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Re: Make PR rounds longer

Posted: 2016-10-23 22:01
by schakal811
[R-DEV]Mineral wrote:Looking at a black screen for a minute as infantry was tried for 1.0 beta, failed.

BACK TO THE DRAWING BOARD.

most of the time im waiting even more then a minute :roll:

Re: Make PR rounds longer

Posted: 2016-10-24 13:26
by Vista
Heavy Death wrote:PRTA admins often use all possible layers to keep the game interesting.
My feces were very consistent last time I took a shit.

Neither of these sentences have anything to do with the topic at hand.

Re: Make PR rounds longer

Posted: 2016-10-24 14:33
by LiamBai
schakal811 wrote:most of the time im waiting even more then a minute :roll:
That's just because you C4 yourself every time. :D

Re: Make PR rounds longer

Posted: 2016-10-25 13:01
by Outlawz7
YAK-R wrote:Ia drang :-P I wonder if trying out the method squad uses (used?) with whoever holds the majority of flags bleeds slowly.
Rhino does that on Op Soul Rebel and that got reported as a bug. :p

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Re: Make PR rounds longer

Posted: 2016-10-26 05:19
by QuickLoad
'[R-DEV wrote:Outlawz7;2147139']Rhino does that on Op Soul Rebel and that got reported as a bug. :p

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wtf
why would anyone report that as a bug

bleeding is like the #1 thing that saves that map from killing servers when teams pwn the other, because they're stuck on the carrier as BTR's in the water take out anything and everything, OR .. well ive never seen russians get kicked back that far.

Re: Make PR rounds longer

Posted: 2016-10-26 08:20
by Rhino
Just fyi for anyone who dosen't understand how Area Value works, bleeding starts when a team reaches an area value of 100, so on OSR after a team has secured the first 5 out of 7 flags, the enemy team will start to bleed slowly at a rate of 10 tickets / minute. After capturing the first 6 our of 7 flags, they will have an area value of 200, meaning the enemy will then bleed at 20 tickets / min. After capturing all the flags, they will have an area value of 1200, meaning the enemy will bleed at 120 tickets / min.

Re: Make PR rounds longer

Posted: 2016-10-26 13:31
by Outlawz7
QuickLoad wrote:wtf
why would anyone report that as a bug
Consistency. People are used to ticket bleed on last flag only I guess.

Re: Make PR rounds longer

Posted: 2016-10-26 18:29
by Gerfand
wait, so you can bleed even if the enemy has only half the flags?

Re: Make PR rounds longer

Posted: 2016-10-26 22:43
by JustAGuy
Gerfand wrote:wait, so you can bleed even if the enemy has only half the flags?
Read Rhino's post. Bleed starts when one team reaches 100 area value. The other team then bleeds according to that area value. So it's map dependent.

Re: Make PR rounds longer

Posted: 2016-10-27 00:36
by Rhino
[R-DEV]Outlawz7 wrote:Consistency. People are used to ticket bleed on last flag only I guess.
Technically this is how all PR maps are meant to be setup, just this method got forgotten over the years :p

Re: Make PR rounds longer

Posted: 2016-10-27 11:37
by eversmen_br
Yeah not much to do about ... map start with regular tickets (because 50-60p) servers gets full ... tickets will go by fast .
plus the new wave of players after 1.0-1.3 easy/free installer (these guys can eat tickets like a locust plague)

The concentration of people in the top servers also contributes to that, some times it's like everybody that plays PR in the planet are joining in just 3 or 4 servers hehe.

Whenever i play events the tickets are set to large, it takes a fair amount of time to end... i can lose a good part of my afternoon playing one match, organization and players abiding by the rules makes all the difference.

The best way to experience PR nowadays are the events.

Re: Make PR rounds longer

Posted: 2016-10-27 15:32
by atom9[CH]
eversmen_br wrote: plus the new wave of players after 1.0-1.3 easy/free installer (these guys can eat tickets like a locust plague)
200% agree