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Re: PR:Vietnam - Feedback

Posted: 2012-12-24 03:35
by Rhino
dest buildings are waaay to overrated, for BF2 anyways. A building that costs the same amount of two normal buildings, a building you can only put down limited numbers of in your map otherwise server is going to crash from too many networkables, a building that even if you pepper it with a 30mm cannon enough times is going to completely collapse instead of just making a big hole where you where firing at it, and changes are when it dose collapse the actual wall you where firing at could even still be there where the walls you where not have collapsed, can't put ammo caches or anything else of importance inside of them since if the building collapses on them you can't destroy them, etc, etc... Normal static buildings are far better.

Re: PR:Vietnam - Feedback

Posted: 2012-12-24 05:49
by 007.SirBond
[R-DEV]Rhino wrote:dest buildings are waaay to overrated, for BF2 anyways. A building that costs the same amount of two normal buildings, a building you can only put down limited numbers of in your map otherwise server is going to crash from too many networkables, a building that even if you pepper it with a 30mm cannon enough times is going to completely collapse instead of just making a big hole where you where firing at it, and changes are when it dose collapse the actual wall you where firing at could even still be there where the walls you where not have collapsed, can't put ammo caches or anything else of importance inside of them since if the building collapses on them you can't destroy them, etc, etc... Normal static buildings are far better.
Ya true, BF2 engine is too old for nice features. =(

I wish more surfaces had more penetration.

But I guess we can't have everything we want, until Arma 3 comes out...

Good work on the mod tho.

Re: PR:Vietnam - Feedback

Posted: 2012-12-26 08:19
by waldov
I played some Vietnam over the last couple of days and i have to say im pretty impressed. Best PR submod hands down. La Drang is awesome and Charlies point is a classic(though somewhat underplayed). I hope you guys continue your efforts it definitely been worth it so far.

My suggestions
1. Vietcong has to be added just chuck a few rice hats in there and a few gooks in black pajamas and your good to go.
2. Would a Tet mission be possible? EoD has one im pretty sure and it would kick ***.
3.A better insurgency map (as opposed to Dien Dong) maybe more focused on clearing Charlie out of villages and jungle bases and destroying there caches. Again i think EoD has maps sutible for this purpose.
4. RPD for NVA and removal of PKM would add more realism and give a nicer alternative to the DP. For this you can just touch up the BF2 RPD.
5. more armed up hueys maybe even all armed up. The US seem to lack the nessesery punch from the air they usually had IRL and tend to lose for this reason. Nothing big just rocket pods to soften up the LZs would be nice.
6. Mosin nagant for medic and ppsh for specialist this would keep a nice and more balanced variety of weapons for NVA.
7.M16 for alternative NCO in the NVA. Large stocks of m16s were used in the NVA and commanders would have priority on such weapons.
8.Motorbike for NVA/vietcong many of these were used by these forces in recon and ambush operations.

Well thats alot off my cheast. you dont have to listen to all them but i think theres some good ideas there. anyway awesome work guys ive played a lot of vietnam war games in my time but id have to see even though its not huge atm this is diffenintly best. Keep at it!!

Re: PR:Vietnam - Feedback

Posted: 2012-12-26 20:48
by TH3pilot
Great mod!!!


Especialy loved the grenadier kit that had no grenade laucher at all but instead the kit had 5 frag grenades.. nice and different!!

Re: PR:Vietnam - Feedback

Posted: 2012-12-27 20:47
by waldov
Just wondering with revival of PR:Vietnam in servers with 9.81 is there plans on future updates maybe for 1.0 or something?

Re: PR:Vietnam - Feedback

Posted: 2012-12-27 22:22
by 40mmrain
Dien Duong INS layer is better than I thought it would be.

However, unlike literally every other INS map ever, the OPFOR have all the armour. They get BTRs and AAVs, which are far superior to any american armour, and the americans lack choppers entirely.

Remove the AAVs on the NVA side, and give the americans lots, and lots of hueys. Without hueys, the logistics are just too slow.

The NVA receive an AAV, and BTR on charlie's point. I dont know if this is even intentional, it is not on the map loading screen. Those assets are basically the straw that breaks the US's back here, theyre hard to kill when theyre in the water sniping out all of your helicopters, and making CAS challenging. I suggest at least the AAV to be removed. The AAV the NVA have is probably a little more powerful than it ought to be, I think, anyways, it's top is covered, and the gun swivel quite quicky, unlike the real one.

Re: PR:Vietnam - Feedback

Posted: 2012-12-29 08:16
by pr|Zer0
I just noticed a weird spawn bug. It occured after ive being kicked for "missing key packets" stuff, i restarted the game, switched to NVA, but I noticed that all the players I could see were americans, could not spawn anywhere(no spawn point available, US or NVA). Problem solved after an admin switched me to NVA(even, as u can see on SS, I was already there).
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Re: PR:Vietnam - Feedback

Posted: 2012-12-29 09:29
by AfterDune
Seems more like a BF2 bug to me.

Re: PR:Vietnam - Feedback

Posted: 2012-12-30 00:55
by K4on
Agreed, one chopper for the US wouldn't hurt that much and or get 'em a tank :)

Re: PR:Vietnam - Feedback

Posted: 2012-12-30 01:05
by Rudd
[R-DEV]AfterDune wrote:Seems more like a BF2 bug to me.
I have seen this before in vBF2 and PR. Nothing to be done afaik, the ingame admin did the right thing.

Re: PR:Vietnam - Feedback

Posted: 2012-12-30 16:27
by TH3pilot
dont know if this has been said before, the dp-28 LMG with the gooks, when deployed, moves around as fast as when not deployed

dnt know if it was done on purpose

that gun is a pretty nice add btw

Re: PR:Vietnam - Feedback

Posted: 2013-01-01 03:05
by notmyingamename
charlie's point is a killer for the american's. would make a great infantry layout with the atmosphere and view distance. with 30 enemy on the flag immediately, their tank and quick access to quad's, the initial flag might as well be ignored for the first half hour. only sensible option is to cut out the bridges and mortar them immediately.

i'm just pointing this out because the last game i played had ended with ~60 kills to 130 deaths american side. defenders ended with 275 tickets, probably 40 fobs and enough leftover ammo to push into australia.

Re: PR:Vietnam - Feedback

Posted: 2013-01-06 00:25
by K4on
My suggestion would be, to remove one zpu4, therefore move the other one more to the center of charlys point. also, set the first spawn of the NVA 200 meters behind, so that ships or chopper will reach the coast just a bit later after NVA troops have arrived. So they dont have so much time to prepare.

Re: PR:Vietnam - Feedback

Posted: 2013-01-06 11:23
by rodrigoma
man, its hairy down there
it is called "charlie point" ;P

but yeah something has to be done to ease the entry of the US inland, maybe also make the flag uncappable once lost?

Re: PR:Vietnam - Feedback

Posted: 2013-01-06 12:35
by AfterDune
Yeah, at least one of them will go. Moving the NVA spawn further south isn't a bad idea either I suppose.
Was also thinking about making Point Lookout only cappable by team 2 (=US), so you don't have to attack all over again and again and again.

Re: PR:Vietnam - Feedback

Posted: 2013-01-06 17:57
by Alek-say
AfterDune, I have a question about music in helicopters: is it fixed now? And, is it possible to create "music menu" as it is in original Battlefield: Vietnam?

Re: PR:Vietnam - Feedback

Posted: 2013-01-06 19:16
by AfterDune
No, the doppler effect seems to always be there, messing up the entire sound. Until someone comes up with a working system, it's not going to happen I'm afraid :( .

Re: PR:Vietnam - Feedback

Posted: 2013-01-07 23:09
by 40mmrain
Can you make the bridges destructible on charlie's point? BLowing those would be a really good way to cripple the NVA, having to keep both sides mined consistently is a pain in the ***. Maybe just one being destructible, the east ones, so it's not too easy, right?

Re: PR:Vietnam - Feedback

Posted: 2013-01-18 23:22
by KiloJules
In my experience on Charlies Point, people just do the same stupid mistakes all the time and fly right onto the ZPUs (same as on V-Barracuda and, at least in the beginning, on Pavlosk). Played this map quite often now and each time US weren't behaving like monkeys they at least had very fair chances. Not saying they won all the time oc.

I mean, there are various and really nice spots you could get a FOB up, move closer with the team, request more crates, build closer FOBs and finally move in and cap the flag without once being threatened by one of the ZPUs.

Plus: Both of the ZPUs can easily get sniped without having the ability to return fire due to dead-angles.

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The only thing needed for invasion maps to be "fine" imo is no bleed for the attackers. Then they have time and space to prepare a safe landing zone and do a proper assault...without getting wiped out the skies all the time.

Re: PR:Vietnam - Feedback

Posted: 2013-05-24 19:51
by MeetTheKatze
i just saw a youtube video of charlie's point and had tears in my eyes!
you overworked my map so nice and it seems you managed to get rid of the sudden crashes.
i never found the reason for that. maybe i should reinstall bf2.