't there personally, I didn't get in time, because it was nearly immediately capped by the whole team, not sure how the fight over there went, after Brecourt and Bunker hill came Hamlet that US managed to cap at one point but lost it again and then German ruled all the time, the next flag was flak emplacement.
It was really hard to cap as US even with mortars hitting the hamlet, the house provided good cover, might replace that with the closed version, and make that flag uncappable by the german

Re: General Feedback and Balance Discussion

Posted: 2012-12-20 00:37
by doggreen
Bloody Gulch: the sherman tank can not climb up to 162 hill sideways and slide it back to the road. So come on banner along the main road which is a desvantegem puts it aside for the German tanks.

Unfortunately not much given to play, iI would have played more here than Brazil ping ranged between 260 and 280 :sad:


But maps were still running flat. :grin:


Maybe soon you can not make an event MINI MOD DAY where all servers run the PR currently running on the same days the same mods (Vietnam - Falkands - Normandy). :smile:

So many players have provided more help in fixing bugs and exploits :smile:

Many players in Brazil have downloaded the maps but could not play due to difference in ping.
Everyone comments that do not see the time of the mod to be released to play with pings lower

Re: General Feedback and Balance Discussion

Posted: 2012-12-20 01:40
by Arc_Shielder
doggreen I think HOG might help you with that as I believe they will rotate the minimods in their server. They're north american and your ping will certainly improve. Just wait until they release info about it.

Re: General Feedback and Balance Discussion

Posted: 2012-12-20 10:56
by doggreen
Arcturus_Shielder wrote:doggreen I think HOG might help you with that as I believe they will rotate the minimods in their server. They're north american and your ping will certainly improve. Just wait until they release info about it.

excellent news :smile: await the release of HOG tks

Re: General Feedback and Balance Discussion

Posted: 2012-12-22 18:18
by Moszeusz6Pl
On Bloody Gulch, souther surrounding terrain looks awful. Also you can fall through it and die.

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 09:45
by baltimore
In avarage every PR game + now at PR:N at all its realy annoying that as Tank users , its unralistic that we have to jump up to the tank. That sometimes buggy and we cant jump up at tank.
It were a solution to put a scale at the back or at front of the tank to easily acces to the top of the tank.
As a driver when you hop out to chease the tanks noise it makes some realy important second a bad time when you have to jump in.

Please solve the problem

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 11:42
by Pvt.LHeureux
Jump and press E from the sides :)

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 13:36
by AfterDune
Baltimore, stop posting that ****, I've seen that post three times already!!

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 17:45
by AfterDune
It's still there, find it :) .

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 20:40
by Moszeusz6Pl
Bagpipe is located in 56.285/33.743/-931.226 on standard and large layer

Btw I probably found I way to give German vehicle when US take flag or vice versa.

You just need to make is spawnable only for US without this line of code ObjectTemplate.teamOnVehicle 1. It will spawn as neutral, but if it's inside DoD it shouldn't be a problem. As soon as somebody entered it, it will be locked to that side.

Re: General Feedback and Balance Discussion

Posted: 2012-12-23 21:20
by AfterDune
Tried that, vehicles were still teamlocked :| .

Re: General Feedback and Balance Discussion

Posted: 2012-12-24 00:04
by Ts4EVER
[R-DEV]AfterDune wrote:Tried that, vehicles were still teamlocked :| .
You mean you want to spawn a vehicle for team 1 when team 2 takes a certain flag? Like say as reinforcements? That's easy:

spawnerCondition_64 = [
plugin(spawnerCondition, spawner = '64_randomtank', team = 2, template = 'tank', not_taken = ['64_flagblabla']),
]

Re: General Feedback and Balance Discussion

Posted: 2012-12-24 11:03
by DavviZ
Take a look at the M1919A6. It's a lmg version of the M1919a4. It was used during the late part of the war.

http://world.guns.ru/userfiles/images/m ... 19a6_1.jpg

Maybe a AR for US? But the BAR was a lot more widely used ofc.

Re: General Feedback and Balance Discussion

Posted: 2012-12-24 11:58
by Ts4EVER
Wouldn't be historically correct for Normandy though.