slower gameplay or faster?

General discussion of the Project Reality: BF2 modification.
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: slower gameplay or faster?

Post by Truism »

To be honest I'm comfortable with the pace of the game, but still find the tactics counterintuitive and unstructured. On the whole I'm pretty happy with the game having quiet periods and fast periods, but I find the fast periods are still woefully unstructured due to engine limitations and design decisions I feel are questionable.

The biggest irk for me remains the complete unreliability of small arms due to deviation and hitreg and I still feel this encourages really, really bad play which I indulge in. It is still in your best interest to just leg it if you get shot at by anything other than an AR.

Additionally, the suppression system still doesn't ever encourage people to act as though they're pinned because pretty much every time you can just run backwards and find a new place to sit on roughly the same line of defence (if you want to look at it that way). The biggest reason for this is that PR maps are just too big, and neither the community, nor the Devs are willing to bite the bullet and admit that infantry combat is completely retarded when you have platoon sized groups operating in 2x2km maps, with each player having access to around 10 respawns to simulate a battalion doing a battalion sized task.

All the solutions I can think of to fix this would never even be considered because they clearly run against the design philosophy of the mod that was adopted prior to 0.7 (easy fuzzy teamplay feeling over realism).

The first and foremost is to get rid of global comms with your squad. You should have to be closer to them to be able to communicate with them. This would force elements on the battlefield to become more coherent. It would also punish less organised groups (ie. pubbers) and would be a big blow to the steps that have been taken to make getting your "teamwork fix" easy. This would require a working mumble platform and some well thought out decisions about who should have an actual "radio" capability.

The next thing would be to get rid of the vBF2 minimap in favour of topographical maps that don't show players, assets or flags at all. Before the facing on minimap markers was removed, I could look at the minimap and tell you what every single person on my team was doing, and also tell you what about 80% of the enemy team was doing, sometimes all of the enemy team. Now I can still tell you with reasonable certainty and no communication what my entire team is doing, and how well they're doing at it. It should take a lot more planning and communications for a team to remain coherent. Along that, there needs to be some kind of actual "planning and orders" phase for a team to properly create a formal plan as opposed to just ad hoccing it for three hours.

The final thing is that objectives are way, way, way too large for the infantry and combined arms groups in PR (excepting the dedicated combined arms blenders like Kashan which are awkward as **** without CA's additions). Because PR is determined to be the home of combined arms and "large scale" battles, gameplay is so decentralised that it never actually reaches more than skirmishing level. In my entire time playing PR I have only ever seen a committed platoon attack carried out once (it was a joy to behold, we arrayed ourselves in the dead ground in the vicinity of North Outpost, waited for a faildam while a humvee put fire onto the objective and then assaulted the outpost, with limited fire support - it was on TG mid 2008, I think around 0.75, unsure - others probably remember it). Even squad assaults are piecemeal affairs basically amounting to a couple of guys running into an objective and doing something that resembles an awkward version of Counter-Strike. The unpalatable reality is that for realistic tactics to see use in PR, maps must be made much smaller, with more definate and limited objectives. Something PR still lacks is a simple, bare bones Attack and Defend mode where one side has to establish a position and defend it against an attacking force for a limited amount of time. Given that this has been the staple form of warfare pretty much forever and that it would allow PR to enforce realistic platoon level tactics, it seems insane that it doesn't exist.

That's my rant about the pace of the game. The pace is fine in terms of an action:nothing ratio, but it's unfocussed and drags on; what's happening in the down time and the action filled time still isn't anywhere near right.
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Scr3amX2
Posts: 61
Joined: 2009-11-20 10:31

Re: slower gameplay or faster?

Post by Scr3amX2 »

L4gi wrote:The speed of gameplay is fine, although I'd like it a bit faster..
This, and as he said, speed of gameplay is relative to who's playing in the server.
Zi8
Posts: 401
Joined: 2007-12-19 20:43

Re: slower gameplay or faster?

Post by Zi8 »

Faster. I prefer 0.6 era to this current one
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: slower gameplay or faster?

Post by Conman51 »

i think its fine but fire fights should be slower and have more use of suppressive fire
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: slower gameplay or faster?

Post by SGT.Ice »

[R-CON]ReadMenace wrote:Slower the better -- it would be neat if we could have a game where an ambush actually caught someone by surprise. ;)

-REad
Yea that'd be nice X_X but there's no where to really set one or people just don't want to walk around they just like to sit in the corner and go pew pew.
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