[R-DEV]dbzao's Public Gameplay Test #2

General discussion of the Project Reality: BF2 modification.
badmojo420
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by badmojo420 »

Aimed wrote:Rush mode has 2 objectives with 32 people attacking and 32 people defending meaning it is more like rush mode before, therefore your argument has just failed please try again.
The two objectives in BF3 rush mode are spaced about 30 meters apart. That's hardly comparable to the two cache system we have now.
illidur
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by illidur »

blufor should only be able to go negative or even/0 intel during their known cache assault (if possible) to make them work for their intel or search for the next cache. while still making the act of killing civis bad. makes sense to me anyways.

rallys will definitely draw the defense out.
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Mats391
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Mats391 »

is testing on prta already over or yet to come?
PLODDITHANLEY
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by PLODDITHANLEY »

[R-DEV]dbzao wrote:Test #1 was run on TG only.

We expanded to more servers to get a more broad feedback.
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chrisweb89
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by chrisweb89 »

Something I noticed with the only 1 HAT, is if 1 HAT has been used for a while, and is dropped(wounded), the team can request another HAT, and then have 2 useable HATs. I've seen this happen a few times with the old system aswell with 3 HATs. Another little glitch, is it not possible to deploy the new rally until the one you had first is down? I haven't been able to set new rallies after 5-10 minutes of setting my first, even when I know its rearmed.

I personally think that limiting the HATs more doesn't change things against armour as much, we need to come up with a way to stop the jack in the box HAT, not limit them. Currently if someone takes that HAT and doesn't dedicate themselves to hunting armour they are hurting the team, even having a HAT in an infatry squad is a waste now because the rest of the team has no handheld proper AT.
saXoni
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by saXoni »

Mats391 wrote:is testing on prta already over or yet to come?
It's not always about the PRTA, Mats ;)
Brainlaag
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Brainlaag »

Although I don't mind having it only on TG, I hardly ever get to play there because I got only Saturday off and that is the day, or the evening/night, I don't dedicate to gaming. I would be nice indeed to have one server running for the Euros aswell.
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Max_
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Max_ »

Good, but I don't like the one cache at moment, because if Opfor got a impossible cache (like in a cave or close to a main base) Bluefor will never get it the only way for bluefor to get one of those is to be lucky or having a really good team.

You could make a second unknown cache to spawn if the known haven't been kill in XX minutes, more than 20 minutes since we only have 4 caches.

If the second cache is an impossible cache, Bluefor can attack one cache with all their forces on a cache with a low defense and Opfor will have to defend two caches to prevent cache ninja to destroy one.
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Kain888
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Kain888 »

saXoni wrote:It's not always about the PRTA, Mats ;)
Huh?123
'[R-DEV wrote:dbzao;1754951']Servers running these tests
  • TG - Tactical Gamer
  • PRTA - Project Reality Teamwork Alliance
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PricelineNegotiator
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by PricelineNegotiator »

max nice wrote:Good, but I don't like the one cache at moment, because if Opfor got a impossible cache (like in a cave or close to a main base) Bluefor will never get it the only way for bluefor to get one of those is to be lucky or having a really good team.

You could make a second unknown cache to spawn if the known haven't been kill in XX minutes, more than 20 minutes since we only have 4 caches.

If the second cache is an impossible cache, Bluefor can attack one cache with all their forces on a cache with a low defense and Opfor will have to defend two caches to prevent cache ninja to destroy one.
This was true on Korengal on TG Sunday night. The first cache that spawned was in a cave and we had about 10-15 guys defending it. One guy got about 5 steps into the cave and the others were blown up at the entrance by me and another squad lead with the AP kit. That was the only attack by them and it was 30 min after the game began. The map was forwarded soon after that because it was pretty much agreed they weren't getting in and taking the cache. Ever.
Zoddom
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Zoddom »

VERY nice i waited for the caches to be reduced to one at a time for so long now! i hope it will be implemented in a future release!
what about the PRTA? Is it still running this sound mod ive never heard about and dont know what it does?
Vincento94
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Vincento94 »

Goodluck with the testing :)
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Rudd
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Rudd »

Perhaps cave caches should be added to the report caches thread.

Perhaps in future...caves should have respawning rally points with a spawn time of approx 20minutes, making them an enemy stronghold but not a cache location to avoid indestructable caches.
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Brainlaag
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Brainlaag »

Zoddom wrote:VERY nice i waited for the caches to be reduced to one at a time for so long now! i hope it will be implemented in a future release!
what about the PRTA? Is it still running this sound mod ive never heard about and dont know what it does?
It's a mini-mod created by an independent PR developer as side project to PR. The soundmod is great and has a lot of potential (and is still being worked on). All PRTA servers have the soundmod enable and you can play on it with it, definitely worth a shot.

PRTA presents - Anders Sound Modification v0.32 | PRTA - Project Reality Teamwork Alliance

However, this has nothing to do with DB's changes, nor this test in specific.
Bradley364
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Bradley364 »

Brainlaag wrote:It's a mini-mod created by an independent PR developer as side project to PR. The soundmod is great and has a lot of potential (and is still being worked on). All PRTA servers have the soundmod enable and you can play on it with it, definitely worth a shot.

PRTA presents - Anders Sound Modification v0.32 | PRTA - Project Reality Teamwork Alliance

However, this has nothing to do with DB's changes, nor this test in specific.
Think TG could enable that again on their servers? I really can't play without it, and its totally optional...so...
Brainlaag
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by Brainlaag »

^ I don't understand why not all servers have it enabled (might have to do with the PW restriction but writing that down in the server-name should fix the issue), it's completely optional so people can play with, or without it and takes almost no time to setup.
ytman
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ytman »

Got to try the new INS rules as Germans on Lashkar. Really REALLY enjoyed it. The round was quicker and never really stalled out... the caches were attacked by everyone and defended by what seemed like everyone... all around I love the INS changes.

Perhaps one comment is that its still possible for Blu-For FOp's to telegraph new caches. This happened twice and alerted our team about a cache well before any official intel came.

Finally, I really approve of the Rally Point system. Best rally system yet. Greatly like the fact that the old rally must go down for the new rally to work.

From my experience Cave Caches are not a bad thing... ODS pretty much infiltrated one and nuked it themselves.
ExNusquam
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ExNusquam »

From my experience Cave Caches are not a bad thing... ODS pretty much infiltrated one and nuked it themselves.
I agree, Blufor get C4 for a reason. I was defending a cache on Korengal today, and the US managed to isolate the cache room. There were two guys watching the door, and that was it. Our reinforcements couldn't get it because the US was in the cave above us. If they had brought a CE it would have been a piece of cake for them.
TeRR0R
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by TeRR0R »

Played lashkar yesterday as tal and had the feeling, that bluefor get caches in the same rate as usual. So the round was over much faster. Keep an eye on average round times.

And please disable the lame c4-gets-cache-through walls.
Almost every cache blew up this way and I felt cheated every time.
This is just exploited gameplay and renders redfor defending strategies ineffective.
This is not fun and hardly a proper "strategy".
ytman
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Re: [R-DEV]dbzao's Public Gameplay Test #2

Post by ytman »

TeRR0R wrote:Played lashkar yesterday as tal and had the feeling, that bluefor get caches in the same rate as usual. So the round was over much faster. Keep an eye on average round times.

And please disable the lame c4-gets-cache-through walls.
Almost every cache blew up this way and I felt cheated every time.
This is just exploited gameplay and renders redfor defending strategies ineffective.
This is not fun and hardly a proper "strategy".
AFAIK this is a limitation of the game engine and how it treats explosive damage to 'vehicles.' Basically, any 'vehicle', including caches, will not be protected by any terrain or static object like a player would. This being said, I think C4 in caves is very reasonable and the destruction the cache would be similar having the tunnel complex collapse.

In the case of buildings and through walls... its not as if C4 has a ridiculous range. Any cache destroyed by C4 has clearly been compromised and the mission of the INS team is to keep the fight as far away from a cache as possible.

I think its fair overall.... Insurgent teams must maintain total control over the immediate area of the cache when dealing with C4.
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