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Posted: 2007-03-18 20:00
by Bob.Dob
'[R-DEV wrote:eggman'] ;)

hehe

We're making some changes in v0.6 that I think will put a lot of people off the mod. That's intentional.

Right now we have a dichotomous player population .. folks who like the old school PR and the "PROS" type server settings .. and "n00 skewl" folks who like the intensity of PR and the fast paced action of some of the short spawn servers. The delta between those two is not healthy for a small gaming community.

A difference I have noticed is that the old school folks will rely on realistic tactics and will incrementally adapt those tactics as new elements are introduced into the game. The n00 skewl folks will discover the most effective tactics, often unrealistic an unintended by the developers, and "exploit" those tactics to be effective.

But the player population we regard as our core community are the "old school" folks. And we'll continue to make realism and teamplay driven changes to make the mod more appealing to the old school folks. v0.6 will be a continuation of that effort.
I'm glad to hear this reiterated again! I think eggman, as usual is dead on in his analysis. I truly hope some of the upcomming changes realistically help in slowing down the battles and giving them a more realistic feel without all the "spammy" rushing currently taking place by many many PR players.

I also agree that the dichotomy of the current player base is really starting to show. I get many players coming through my squads these days that seem almost offended when asked to stay in line and work with the squad. As if asking them to take a specific kit, or telling them where they should lay up and cover is severely hampering their game style/fragging effectiveness. I get the impression they just want to be in a squad with reliable spawn points and for the rest to just be allowed to go off and "do their thang". :( On the other hand a good portion of the community still seems to thrive off a more organized and realistic approach to playing the game. Problem is you invariably end up with squads mixed with the two types of players, and often this causes real headaches for a squad. :|

Posted: 2007-03-18 20:01
by Rusty_FunP
The easiest way to correct the problem is use your head once in a while, and destroy the team in question, instead of rushing to the flag mindlessly. Sure, grenade launcher is a bit bugged nowadays with weird firing cone.

If you want to fix the problem, make it so that riflemen carry ammunition only for the rifles. 5,56 or 7,62. Thats what they do IRL anyways, squad carrying the machinegunner's belts.

Grenadiers definitely should have increased grenade count (one or two bandoliers of 8.) but they shouldnt have access to ammunition replenish from riflemen, as is the case with all the heavy ordnance.

Posted: 2007-03-19 01:03
by El_Vikingo
The thing that pisses me off, is that you have the ******** who panic and switch to GL as soon as they see you round a corner, and shoot.

Hell, they might die, but they take someone with them.

On the other hand, on Hamgyong Hill, I have a new found love for the Light AT.

Spawn Light AT and Give'em Hell. Doesn't matter on which side you're on.

Posted: 2007-03-19 01:16
by Tartantyco
-Wasn't the grenade launcher converted(So to speak) to a mortar? You had the grenadier class which had a rifle with a grenade launcher and one grenade, then a rifleman had to sit next to the grenadier to reload for him. Mortar deluxe! Was it like this or did I just imagine it(Because I do that... Alot)?

Posted: 2007-03-19 02:00
by Guerra
Well, I'm glad pretty much everyone agrees with me.

Personally, I wouldn't give a weapon with a grenade launcher a scope, that makes the weapon too cumbersome in reality and while it happens once in a while, most underslug grenade launchers on assault rifles have iron sights, not scopes.

I think the scope is a reward for playing rifleman.

Also, will we see the C7A2 for the Brits? They bought a lot of them from Colt Canada, to be used by the SAS and some other divisions.

Posted: 2007-03-19 03:48
by Switch
I don't understand why grenadier isnt a specialty kit...

Posted: 2007-03-19 04:49
by WNxKenwayy
*polishes sniper rifle

I love grenadier whores. No medics around to heal up on = j00 dead after 1 shot to the torso because of bleed. And not to many people good enough with it to put one on me before I plant a 7.62mm into their face. Its all about making sure there is no back drop for the round to impact on and be far enough away from what ever you are using for cover so if it hits the cover, it's blast doesn't kill you.

Posted: 2007-03-19 07:51
by KP
I agree with the GL for Officer idea. One of the better Officer suggestions around.

Posted: 2007-03-20 07:32
by AfterDune
'[R-DEV wrote:eggman'] ;)

<snap>

...we just want a quality realism and teamplay game with few smacktards and lots of cool stuff for the more hard core "milsim" gamers out there.
Hooray!! Can't wait for 0.6 to come out :)

Posted: 2007-03-20 09:55
by Makee
I completely agree that „mobile arty noob tube squad“ is so unrealistic. I didn't even heard that something like that exists in real life battle, mostly because „noob tubes“ are very unefficient against anything. I mean, those nades are so small and so inaccurate, and, because of that, they are very rarely used in real life battles.

In real battle, that job is reserved for MORTAR squad. Random grenading of certain area is exactly what mortars should do, in specific occasions. For example: to stop enemy advance, to clear out the area before your troops rush in, or just to put some pressure on enemy troops ( to scare them to the bone),... Believe me, mortar fire could last for hours and hours, true spamming, in all its meaning.

Noobs???

Most effective way to get rid of noobs in PR, is to teach them how not to be noobs!

Every noob that entered into my squad with question: How I can use the parachute here?, after one or two rounds of teaching/playing, says: „This mod is awesome!“ , and after that, anytime he joins to my squad, I know that I have excelent new teamplayer in squad.
I have never written RTFM word to anyone, and I will only write it if someone asks me „Should I read the fu....g manual?“
Most of guilt, for that huge amount of bad players, is on that experienced players which don't have patience on noobs.
I think that every „old school“ player should only follow what Michael and Fuzzhead are doing on noobs.

We was all noobs at the beginning, don't forget that people!

Posted: 2007-03-20 10:21
by Switch
I was born with a 4.0 kill ratio and an ammo bag. I was never noob.

Posted: 2007-03-20 10:32
by AfterDune
Makee wrote:Most effective way to get rid of noobs in PR, is to teach them how not to be noobs!

Every noob that entered into my squad with question: How I can use the parachute here?, after one or two rounds of teaching/playing, says: „This mod is awesome!“ , and after that, anytime he joins to my squad, I know that I have excelent new teamplayer in squad.
I have never written RTFM word to anyone, and I will only write it if someone asks me „Should I read the fu....g manual?“
Most of guilt, for that huge amount of bad players, is on that experienced players which don't have patience on noobs.
I think that every „old school“ player should only follow what Michael and Fuzzhead are doing on noobs.

We was all noobs at the beginning, don't forget that people!
Indeed. Start a squad named "TRAINING" or something to train new players. I'm planning to do this more often. Like Makee said, you can get good teamplayers out 'em.

Posted: 2007-03-20 12:17
by Soulis6
Thx egg for the update, really looking forward to 0.6

Posted: 2007-03-20 12:47
by zeidmaan
Ive been meening to ask, when you fire a grenade in a big arch (75 - 90 dgs) it explodes in the air before it hits the ground. Is this realistic or not ?

Posted: 2007-03-20 13:49
by 00SoldierofFortune00
Fishw0rk wrote:I brought it up before, and its already been mentioned here, but I strongly believe the new grenadier gun (GL + optics) should go to the officer kit. It would be a great way to keep the kit limited, and its realistic for the USMC. It would also give more people an incentive to play the officer kit. Plus the officer would get better smoke nades.

The main problem is finding a new kit to replace the grenadier however.
I don't think we would really need to find one to replace it. Not having it would actually encourage people to play as kits more benefitical to the squad such as rifleman, medic, or light AT. It takes one kit away that the squad doesn't need at all except for the SL who would use it correctly.

Posted: 2007-03-20 14:05
by DivS-konti
I strongly believe the new grenadier gun (GL + optics) should go to the officer kit. It would be a great way to keep the kit limited
Same opinion here!
Start a squad named "TRAINING" or something to train new players. I'm planning to do this more often. Like Makee said, you can get good teamplayers out 'em.
Great idea!

Mortars would be a great addition to PR. There was once a suggestion to implement a "radio man". The radio man should than be part of the mortar system so SL's have to ask him for mortar-support. A mortar-squad should only be possible if a radio man is present. But that seems to be a lot of work to have it in bf2. But it'd be nice! So the radio man, the commander and the SL's HAVE TO coordinate the battle.

;)

Posted: 2007-03-20 14:49
by para_hjs
Good post [R-DEV]eggman. Nice to hear that. It´s important to keep the PR-core community intact.

I never wrote RTFM to new comers, and I never will. Vets should help them, but I know, it´s annoying when a newbie smacktard up the squad..but hey, its a Pc game, and it´s online..

Posted: 2007-03-20 16:46
by blud
With anything in a game, you can't blame players for using reasonable tactics that apply to the game in question. Using grenade launchers is reasonable. Glitching your way into the insides of buildings isn't. One of these things is an exploit, the other is just someone playing the game. If there's a problem with grenade launchers, it's not a problem with the players, it's a problem with the game.

People can dream on all they want about players playing the game a certain way that they want them to play it but it's never going to happen. I mean it would piss me off too if a bunch of guys kept owning me with noob tubes, but that's what games are all about, is finding a counter to that.

The devs can change the game, but no one can change human nature and the perfectly reasonable concept of using whatever means necessary to gain an upper hand against an enemy inside a video game (without resorting to exploits). How is using a bunch of grenade launchers an exploit??

Posted: 2007-03-20 17:01
by Wasteland
I mostly agree with you. But I still reserve the right to ***** about the light AT insurgents who fire at the ground killing us both when we round a corner at the same time.