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Posted: 2007-03-25 16:13
by Lothrian
The one shot kill is probably because you chose a class without body armour, or were hit in the head. Ask yourself, in reality, how many shots could your survive to the head? :)

As for telling other servers what to do? Well, in my opinion, us realism fans have one choice, the arcade fans have hundreds. Why cant we have our realism mod that is universal across all servers, just like POE2 has etc? Now, instead of having 1 mod to choose from, we have 1/2 a mod because 50% ofthe servers have changed the settings promoting arcade play.


Like I said, we only have one option ... arcade style has lots.

Posted: 2007-03-25 16:17
by zeroburrito
none of the rifles kill in 1 shot unless its in the head, you prolly played a round against the MEC, the G3 is REALLY annoying, soo many blurry visions and insta deaths.

Posted: 2007-03-25 16:37
by EPatrick
I'll say it again and again. The short spawn time servers... ruin the whole point of PR.

Posted: 2007-03-25 16:55
by dizzy
From what I know this mod was never meant to appeal to the masses b/c of its realism / tactical style of game play. Im speaking for myself here, but Im definitely for quality over quantity any day.

Posted: 2007-03-25 17:14
by Leo
WhatsUpD0c wrote:I understand it was intended to be longer spawns but this oneshot kills is rediculous whenever somebody is 100 yards away from you and they are not using a sniper rifle.


Get under cover, scope out the area, if he can get you, you can get him
Plus I dont rush a flag. To tell a server owner they cannot change the timer is wrong. It is their server running your mod and some respect should be given to the server owners at least.
It is their mod, which they bring to you for free, hell, one day they could decide to just lock down the mod to people they like. Server owners should respect the Devs.
Your taking a chance of losing a few hundred that will leave to go play other mods.
The same hundred that can't live with 30 seconds of not playing? The same hundred that TK for vehicles? The same hundred that ruin the mod for the vets and the new people that actually play it like its supposed to? Yea, I doubt the community would mourn the loss
I dont care eitherway but it is nice sometimes to not wait and wait to spawn. Why have 2 timers, one to be med and the other to spawn. Make one timer by default..BTW some of these maps I have never seen teams whenever even when they play has a team...Just my opinion..There are only a coupld of maps like this but most of them are really hard which I do like.
I'm not sure what you mean, there is already two timers, one Critically Wounded timer and one "Secs until you respawn" timer.

Posted: 2007-03-25 18:29
by eggman
In v0.6 there is a teamwork oriented mechanism to reduce your personal attrition penalty. This isn't intended to reduce the man down timer period, it's intended to avoid situations where long rounds can become annoying as the attrition penalties creep up to the 30s cap (for 60s total spawn time).

We will have at least 2 different profiles provided with v0.6 and one of those will likely include slightly reduced spawn timers (but will not be possible to be an ABR enabled server).

I think we will lose some player population with v0.6, but we feel that ultimately that will be for the better long term health of the mod.

Posted: 2007-03-25 18:55
by Wasteland
'[R-DEV wrote:eggman']I think we will lose some player population with v0.6
Personally, I can't wait.

Posted: 2007-03-25 19:21
by Maistros
.6 will not only have a BF2 suggestion hardware requirement, but a suggested IQ requirement also.

No more smacktards!

Posted: 2007-03-25 19:57
by Lothrian
Minimum IQ of 115?

Posted: 2007-03-25 21:11
by danthemanbuddy
Specs for v.6 should be
2.0 ghz processor and higher
1 Gig of ram
basically 5700 le, 9700 pro, x1300 and up . (graphics cards can run this game fine and smooth just need ram to do so)
broadband - who would ave guessed...

Posted: 2007-03-25 21:13
by Jedimushroom
yay!

I got 149!

oh wait... was it just 49.... or just 9....

head HURTS... hard THINK be OUCH

Posted: 2007-03-25 22:22
by vonWitzleben
Sorry for ot, but i had to respond to this:
zeroburrito wrote:well kills matter a good bit...that takes their tickets down ... Someone with 30 kills and 0 teamplay helped the team more than someone with 10 kills and 200 teamplay.
WRONG.

Do some ticket-calculation.

200 teamplay points can be up to 50 revives. They can accordingly save your team up to 50 tickets. 10 kills will lower enemy tickets by 10. That makes a total difference in tickets from your team to the enemy team of 60 tickets.

30 kills lower enemy tickets by 30. That equals a difference of 30 Tickets.

The player player with 200 teamplay score did a better job (counted in tickets) to help his team end the round with a win. I would prefer him in my team/squad.

Posted: 2007-03-25 22:41
by Wasteland
Definately.

Kills are not that important. I don't know what servers you've been on, but ticket bleed is very important. It's what usually wins the game. Lonewolfing killers are a dime a dozen. The defenders, the transport guys, and the people with the TW scores are the really helpful ones.

Posted: 2007-03-25 22:55
by WhatsUpD0c
dont mean to seem I am a PITA here but I have to disagree with you all on the timer. Instead of having 2 timers just have one. If I have to wait what 20-25 seconds for a medic why not change it to 30 seconds total then respawn. Why should I have to pay the price because some doodle bug cannot fly a helo and everybody in the helo because of him...See the point I am making here. 5. changed things now in .6 your are changing this also. Are you guys every going to correct the huge bugs on some of these maps?

Posted: 2007-03-25 23:01
by Wasteland
You crashing in the helo only adds a single second. The vast majority of deaths are the result of your own lack of caution. In fact, if helos are that risky, then you need to take that risk into account before entering one. Do you know the pilot? Is he a decent player? Are there other transport options available?

Posted: 2007-03-25 23:04
by causticbeat
WhatsUpD0c wrote: Your taking a chance of losing a few hundred that will leave to go play other mods.
Id rather have a community 1/3 the size of ours with a strong and honest playerbase, then one full of glitchers, exploiters, and nilla noobs (in the sense of their play style, not their actualy knowledge of the mod)

Posted: 2007-03-26 00:12
by Ghostrider
WhatsUpD0c wrote:I started playing PR at the .5 version. Everything about this mod is great except for onething and that is the timers...You have to wait this many seconds to be healed then almost the same amount of time to respawn. I play on a server that has a short timer. I spend more time waiting on the timers than I do playing because of the way this mod has the oneshot kills set up. Does your policy changed effect this?
No, our policy change does not affect the timers, and you can rest assued that it won't change. The timers are that way for a good reason.

A good suggestion, like many others have already said, would be to stop your rambo-style of play, or get into a decent squad (teamwork).

I'll go straight to the point. If what bugs you are the timers, maybe PRM is not the best mod for your playing habits. Short Spawn servers are another issue that we will be addressing, since we do not support them.

EDIT: The spawntimes and attrition penalties have been that way since I first entered to play PR in 0.2. If we loose "a few hundred" players, we know that those who actually stayed, will be better tactical and teamwork-oriented players. We care about how good the community plays, overall, not how big it may be. On the other hand, you can also learn to play with a different approach like everyone else has done, those outside Short Spawn Servers I mean ;)

-Ghost

Posted: 2007-03-26 00:18
by system
Haha, I'm usually running a 12-1 score with my Cobra anyway... 10-15+ mins without crashing is usually what I do. :lol: