Pr is an RPG? - "Lvlup! your skill in handgrenadethrowing has increased to 152"
and: "check out my fresh enchantet leatherboots of the evil snipter with +15 aim!"
Dont take that too serious, but imho PR is far away from beeing an RPG, if you compare it to the standart elements of RPGs like having a certain level, beein able to change equipement or gaining loot and experience from dead enemies...
Fate
Is BF2/PR an RPG or FPS for aiming?
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youR.Fate
- Posts: 43
- Joined: 2007-12-30 18:01
Re: Is BF2/PR an RPG or FPS for aiming?
//Call +4454328976 for destruction
//in game known as: -=]S*F[=-Voltage
//XFIRE: darkcristo
//in game known as: -=]S*F[=-Voltage
//XFIRE: darkcristo
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Menigmand
- Posts: 128
- Joined: 2008-11-09 13:13
Re: Is BF2/PR an RPG or FPS for aiming?
I know about deviation etc, but the fact is: the weapons ARE randon to some degree.
Yesterday I was playing Ramiel as USMC and sitting still on a roof, aiming down in the street at a gunner in a technical.
I had been sitting in that spot for 20-30 seconds, and had zoomed in with the rifle scope. The gunner had no idea I was there.
Red triangle was directly over centre of body mass, I popped off shots in a calm and controlled fashion ... but no effect.
Was able to shoot off a whole clip that way, before the guy ran away.
This cannot be due to any lag, deviation effect or lack of skill.
So the "kill ratio" isnt what keeps me coming back and playing. The teamplay and tactical decisions are.
(I vote to get rid of kill counts completely....)
Yesterday I was playing Ramiel as USMC and sitting still on a roof, aiming down in the street at a gunner in a technical.
I had been sitting in that spot for 20-30 seconds, and had zoomed in with the rifle scope. The gunner had no idea I was there.
Red triangle was directly over centre of body mass, I popped off shots in a calm and controlled fashion ... but no effect.
Was able to shoot off a whole clip that way, before the guy ran away.
This cannot be due to any lag, deviation effect or lack of skill.
So the "kill ratio" isnt what keeps me coming back and playing. The teamplay and tactical decisions are.
(I vote to get rid of kill counts completely....)
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Knight
- Posts: 18
- Joined: 2005-05-09 14:34
Re: Is BF2/PR an RPG or FPS for aiming?
Some good feedback guys thanks.
I admit that the maturity of the gameplay style is what attracts me to PR. I like that it seems to really reward team work and punish lone run and gunners.
I'm down with a bit of deviation but sometimes i feel like i have the same experience as menigmand. Even after going prone and getting rested and taking single shots with long spaces in between I'm getting misses where I know i should be getting a hit. I can understand if i just finished exhausting my sprint meter and am rapid firing. But i suspect that the deviation feature is being implemented/enforced even when i'm doing everything right.
Anyway I'll keep at it because I'm looking forward to the rewarding feeling of some good tactical team work. No better feeling in an online shooter than pincering some sneckers ayasss.
I have to say, the sound effects in game are sweet. I love some of the simple things even like the quality of the sound of my foot steps on sandy hard ground and the zing of rounds hitting metal near by. Are they all holdovers from BF2 or did the PR team do a lot of sound work?
I admit that the maturity of the gameplay style is what attracts me to PR. I like that it seems to really reward team work and punish lone run and gunners.
I'm down with a bit of deviation but sometimes i feel like i have the same experience as menigmand. Even after going prone and getting rested and taking single shots with long spaces in between I'm getting misses where I know i should be getting a hit. I can understand if i just finished exhausting my sprint meter and am rapid firing. But i suspect that the deviation feature is being implemented/enforced even when i'm doing everything right.
Anyway I'll keep at it because I'm looking forward to the rewarding feeling of some good tactical team work. No better feeling in an online shooter than pincering some sneckers ayasss.
I have to say, the sound effects in game are sweet. I love some of the simple things even like the quality of the sound of my foot steps on sandy hard ground and the zing of rounds hitting metal near by. Are they all holdovers from BF2 or did the PR team do a lot of sound work?
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: Is BF2/PR an RPG or FPS for aiming?
Ridiculous isnt the right word and as for explanation yes pleaseKnight wrote:I know this post topic sounds rediculous but let me explain.
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Drav
- Retired PR Developer
- Posts: 2144
- Joined: 2007-12-14 16:13
Re: Is BF2/PR an RPG or FPS for aiming?
Knight wrote: I have to say, the sound effects in game are sweet. I love some of the simple things even like the quality of the sound of my foot steps on sandy hard ground and the zing of rounds hitting metal near by. Are they all holdovers from BF2 or did the PR team do a lot of sound work?
Lots of work from Jaymz and Sofad, Helix, Chammy and others I believe......The far away gun sounds are my favourite. Sounds like a ambient battlefield file on a loop, but its actually other players shooting far away....
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Knight
- Posts: 18
- Joined: 2005-05-09 14:34
Re: Is BF2/PR an RPG or FPS for aiming?
Cassis most other posters here seem to think that I'm making a valid point and the explanation has already been given. What more do you need? An assumption of it being rediculous is acceptable before reading the explanation, an assumption afterwards means you have an obstinate intent to ridicule someone's point based on its desent only, regardless of validity.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Is BF2/PR an RPG or FPS for aiming?
Yea drave that keeps amazing me as well!
Knight, after reading your topic for the first time I tried shooting with the deviaton system in my mind. Yesterday I had the SKS rifle on Fallujah and I saw a medic running away from me. Went prone, sighted in, rested a few seconds and took the shot. Bang on on his back.
I can say that 90 percent of the time it works like this. If you follow the rules of the game you can get a shot dead on. I would just like to give you this: For the other 10% the time: Be glad that PR has medics (one of the reasons I think its crazy people want this removed for realism sake, they make up for some of the flaws of the BF2 engine), rallypoints, firebases or most of the time some sort of transport at main base that saves you the long walk back
Knight, after reading your topic for the first time I tried shooting with the deviaton system in my mind. Yesterday I had the SKS rifle on Fallujah and I saw a medic running away from me. Went prone, sighted in, rested a few seconds and took the shot. Bang on on his back.
I can say that 90 percent of the time it works like this. If you follow the rules of the game you can get a shot dead on. I would just like to give you this: For the other 10% the time: Be glad that PR has medics (one of the reasons I think its crazy people want this removed for realism sake, they make up for some of the flaws of the BF2 engine), rallypoints, firebases or most of the time some sort of transport at main base that saves you the long walk back
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Gaven
- Posts: 349
- Joined: 2008-08-31 14:31
Re: Is BF2/PR an RPG or FPS for aiming?
I agree with the topic about suppression effects. I feel like they're way too strong and blinding.
My issue is that they FORCE you to take a certain type of game play, rather than promote realism. I liked the suppression effects of Brothers in Arms 1, where the outside of the screen would turn white when they hit near you, giving you the option to take cover, rather than forcing you to. I find that 90% of the time, if their first shot hits within a foot of me, I'm dead, just because I'm blind to the point where I can't return fire, and I'm blind enough that cover is difficult to find.
My suggestion is instead of forcing people to take cover, give them the option, if they want to choose to ignore it and sit in the open, let them die. But it would be much more efficient in many situations where return fire isn't exactly an option.
My issue is that they FORCE you to take a certain type of game play, rather than promote realism. I liked the suppression effects of Brothers in Arms 1, where the outside of the screen would turn white when they hit near you, giving you the option to take cover, rather than forcing you to. I find that 90% of the time, if their first shot hits within a foot of me, I'm dead, just because I'm blind to the point where I can't return fire, and I'm blind enough that cover is difficult to find.
My suggestion is instead of forcing people to take cover, give them the option, if they want to choose to ignore it and sit in the open, let them die. But it would be much more efficient in many situations where return fire isn't exactly an option.
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: Is BF2/PR an RPG or FPS for aiming?
If you would not force it on people they would just ignore it and be all gamey about it and standing up in the middle of supression trying to kill the supressors. Thats why its forced. And still it does not work with everyone. They kill right trough the supression effect.
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Knight
- Posts: 18
- Joined: 2005-05-09 14:34
Re: Is BF2/PR an RPG or FPS for aiming?
Cyber, well it seems different people are having different experiences. I'll keep at it and see how it goes.
Yeah with the supression thing. Usually i dont stay in the open anyway. I like to have partial cover so when i get fired upon there is more surface area for their rounds to hit. It's just annoying that i have to go blind for ten seconds everytime a round hits the wall i'm peeking around. I'd prefer half of the screen, the outside parts to get obscured so i have the option to fight though a partial rather than full screen haze or dive for cover.
Yeah with the supression thing. Usually i dont stay in the open anyway. I like to have partial cover so when i get fired upon there is more surface area for their rounds to hit. It's just annoying that i have to go blind for ten seconds everytime a round hits the wall i'm peeking around. I'd prefer half of the screen, the outside parts to get obscured so i have the option to fight though a partial rather than full screen haze or dive for cover.
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Gaven
- Posts: 349
- Joined: 2008-08-31 14:31
Re: Is BF2/PR an RPG or FPS for aiming?
Really?cyberzomby wrote:If you would not force it on people they would just ignore it and be all gamey about it and standing up in the middle of supression trying to kill the supressors. Thats why its forced. And still it does not work with everyone. They kill right trough the supression effect.
Adding a blinding effect is not gamey at all?
People who value not dying would take cover.
