Re: PR needs a big overhaul.
Posted: 2009-06-29 16:02
I am in fact glad that heavy assets get removed more often and I think maps like kashan and qinling show why it is good.Dr2B Rudd wrote:The only thing that actually PISSES ME OFF a little is the removal of assets off maps, when a new layer would have done the job fine. <- if the DEVs don't want to play Qwai with a tank on it...they can play on a server with teh 32 layer (APCs) Or Karbala, could have added the apache to a 32 layer also. I might just make the layers myself and PM them to DEVs to see what they think...but at the end of the day PR is still the best. (though my copy of ArmA2 is coming today)
32 players and thousands of tanks and air vehicles dont go together with 4+ flags and the need for infantry to cap flags.
Such heavy assets maps should have 1 or 2 flags max with a large cap radius and nearly no need for infantry.
And maps like kerbala are perfectly fine with LBs imo. I really dont get the run for apaches all the time I read here... Most of the time it is down and taking away 2+ players waiting for it.
Also insurgency maps dont need many assets for bluefor as they need to FIND AND DESTROY CACHES and dont bomb the shit out of insurgents and get 100 of kills. More boots on the ground mean more eyes to find the caches...
Many BLUEFOR fans play it wrong imo, that's why I play insurgents only from now on...
Regarding Qwai: For me it was the perfect example how asymetric assets can play out fine.
US with fast movement capabilities (LBs and HMMVS) and PLA with slow and heavy assets.
It was awesome really... Now it is just a map like any other map.
I agree.waldo_ii wrote:What I'm reading here is that OP wants hard realism, but is too lazy to buy and download ArmA, so he wants his free PR to be ArmA. Anyone who has been on these forums for a period longer than a month knows that weapons cannot be realistically handled in the BF2 engine, and deviation is what is used to represent the multiple variables that affect weapon control. On the second point he has, I'm pretty sure that an M1A2 or CR2 could snipe a dime at 1km, then turn around and engage low-flying aircraft. The targeting systems on modern tanks are quite powerful. If anything, tanks are not as powerful as they should be. They are limited by human controls, low view distances, and a lack of infrared or other targeting modes. Aircraft cannot be realistically portrayed in BF2, and I think PR has pretty much gone as far as it can go. CA certainly has. I'll get back to lasing.
The fourth point ties into what my vision of PR is. OP is demanding that PR be hard realism, taking the name of the mod to its most literal meaning possible. He wants true, realistic portrayal of every aspect on the battlefield as to create a "realistic gameplay." The way I view PR is a mod created for teamwork, and I see tons of that every time I go onto my favorite server. I believe that the PR team have used realism as a tool in order to create a strong teamwork-oriented atmosphere. Sure, jets could probably find their own targets in real life, but the lasing technique created by the PR team represents something done in real life and requires cooperation between the man on the ground and the pilot in the sky, thus spawning teamwork. In real life, you don't stab a guy who got shot in the face with an epipen either, but this arcadey-style medic system spawns squad cohesion. The squad sticks together and thus works together, meaning teamwork. The purpose of this mod is to create a strong teamwork-oriented atmosphere. Hell, it might just be realistic in that. I haven't seen a single other game where players stick together like they do in PR, not even in ArmA, the most realistic game I know.