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Posted: 2006-03-01 17:11
by blueyze
'[BiM wrote:Black7']go back and play some more prmm 1-2 good placed bullets kills trust me and about headshots i think iw score like 5 in my total play time in prmm..
so its not all about headshots.
strange its very rar that i can kill someone with 1-2 bullets, except i hit in the head
Posted: 2006-03-01 17:30
by acadiancrusader
so what if everyone uses the SAW. adapt and overcome. good squad movement and communication should be to take these guys down. the way i see it, people need to start using the assault class more and practice with the 203.
one of the biggest problems that i see is that alot of people are still playing vBF2 style. people need to retreat when applicable, people need to learn to flank properly, use smoke more, and setting up ambushes...
i will say that with this mod, people are starting to play as squads, but people do need to learn that it's pretty stupid to keep running into a wall.
if your life was on the line, would you be doing the same thing ingame? i know that sounds stupid and pompus, but that philosophy for teambased fps games has always served me well.
Posted: 2006-03-02 11:17
by BadKarma
acadiancrusader wrote:so what if everyone uses the SAW. adapt and overcome. good squad movement and communication should be to take these guys down.
Dude that´s a hollow phrase!
It´s not the dominance of the support class that drives me nuts! It´s the kill of immersion for me if 3/4 of a team uses the support class it´s not a "reality-mod" any more, but afaik it´s not posible to do some kind of class restriction.
Maybe the devs should implement some kind of limitations for the support, like no IS while standing, or time delay while going to prone for simulate setting up the bipod, or remove the support-pack so that these guy dont have unlimited ammo and nades.
Posted: 2006-03-02 11:38
by Cerberus
Reality =/= 3/4 of a team's soldiers using LMGs
Posted: 2006-03-02 19:29
by Xeno426
Likes:
- Being able to hit what I aim at
- Being able to kill what I hit
- Support weapons that you actually FEAR
- *Usually* slower-paced gameplay interspersed with bouts of complete mayhem.
- Rambos die. Quick.
- The higher difficulty level scares away most lamers from VBF2.
- AT missiles that have real bite.
- Not knowing if the guy you shot is actually dead. Run and gun will get you killed
- It's quite worthwhile to kneel and pull up the iron sights before shooting.
- Shotgun slugs
- .50 cals of DEATH
- New sounds actually let you tell the difference between weapons by their sounds. i.e. is that an M24 or SVD? Now I can tell!
Stuff I don't like:
- Engine limitations (DICE's fault, not PRMM)
- No select fire for RPK-74 and QBB-95
- AKS-74U, AK-101 and RPK-74 being used by the MEC. You'd think they use weapons that would makes use of all the 7.62mm ammo they have, like the AKSMU, AK-103 and RPK(-47) or RPD.
- AK-47 in Chinese forces instead of the Type 56 Assault Rifle or (better yet) Type 81.
- AT kit only has a knife and pistol for backup. Couldn't they go with a PDW?
- Instant ingress/egress from vehicles like tanks
- No fix for the terrible spawn system. It's NO fun to spawn in the middle of the open so you can get cut down in 4 seconds
- AAS too linear, and doesn't work very well on some maps (Stalemate, for example). A mode closer to UT2k4's Onslaught would be prefered
- Assault transport choppers not fitted out for the role, i.e. no rocket pods on skeletal wings (like on the Mi-17)
- JSF model is that of the X-35, not F-35
- JSF fires 6 AIM-9M's, despite only being able to carry 2 internally. In fact, I am not sure it can even carry the AIM-9 internally
- JSF drops two Mk.82's despite not being able to carry them (F-35B uses GBU-32 JDAM's)
- Gun pod on the F-35B only carries 225 rounds, not 250
- J-10 carries 6 AA-11's despite only having 4 on the aircraft
- AA-11's called that instead of R-73's
- WZ-10 shoots hydra rockets
- Mi-28 shoots hydra rockets
Posted: 2006-03-02 19:36
by EON_MagicMan
I'm not sure what's with all the LMG complaints.
I don't often use them myself, I prefer to be a medic, but they are core to combat. I think that if any tweaks were to be done, it would be to hamper them when in a crouched or standing position, because too often, one guy can pop in, in close quarters, and slaughter an unsuspecting squad.
Hell, I have a hard enough time often to get someone to play as a Support in my squad, because I have 1 medic, and 3 assaults or something ridiculous like that.
The chain of priorities, in my opinion, in a squad, goes as follows:
MEDIC>SUPPORT>ASSAULT>ANTITANK(if applicable)>SPEC OPS>SNIPER
Engie fits in there somewhere, but often they aren't useful unless they're around armor.
Posted: 2006-03-02 23:38
by Peter-SAS
Simple Solution to the Support Ownage (unless there is no way of limiting classes)
1. Take away body armour. Why on earth give them body armour? At least we might be able to shoot them first before the have the abillity to spam the dive animation glitch
2. Make them not able to sprint at all
3. Implement the code with the sniper and m203's that you have to stay still before it becomes accurate (to simulate getting out the tripod)
4. Completley nerf fireing from the hip, or when standing
I don't mind the power and accuracy. The problem is that people are abusing it. Theres too many, and all i even see from them is rambo's who dive prone and drop you before they even hit the ground. The dive animation needs the same treatment as hopping and sprinting (the gun tucks into their body)
Its really starting the damage the playabillity of the game, and the sustainabillity of a large community, including clans. Imagine clan matches. You will just get a whole squad of gunners, and there is nothing you can do about it.
You can only take the realism of the game to a certain point. Its still a game, its open to abuse, and the engine has massive limitations.
SAW nerfing
Posted: 2006-03-03 01:10
by kingoffrost
first don't nerf the support from fireing from crouch or prone (the weapon becomes useless for other than fixed defences)
2.) the ammo packs hold enough to resupply you from a total dry state to fully loaded thats at least 50lbs. of ammo and nades and thats underestimating weights. give the bags to the assault class they should be the ones carring back up for support and if that means support becomes a lamb for assault then good thats teamwork.
3.) the Support weapon may be accurate but the gunner isn't, run a 1/4 mile and then dive to ground under fire and let off a 5 round burst you may be close bu you won't be on target, the weapon needs a movement rest period. if your huffing and puffing from running for your life or trying to get to a support by fire position you aren't going to be shooting on target right away.
it should be an accurate weapon but the person behind it would get tired, now since we can't force the players to run the same distances that are in the game before shooting we should make a small allowance for this.
something along the lines of... weapon accuracy - time moving = actual accuracy
but thats just my short thoughts
Posted: 2006-03-03 01:12
by Sgt.Sappo
Cerberus wrote:Reality =/= 3/4 of a team's soldiers using LMGs
eh?
i'm confused by that...
are you saying it IS reality for 3/4 of a squad/platoon/section to use LMG's?
more like 3/4 are riflemen.
Posted: 2006-03-03 01:54
by Thrymm
I love the fact when I am playing this great mod, I feel like I am actually in the battle scenes from Black Hawk Down!
Posted: 2006-03-03 07:24
by acadiancrusader
BadKarma wrote:Dude that´s a hollow phrase!
It´s not the dominance of the support class that drives me nuts! It´s the kill of immersion for me if 3/4 of a team uses the support class it´s not a "reality-mod" any more, but afaik it´s not posible to do some kind of class restriction.
Maybe the devs should implement some kind of limitations for the support, like no IS while standing, or time delay while going to prone for simulate setting up the bipod, or remove the support-pack so that these guy dont have unlimited ammo and nades.
i see what you are saying and i totally agree. unfortunately, it seems that this is gonna be one of the biggest challenges to the mod team. class restrictions. it needs to be done, no matter what. no excuses about hardcodding. it just needs to be cracked and done. no reality mod can exist without this.
everyone is talking about nerfing and/or altering the class. well that doesn't work either when you are speaking about a reality mod. balance is never the first goal with any reality mod. by the way alot of you are speaking, this is what you are after.
we need to help the mod team keep focuss on what they are trying to accomplish, a REALISTIC TEAM-BASED FPS GAME.
my question to the programmers involved, is there some possibility that the 'unlock' system can be taken advantage of? is there a way to heavily manipulate it that an unlock can only be available to one player at a time? in other words, everyone starts out with one basic option: assault. and from that, there would be options in the unlock menu (which would hopefully be converted into a class menu) that would open up other kits, but only a limited number of kits per side.
is something like this plausible? we got to find a creative workaround to Dice's crappy excuse of a so-called modable engine.
Posted: 2006-03-03 07:51
by BadKarma
Peter-SAS wrote:
2. Make them not able to sprint at all
3. Implement the code with the sniper and m203's that you have to stay still before it becomes accurate (to simulate getting out the tripod)
I don't mind the power and accuracy. The problem is that people are abusing it. Theres too many, and all i even see from them is rambo's who dive prone and drop you before they even hit the ground. The dive animation needs the same treatment as hopping and sprinting (the gun tucks into their body)
Its really starting the damage the playabillity of the game, and the sustainabillity of a large community, including clans. Imagine clan matches. You will just get a whole squad of gunners, and there is nothing you can do about it.
You can only take the realism of the game to a certain point. Its still a game, its open to abuse, and the engine has massive limitations.
Well, thats some intresting ideas.
Not beeing able to sprint and/or no body armor would really reduce the amount of supporters to a decent level.
Posted: 2006-03-03 08:25
by Xeno426
Not being able to sprint would limit your ability to keep up with your squad, though.