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Re: I remember a game when........
Posted: 2017-06-08 09:46
by >para<
the main problem in PR for now is the SJW-ish Whining,DEVs listen the player base too much, fix this, fix that, i dont like this change it, and thats because some cry baby who will be bored in two months, look at the threads at 2009-2010 devs responses were : if you dont like it, dont play it, now is ,oh you dont like it?! let me fix it for you.
Re: I remember a game when........
Posted: 2017-06-08 10:04
by Cpt.Future
carmikaze wrote:No it wasn't.
Deviation was pure cancer.
The deviation was the good part about 0.98
New weapons, maps, etc are great about the newer versions.
Sometimes the deviation was annoying back in the day, but getting hip fired from a guy who is sprinting towards you is even more annoying now and takes the skill out of firefights.
Almost all members of my old clan left the game some time after 1.0, because the game mechanics changed too much.
Imagine Valve changing the gunplay of Counterstrike completely and wondering why people leave the game despite getting new weapons and maps.
That's why I said 0.98 was peak PR. It's still a good game that I play often, but I liked the way firefights played out in older versions much more. But that's just my personal opinion

Re: I remember a game when........
Posted: 2017-06-08 11:01
by assetruler69
'paratrooper[BG wrote:;2166121']the main problem in PR for now is the SJW-ish Whining,DEVs listen the player base too much, fix this, fix that, i dont like this change it, and thats because some cry baby who will be bored in two months, look at the threads at 2009-2010 devs responses were : if you dont like it, dont play it, now is ,oh you dont like it?! let me fix it for you.
But now player base is shrinking and for me at least it makes so much sense that devs are listening to some of the cry babies. Well for example new gun damage was over the top(even though it was fun), they've fixed it and now it's tolerable(sniper still sux btw, but it's okay because snipers should suffer).
P.S.: I am still upset with fixing inertia on vehicle turrets. It was amazing.
Re: I remember a game when........
Posted: 2017-06-16 17:24
by Anderson29
.98 was the shit....but mainly just gameplay wise.
like the pace of gameplay was perfect
Rallies weren't permanent no matter what
You relied on your commander or a self designated squad to build fobs and keep supplies coming to the front.
And when you killed a squad or 2 in a firefight you use to fell like you accomplished something that might change the tide of the game... you didn't have them spawning back in and re-engaging you in under 2 minutes.
yes, 1.XXX added many great things like the launcher, more assets, factions, maps, and more fixes than i can think of but, when 20 more players got added to each side along with the rally changes...for me the game became too spammy and fast paced to be called tactical or even have time to formulate a tactical plan on the fly.
i feel that was the case for a lot of the players of the past.
i use to be one of those SL that had their inf sqd fill up the second i made one but, i just don't like playing infantry anymore. i rather fly a helo and transport people or be an insurgent with the rocket techi.
Re: I remember a game when........
Posted: 2017-06-18 11:13
by viirusiiseli
Mouthpiece wrote:
I think that the attitude has changed mostly because there aren't any good regularly playing SL's left (that I know of). Back in 2010 I remember that there was almost ALWAYS a good SL playing, and people were seriously waiting in lines to get into his squad.
This is it, the new SLs who continuously lead infantry squads have poisoned the way of thinking for new players. They teach a lot but they teach wrong. Older players just need to start SLing and bring some of that "old" knowledge back, like, not rushing out of every single capped flag with good defenses.
...I remember a game where you fought tooth and nail for flags with caves, bunkers, and tunnels ...just to stay there for the entire game.
[quote=""'[R-DEV"]Rhino;2166012']So you want us to remove:
- The launcher/updater
- Added support for PRMasterServer, which replaces GameSpy.
- PR:BF2 standalone - Battlefield 2 is no longer required.
- 100p servers and 8 player squads
- Full Integration of PR Mumble
- PRISM server administration tool.
- Machine Gunner and Spotter kits.
- Reworked FOB & rally point system with overrun mechanics etc
- All the new sounds
- All the new special effects (explosions, etc, there are a lot of new ones)
- The new Light Supply Crate
- Timed Demolition Charges
- Alternate commo-rose option to the shovel, allowing players to demolish friendly deployables
- new Vehicle Disabling System, which doesn't always disable the vehicle completely anymore, but certain parts.
- ability to revive wounded soldiers in shallow water.
- Increasing the amount of CSBs being able to be deployed from a logi truck from 1 to 2
- Updated Shovel to allow the defusal of grenade traps.
- Updated Commander markers so they can be placed more rapidly.
- Updated UAV system to only take five seconds to redeploy while on station.
- Updated wrench model to be a tool bag instead.
- Increased rearm time of rally point from one to five minutes, when overrun.
- Decreased amount of field dressings for medics to 6 (from 12).
- Updated flag capture speed to use the exact ratio of attackers to defenders.
- Added deployable roadblocks.
- Updated infantry movement speed with faster sighted-in movement.
- Updated UAV to now have a fuel system.
- Added muzzle flashes for night maps.
- Updated many vehicle physics models to fix exploits and improve armor definition.
- Updated tank damage model with generally stronger front armor but weaker rear/side armor.
- Updated ragdoll physics
- Added Dutch Forces
- Added British and Argentinian factions based on the 1982 Falklands War.
- Added prone specific animations and transitions for all weapons.
- Added Backup Sight (BUIS) system for applicable weapons.
- Added functional adjustable sights and reticles for all rocket launcher and rocket propelled grenade systems.
- Added French Forces specific weapons (FAMAS F1 series, HK417, FR-F2, AN-F1, Rifle Grenades, French Hand Grenades).
- Added AKS-74.
- Added FN MAG GPMG/MMG Series.
- Added Glock 17 (Model by Tigg).
- Added M14 EBR-RI.
- Added M16A1 DMR.
- Added M3M (model placeholder) mounted heavy machine gun.
- Added M4 DMR.
- Added M72A6 LAW.
- Added Machete.
- Added MG3 w/ EOTech.
- Added Mk 12 SPR.
- Added Mk 19 Grenade Launcher.
- Added Mosin Nagant M38 Carbine, M1891/30 Sniper Variant and DP-28 (Models by BF:Korea)
- Added PKP "Pecheneg".
- Added RPK-74 and RPK-74M.
- Added SMAW.
- Added TT-33 Tokarev (Model by Mr Rifleman).
- Added Type 36 recoilless rifle.
- Added buckshot round for the M79 Grenade Launcher.
- Added small C4 charges.
- Added new IED models.
- Added new "Water Container" Victim Operated IED.
- Added new large & small C4, TNT and Dynamite charges.
- Added Insurgent IED markers.
- Added Rotation to all grenades and hand projectiles.
- Added Diemaco C7A1 (NL).
- Added Diemaco C8A1 (NL).
- Added Diemaco C8A1GD (NL).
- Added Heckler & Koch HK-416 (NL).
- Added AKM & AKMS assault rifles to multiple unconventional factions.
- Updated vehicle smoke to be more effective and to feature IR-blocking functionality on some vehicles.
- Updated AK-74 recoil animations.
- Added Bren L4A4 LMG.
- Added L2A3 Sterling SMG.
- Added L42A1 Sniper Rifle.
- Added FMK-1 AP & FMK-3 AT Mines.
- Added L1A1 with with L2A2 SUIT Sight.
- Added Tigercat SAM.
- Added Blowpipe Handheld AA.
- Added Rheinmetall 20mm AAA.
- Added deployable Mistral AA.
- Added deployable Milan MIRA AT.
- Added Mk17 1000lb GPB.
- Added Mk82 "Snakeye" 500lb Retarded Bomb.
- Added Matra R.550 'Magic 1' Air to Air Missile.
- Added AM-39 Exocet.
- Added M1918BAR (placeholder for FN FAP LMG).
- Added AKM with GP-25 Grenade Launcher.
- Added MP7 with ironsights.
- Added Obrez.
- Added SKS with PU-Scope.
- Added AK-74 variant with PGO-7 Scope.
- Added M16A2E3 with ACOG.
- Added Type-56; Chinese version of AK by M111.
- Added MD63, romanian AKM variant by M111.
- Added M4 with Mepro Classic sight by M111.
- Added Coyote APC (CF).
- Added CF-18/F/A-18 Strike Fighter / Light Attack Jet (CF, USMC).
- Added Canadian UH-1N as placeholder for CH-146 Griffon Light Transport Helicopter (CF).
- Added PLA Boat (CH).
- Added PLA version of the Mi-17 Medium Transport Helicopter (CH).
- Added Q-5 Fantan Light Attack Jet (CH).
- Added Type 86G IFV (CH).
- Added WZ550 ATGM Carrier (CH).
- Added WZ551B with 30mm turret (CH).
- Added Zastava Van (Civilian Vehicle).
- Added Zhi-9B Light Transport Helicopter (CH).
- Added Zhi-9WA Light Attack Helicopters (CH).
- Added AMX-10RC Armoured Recon (FR).
- Added AS565 MB Panther Light Transport Helicopter (FR).
- Added GBC 180 Transport and Logistics Trucks (FR).
- Added Leclerc Main Battle Tank (FR).
- Added NH-90 Transport Helicopter (FR, GER) (Model by PoE 2).
- Added Tiger HAP Heavy Attack Helicopter (FR).
- Added VAB APC (FR).
- Added VBCI IFV (FR).
- Added Rocket Technical variant (INS, Militia).
- Added BMP-2 and BMP-2M IFVs (MEC, RU).
- Added FV101 Scorpion Light Tank / Armoured Recon (MEC).
- Added Mi-24P Hind-F Medium Attack Helicopter (MEC, RU) (Model by Clivewil).
- Added Mi-24V Hind-E Assault Transport Helicopter (MEC, RU) (Model by Clivewil).
- Added Su-22 Fitter Light Attack Jet (MEC) (Model by Clivewil).
- Added BMP-1 IFV (MIL).
- Added NVA version of the Mi-8 Medium Transport Helicopter (NVA).
- Added PT-76 Amphibious Light Tank (NVA).
- Added Su-27 Flanker Strike Fighter (RU) (Model by PoE 2).
- Added Su-34 Fullback Fighter-Bomber (RU).
- Added Su-39 Frogfoot Heavy Attack Jet (RU).
- Added M67 "Zippo" Flame Thrower Tank (Vietnam US).
- Added Swiftboat (Vietnam US).
- Added M1114 "Up-Armoured" HMMWV series (US Army, USMC).
- Added Stryker with MK-19 variant (US Army).
- Added SOAR Blackhawk (Special Operations Aviation Regiment) with M134 miniguns, standard Blackhawks now use M240's as their door guns. (US Army).
- Added AV-8B Harrier II Light Attack Jet (USMC).
- Added MV-22 Osprey Heavy Transport Tiltrotor (USMC) (Model by Clivewil).
- Added more Rigid-Hulled Inflatable Boat (RHIB) variations with faction specific weapons.
- Added door guns to Lynx, UH-1N, UH-1N Gunship, Chinook, MV-22 Osprey and NH-90 helicopters.
- Added ramp guns to the MV-22 and the CF, GB, and US Chinooks.
- Added more passenger seats to the normal civilian dump truck, ATV, Forklift, GAZ Jeeps, PLA Paratrooper vehicle, Support Humvee and Support Land Rover variants.
- Added turret shields to some civilian Technicals and NVA Sampans.
- Added M2HB Browning to some Technicals.
- Added common wreck texture to all vehicles.
- Added Down Point of View to all helicopters.
- Added AH-64D Apache (NL).
- Added Boxer PWV (NL).
- Added Fennek SWP (NL).
- Added Fennek VWWRN (NL).
- Added F-35A (CAP and CAS) (NL).
- Added Dutch version of the Landrover.
- Added Dutch version of Leopard 2A6.
- Added Dutch versions of the F-16 (CAP and CAS).
- Added Dutch version of the Gwagon.
- Added Dutch version of the M113 (YPR).
- Added Dutch version of the MAN logistics and transport truck.
- Added Dutch version of the NH-90.
- Added MEC MiG-29 variant for Bijar Canyons with updated landing gear for softer landings.
- Added ZSU-23-4 Shilka SPAA
- Added Canadian CH-146 Griffon light transport helicopter.
- Added Chinese ZTZ-99A2 main battle tank.
- Added A-4B, A-4C, A-4Q jet aircraft.
- Added Mirage IIIEA jet aircraft.
- Added IAI Dagger jet aircraft.
- Added Sea Harrier FRS.1 and Harrier GE.3 jet aircraft.
- Added T-72B and T-72S.
- Added IDF M163 VADS.
- Added Argentinian Volkswagen Type 1 (Placeholder for type 2).
- Added logistics technical variant for Hamas with 1 light supply crate.
- Dovre (2km) (GER vs RUS) (AAS, Skirmish).
- Hill 488 (1km) (70's USA vs. NVA) (AAS, Skirmish).
- Khamisiyah (4km) (USMC/USA vs. MEC) (AAS, Skirmish).
- Saaremaa (4km) (USMC vs. RUS) (AAS, Skirmish).
- Wanda Shan (4km) (GER vs. PLA) (AAS, Skirmish).
- Xiangshan (4km) (FR vs PLA) (AAS, Skirmish).
- Added Hades Peak
- Added Goose Green (2x2 km) - GB '82 vs Arg '82 - AAS, Skirmish, COOP.
- Added The Falklands (8x8 km) - GB '82 vs Arg '82 - AAS, Skirmish, VW.
- Added Bamyan (4x4 km) - MEC/Taliban vs US Army/USMC - AAS, Insurgency, Skirmish, COOP.
- Al Basrah v2
- + much, much more

[/quote]
Without the first ones, yes, please.
[quote="Wicca""]Im not even done playing Infantry, just wait until I turn into an asset whore..[/quote]
I'll be waiting for those easy kills
Re: I remember a game when........
Posted: 2017-06-18 15:51
by X-Alt
Cpt.Future wrote:The deviation was the good part about 0.98
New weapons, maps, etc are great about the newer versions.
Sometimes the deviation was annoying back in the day, but getting hip fired from a guy who is sprinting towards you is even more annoying now and takes the skill out of firefights.
Almost all members of my old clan left the game some time after 1.0, because the game mechanics changed too much.
Imagine Valve changing the gunplay of Counterstrike completely and wondering why people leave the game despite getting new weapons and maps.
That's why I said 0.98 was peak PR. It's still a good game that I play often, but I liked the way firefights played out in older versions much more. But that's just my personal opinion
.95-98 was the peak of the PR community, no doubt. But looking back, hopping across open roads and swerving bullets like a madman was stupid. Servers have the choice to run any amount of players they want, they just need to have the balls to act on it.
Deviation should meet in the middle, increase tickets across the board to force pre-1.0 round times, and not the useless 1400 ticket large layers (RIP layer diversity) either. Also, please give up on the rally system, it's a lost cause at this point.
But what really has irked me the past 4 years is Anders' Hollywood loudness wars sound design. Squad's setup is finely better than the garbage that got left behind in PR, driving the Hilux still makes me want to crash into a wall.
Re: I remember a game when........
Posted: 2017-06-18 17:40
by DogACTUAL
What do you mean with loudness sound design, please elaborate.
Re: I remember a game when........
Posted: 2017-06-18 17:52
by QuickLoad
we are still playing fine overall, though.
community needs touch ups on how green it is, a green here a green there (1-3 in a squad of 8 in infantry) would be absolutely fine, or 1 in an apc or 1 in a trans.
problem is when theres 3-5 green in inf, and 1 more seasoned player who's dedicated to fucking around, and then 1 guy who is a 'good' player + the squad leader.
PR handled trickling in greens + the daily screw arounds, but when there is so much green it can be very demotivating to play(hence why everyone is talking about less squad leaders and such).
now there's a lot of new players, and it can be annoying to squad lead, after all - you are only as good as the men you lead.
so what I can say is that if you usually SL and are tired of the green, take a break or try something like trans or APC, and then give it another try. also, never feel afraid to teach the greens and remind them what to do.
thankfully this isn't too large of a problem, and I do gotta say FCV does generate a lot of the younger audiences however it's usually a tolerable amount where you can start to train these new players.(i would know, I spent 70% of my time playing on FCV my entire time on PR)
and if you're a new player - just stay near the squad leader and you should be ok.
Re: I remember a game when........
Posted: 2017-07-10 07:40
by Automobilie
No mics can get disheartening very quickly. I've tried squad leading a couple times and usually only two or three players actively use their mics. Other's will have them, but rarely use them. I noticed there isn't a lot of strategy talk between squads. Just did a match on Silent Eagle and we (RU) got rolled. It honestly was ou =r fault as INF. Armor and CAS did a really great job, but even with my squad staying around it was very difficult to get squad members on tasks when half didn't use their mics. I started off the match building a couple FOB's on Oil refinery, then we moved to the next flag where we had to again build a FOB. Then the original FOB's go down, and we lost cap, so we go back, set up more FOB's...
I've been trying to find examples of good FOB strategy and structure, probably could've been more aggressive, but had we gone full throttle, there wouldn't be FOB's for the other aggressive squads to spawn on.
Also, squads should build more FOB's
Re: I remember a game when........
Posted: 2017-08-14 00:26
by tankninja1
'[R-DEV wrote:Rhino;2166012']So you want us to remove:
- [6]PRISM server administration tool.
More like PRISON. Just a tool that allows admins to throw shade and kick you when you are talking about them to your friends in your squad.
Re: I remember a game when........
Posted: 2017-08-15 03:44
by ctbear1996
The game is fine, I will never go back to 0.9 or 0.8, its just people these days are spoiled af (nerf this buff that fix this add that etc...)