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Posted: 2007-03-10 18:19
by {GD}StevenGarcia
Harrelson wrote: 8. Planes should be removed from maps.
I agree. Map sizes are too small for planes to be implemented realistically.

Posted: 2007-03-10 18:21
by eggman
Personally I think one of the most major problems in PR right now is that there is no SL to SL communications.

So even if you can get a squad to work together (this is achievable) you have a hard time getting squads to work together. I blame the fact that the Commander role is incredibly dull for most people. If most rounds had a guy playing commander, they could use the CMDR to relay messages between SLs using the built in VOIP.

So the focus on making the commander more interesting / compelling is indirectly intended (I hope) to facilitate better squad to squad communications and co-ordination.

Ultimately what I am hoping for is that the CMDR role will eventually have enough depth to almost be a game within a game.

==

Additionally few people want to defend. So some of the other changes around the Commander and the Engineer are intended to make defending less boring. Ideally what we want is to have the Commander be like 1 CP back from the main fighting with a small squad of Rifleman and Engineers and always needing to move forward as the front line moves forward, but not be directly in combat.

The way I see it .. the SLs are Junior Officers / Senior NCOs .. like say a Lieutenant or a Sergeant (you could say that the good ones are Sergeants and the bad ones are Lieutenants hehe). The Commander is say a Captain.. so not a REMF, but not a guy who is going to be the first one up over the berm sorta thing.

Posted: 2007-03-10 18:35
by 77SiCaRiO77
planes like the j10 has guided bombs and freefall bombs when they are goin to atack ground targets , like the f18 and mig 29 .


and yes , the cobra gun is more inacurrate than the havoc or apache , in distances like the current pr maps you dont notice that , BUT choopers dont operate in maps of 4 km ^2 , so choopers are unrealistic like the planes right now , so, for balance that maybe you can make the cobra a "little" more inacurrate . look at this video , pay special attention when the hud say "GUN"

http://www.youtube.com/watch?v=FadFwuDReyI

Posted: 2007-03-10 18:59
by soraflair
On the subject of planes:
We should have pilots in a pre-designed squad. As in, there are two squads that are automaticly made, you can only get a pilot kit if you join those squads, this way you are dedacated pilot.

Posted: 2007-03-10 19:06
by bigmoose332
'[R-CON wrote:soraflair']On the subject of planes:
We should have pilots in a pre-designed squad. As in, there are two squads that are automaticly made, you can only get a pilot kit if you join those squads, this way you are dedacated pilot.
with an attitude like that, we should have a squad for each job

as in, some for attack some for defense, armour etc.

Posted: 2007-03-10 19:27
by Idlewild
bigmoose332 wrote:with an attitude like that, we should have a squad for each job

as in, some for attack some for defense, armour etc.
If you did this would would need some SL to SL voip, an easy way, - there would be no-way of getting armour to back you up in certain places, or asking choppers/APCs to take you to a certain place, if you did this without a decent communication system between squads it may end up being quite a mess.

Posted: 2007-03-10 19:41
by bigmoose332
Idlewild wrote:If you did this would would need some SL to SL voip, an easy way, - there would be no-way of getting armour to back you up in certain places, or asking choppers/APCs to take you to a certain place, if you did this without a decent communication system between squads it may end up being quite a mess.

sorry, should have mentioned I didn't agree with it (without the SL to SL voip)

i just thought it was unfare to have a dedicated pilot squad but none for the other factions :p

Posted: 2007-03-10 19:54
by gazzthompson
mabye have it so when u designate a target with binos that this comes up on the mini map of pilots and gunners ? so they know exactly were to bomb and gun ?

Posted: 2007-03-10 23:40
by Animalmother
Harrelson wrote:
2. The recoil is a quite high and while this may be more realistic than .4, it has a huge impact on game play. There are no more pitched fire fights, no more taking cover from incoming, no more suppressing fire etc. .4 recoil seemed very well balanced expect for the m4 and g3
I notice the opposite. Whereas now you take cover from assault rifle fire, before you just got shot by a laser beam.

Posted: 2007-03-11 00:20
by Copperhead4985
$kelet0r wrote:The 5.56mm weapon's recoil seems too high at the moment - the first 2 bullets in a 3 round burst should be landing within millimetres of each other. Effective supressive fire with the M16 and l85 is currently deadly to the shooter simply because accuracy is off so much due to recoil, that the target can dance out and return fire with little fear of catching a round in the head

In my entire time in Iraq I dont think I ever fired my M4 on burst, its just not what we train with and its not what we do..uses too much brass, and you can put much more lead downrange by firing on semi anyway, with more control..

Posted: 2007-03-11 01:42
by $kelet0r
I don't doubt that for a second. The problem with the game is the necessity to close to CQC distances to make sure you score a kill and also landing a successful single hit has no concussive effect or physical hindrance to the target's accuracy and thus why everyone uses burst ingame.

On the other hand while having no experience with military weapons but from firing hunting rifles, I feel, nay, know that the recoil for 5.56mm even firing in semi is far too high. The group accuracy on rapid fire is all over the place whereas with a real weapon I would be highly confident of rapidly placing rounds at 50m in a very tight target area. In a combat situation no one would peek around that corner that is being suppressed because the incoming bullets are so tightly grouped. And using burst with 5.56 the shooter physically can control the recoil comfortably for the first 2 shots (to so with the physics of the recoil force) but loses stability on subsequent shots which is why the M16 should have switched to 2 round burst decades ago (the g36 iirc uses this option) Whereas ingame I can happily dance in and out trading return fire fairly safely, knowing that dedicated as opposed to accidental suppressive fire is too inaccurate to reliably hit me.

Posted: 2007-03-11 15:41
by Copperhead4985
I thought about this, then jumped in a game and checked out the recoil on the U.S. .556 rifles...agreed, a bit too much, M16 recoil is nothing more than a nudge on your shoulder..

Posted: 2007-03-11 15:55
by DirtyHarry88
Burst is essentially pointless in game with the recoil now. Better off just using single shot in CQB and just firing quickly.

Posted: 2007-03-11 16:19
by Copperhead4985
Burst is pointless period..

Posted: 2007-03-11 19:05
by El_Vikingo
WTF?!?!? Burst, pointless¿!??!?!?


Burst ingame is all I use in CQB. Because they have automatic weapons, I don't.

Posted: 2007-03-11 23:36
by Deadmonkiefart
#2
Could you explain that again? It sounds as though you're contradicting yourself.

#9
It makes it more realistic, it makes the battlefield look cooler, and you can use them for cover. I was really happy when they added this in.