When moving the machine gun from the left to the right, it feels weird - like the sliding turret thing in 1.3.5. It's hard to aim as it just slides instead of stopping. Combined with the small angle of fire its nearly useless.
I have not experienced this. Hull MG moved perfectly fine in the really small angle. No problems aiming. Check your DPI/mouse sensitivity maybe?
MONTE246 wrote:
-BAR is not comparable to an MG-34. Perhaps, Making US Machine gunner Kit a deployable Browning .30 Cal Machine Gun. This way AR can keep the BAR but squads can still have more firepower available.
You have to keep in mind that all American guns are semi-automatic, you can pew-pew-pew everything, while Wehrmacht soldiers rely on the K-98 in combination with a strong MG.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 14:27
by AfterDune
Nate. wrote:You have to keep in mind that all American guns are semi-automatic, you can pew-pew-pew everything, while Wehrmacht soldiers rely on the K-98 in combination with a strong MG.
Exactly .
I believe the German idea was that MGs should provide covering fire and be the real beasts in the battlefield, while the soldiers would (mostly) carry bolt-action rifles such as the K98. The US (Allies) on the other hand were much more about dividing fire power among pretty much everyone. I'll let someone else rephrase this properly .
We don't have a proper handheld M1919A6 yet, so for now we'll have to make due with the BAR for both AR and MG kits. Note: the MG kit has more ammo for the BAR than the AR.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 14:39
by shahram
[R-DEV]camo wrote:Thompson and MP40 are now both much nicer models than before, the thompson is also the same version as it was previously being the m1928a1. Recoil i believe is the same as it was in the alpha.
I realized it, you know, now it is like soldiers hold SMGs in front of their bellies.
and believe me, there are more recoils in comparison to before in SMGs.
look at this video: https://www.youtube.com/watch?v=S9gdGIYKvYA
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 15:14
by mectus11
As seen on the Forgotten Hope 2 map of Omaha Beach, things can be balanced out on that map by having mounted artillery guns on the ships that can be used by the player to provide covering fire on their advance to the beach.
That could be a potential fix to the Germans steamrolling the US everytime.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 15:18
by Ratface
mectus11 wrote:As seen on the Forgotten Hope 2 map of Omaha Beach, things can be balanced out on that map by having mounted artillery guns on the ships that can be used by the player to provide covering fire on their advance to the beach.
That could be a potential fix to the Germans steamrolling the US everytime.
The biggest thing the Americans need to do is communicate and work together. We're making changes shortly to make it easier for the Americans and harder for the Germans. Germans will need to run better supplies to make sure they're at full power to defend.
Also, don't forget that US gets artillery ever 15 minutes or so, planning attacks around this can help a lot.
As AD has said, this isn't your typical PR scenario. You don't typically have to coordinate grand assaults like in Omaha. Having a commander and working together will mean the difference between living and dying. Obviously there are a few flaws but we'll be fixing those shortly
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 17:36
by Commander_Motorola
I'm getting a few FPS lag on Omaha when looking at all the action other than that mod is really good.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 17:41
by shadezz
So I installed everything and I'm only seeing two servers and both have 2500 ping resulting in a connection error. Am I 'posed to open some ports? The base mod works fine.
Edit - All sorted, was a PB problem.
Germans allowed on the beach in Omaha?
Posted: 2015-12-29 17:43
by HellRanger2558
I think the Germans shouldn't be allowed to go onto the beach I found out that after a WN is caped one Germans will sit at the spawn boat and spawn trap the team so that's my thoughts.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 17:48
by curahee150
Quit simply the Germans have too many tickets or the Americans have too few. Eventually since the update it seems the Americans will push up out of the beach. Just give them more tickets.
Also the FAR west pak gun that may not be historical may need to be removed
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 17:54
by cantpick
feedback - bug - forums are a maze, so posting here.
As SL, putting marker on the map results in mark being a subgrid off. This is with map zoomed out max. zooming in and resetting the mark to where it is really desired results in the marker being placed correctly.
Oh and that beach head map ... Omaha? US gets too little smoke? maybe this is "real".
US gets no ship to shore artillery support = "real"?
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 18:21
by Mats391
curahee150 wrote:-Panzershreck(German HAT kit) cannot be ranged. It only enters the squad comm rose.
This is intended as the model we use cannot be adjusted.
This is how you aim it:
Should work in game just that we have Sherman instead of T34
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 18:23
by Ratface
curahee150 wrote:Quit simply the Germans have too many tickets or the Americans have too few. Eventually since the update it seems the Americans will push up out of the beach. Just give them more tickets.
Also the FAR west pak gun that may not be historical may need to be removed
We're working on some of this balancing currently. The extra PaK is to discourage the US from hugging the western part of the map, which happened way too often during the alpha.
cantpick wrote:feedback - bug - forums are a maze, so posting here.
As SL, putting marker on the map results in mark being a subgrid off. This is with map zoomed out max. zooming in and resetting the mark to where it is really desired results in the marker being placed correctly.
Oh and that beach head map ... Omaha? US gets too little smoke? maybe this is "real".
US gets no ship to shore artillery support = "real"?
Will have to look into the map markers, haven't noticed anything up to this point. If you're referencing things like FOB markers, that is just a thing that has been in issue in PR for a long time, nothing we can do about it much at the moment.
We've limited the number of smoke rounds per kits so they aren't spammed.
US gets commander artillery every 15 minutes or so, can't remember the actual time. This is your battleship support.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 19:06
by curahee150
Here may be an idea. Replace the pak with an mg42 that can only aim at certain angles. This would fix the problem I believe as it will discourage the inf hugging the map but not interfere with the other beaches.
The WN flags should not be able to be capped back by the Germans. It is way to hard to the Americans to defend and attack 2 other flags
Posted: 2015-12-29 20:23
by AfterDune
Still haven't seen any properly coordinated attacks on Omaha, so it's obvious that people think the US has a tough job.
Perhaps that's just me of course. I'll go back in in an hour or so. I hope things will be better . If not, I personally see no reason to balance things "better", if the problem is the players .
This thing worked fine in the Alpha after two days or so, so I'm confident things will be better at least.
And sure, if changes are really needed, they'll come.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 20:32
by curahee150
Alright good to hear.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 21:45
by Nate.
- Use area attack
- Use 2x Tank to fire smoke at everything
- Mass up landing boats in one spot, not full squads but 2-3/boat max
- Attack
- Profit
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 21:48
by MONTE246
We tried a properly coordinated attack, we used most landing craft and all the tanks to attack Charlie Sector and Dog Green, thinking it would split the defenses. It worked for the most part, however we took heavy losses and only made it up to the bunkers when FOBs were built on the beach. Squads taking out the PAKs helped the sustained invasion. We pushed inland on both flanks but were halted.
The problem we encountered was the team had no idea they could blow up the tank traps. Since we had no vehicle support or inland FOBs we were pushed back to the sea. The problems here are:
1. Limited combat engineer kits.
2. The Second set of flags can quickly become overrun and retaken when squads have to spread along the beach head and do other tasks.
3. Mortar fire from the Germans made short work of beach head fobs. Very OP, enemy team ranked up a combined 150 kills from all three positions, and the ones firing on Charlie Sector.
4. When pushed back to the beach nobody can spawn on the LSTs. I don't know if this is intended or just a result of proximity to enemy or some other thing. But this meant we had to re-invade with the landing craft.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 21:58
by Frontliner
[R-DEV]AfterDune wrote:Still haven't seen any properly coordinated attacks on Omaha, so it's obvious that people think the US has a tough job.
Maybe it has something to do with the German players being, you know, actual players and not BF2's braindead AI?
You force one team to be sitting ducks over 100s of meters, nicely visible in the large landing crafts so no sneaky dodges here, and the only means for the US to avoid getting ripped a new one are:
-Area Attack. At which point the Germans probably have 3 FOBs up where they will respawn from.
-a Tank which is also widely visible and gets cleaned up by the Pak the moment it is visible.
-and finally Smoke grenades, which last I checked are not bullet proof.
"no proper coordination", wow really?!
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 22:09
by Ratface
MONTE246 wrote:We tried a properly coordinated attack, we used most landing craft and all the tanks to attack Charlie Sector and Dog Green, thinking it would split the defenses. It worked for the most part, however we took heavy losses and only made it up to the bunkers when FOBs were built on the beach. Squads taking out the PAKs helped the sustained invasion. We pushed inland on both flanks but were halted.
The problem we encountered was the team had no idea they could blow up the tank traps. Since we had no vehicle support or inland FOBs we were pushed back to the sea. The problems here are:
1. Limited combat engineer kits.
2. The Second set of flags can quickly become overrun and retaken when squads have to spread along the beach head and do other tasks.
3. Mortar fire from the Germans made short work of beach head fobs. Very OP, enemy team ranked up a combined 150 kills from all three positions, and the ones firing on Charlie Sector.
4. When pushed back to the beach nobody can spawn on the LSTs. I don't know if this is intended or just a result of proximity to enemy or some other thing. But this meant we had to re-invade with the landing craft.
Actually the only destroy-able objects on the beach are the anti-tank walls along the road. The vehicles and tanks have to move through the open areas of tanks traps. Check you map for the blue arrows, that's where you'll find the opening, plus a few more here and there.
We're discussing the Rallies on the LSMs and LCIs, they may or may not change, there are pros and cons. Really they shouldn't be disappearing because the Germans shouldn't be able to get close enough now to disable them, but we're looking into whether or not this needs a change. Sames goes for flag captures and such, especially on the large layer. Thank you!
The map is not meant to be easy for the US by any means, but we'll look into ways to make gameplay a little bit more balanced in some respects. Just keep in mind that we don't want a free ride for the Americans to just climb the bluffs on the first landing. Many times it will take quite a few landings to break through the German defenses. However, once it happens, just remember that the Americans have quite a lot of fire power over the Germans once they've cleared the beaches, assuming that it is used correctly.
Re: PR:WW2 Beta Release - Feedback Thread
Posted: 2015-12-29 22:21
by MONTE246
[R-CON]Ratface wrote:Actually the only destroy-able objects on the beach are the anti-tank walls along the road. The vehicles and tanks have to move through the open areas of tanks traps. Check you map for the blue arrows, that's where you'll find the opening, plus a few more here and there.
Lol, this is good to know. I had my squad following a tank and trying to blow up the tank traps in the west of Charlie Sector. I was wondering why we didn't have enough explosives. Scratch the combat engineer suggestion then!