Assymetrical Balance

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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Assymetrical Balance

Post by M.Warren »

[R-DEV]Jaymz wrote:Very well written post. I can assure you that more asymmetrical balance is planned for future releases. Trust me, there are plenty of devs that are very sick of mirror balanced bullshit and are doing everything they can to get rid of it.
Lovely.

Although I do enjoy a theroughly evaluated assymetrical map, I do hope it's not like "Qwai River" in comparison.

Reason why I say this is that "Qwai River" is a close quarters map. It may not seem as that, but basically all the armored assets present in that map are nearly incapable of firing over 250 meters. It would be safe to say about 90% of all the fighting takes place from 0-200 meters. The other 10% occurs at 200-350 meters.

This is all because of geography and the poor visibility from fog, and then slapping armor and infantry units in the middle of it. Thusly, it is probably the most brutal and bloody fights that ever take place in Project Reality.
Take the Blue Pill or take the Red Pill?

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