Page 27 of 52

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 06:21
by Snazz
Poi_Medic wrote:Walking to locations doesnt have a lot of tactical advantages
Walking avoids losing precious assets, you can go some places vehicles can't and you're less likely to be heard or spotted.

It's not the quickest or most exciting way into battle but it has it's advantages.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 06:52
by Mahis
Where people get the idea for 2 medics and 2 SAWs? If you cant manage with 1 each ur doing something wrong. IRL you only have one SAW and medic in the squad.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 07:02
by ComradeHX
Poi_Medic wrote: Walking to locations doesnt have a lot of tactical advantages plus its boring as there isnt a lot of cover and you get ambushed a lot. lol.
It has tons of advantages.

The most noticeable being that you are NOT heard from a mile away.
Walking also gives you/squad the time to properly survey the area instead of speeding by on the road; you will be able to make sure that the area is safe so your team can move in with transport(oftenly poorly armored trucks) vehicles without worry. Walking is also the best way to approach an ambush(backed up by vehicles, of course) because vehicle gets one-shotted and the whole squad will die instantly.

But these days, who actually does recon anyway...

TBH I would love to send out a section to do some recon along the roads before sending out any vehicle convoy anywhere; but even in PR a lot of people just cannot wait.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 07:49
by gazzthompson
Mahis wrote:Where people get the idea for 2 medics and 2 SAWs? If you cant manage with 1 each ur doing something wrong. IRL you only have one SAW and medic in the squad.
Source ? british army has 2 SAWS per 8 man section IIRC:

British Army - The Infantry - Platoon Organisation - Armed Forces - a5a07
British Army - The Infantry - 5.56mm MINIMI Light Machine Gun - Armed Forces - a5a14.3

Im sure other nations have similar set-ups.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 09:33
by Wicca
i think norway has one MG3 but i idunno might be wrong.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 09:37
by Nebsif
Wiccaaaa... Is BR on? Aaaand if yes it is, any way for a noobsif to get the files?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 10:32
by Wicca
no, there is no BR

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 11:34
by Soppa
Mahis wrote:Where people get the idea for 2 medics and 2 SAWs? If you cant manage with 1 each ur doing something wrong. IRL you only have one SAW and medic in the squad.
Its because nametag issue mainly. There is still a lot of friendly fire which will not happen so much on 64 servers. This is main reason for 2 medics in squad on this server and will remain until people learn to look map and identify own people from it before opening fire :)

Keep in mind that this 128 tweak has nothing to do with official releases of PR.
All tweaks are made by me just to keep gameplay more fun in this TEST server.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 12:02
by mockingbird0901
Yes, only one MG in the Norwegian army per squad

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 12:04
by Wicca
I think the next couple of days will have more admins and future events will come up soon.

Mockingbird add me on xfire: wiccasick


Anyone interested in adminning go here:

Login

AND SIGN UP TO HELP!

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 16:44
by Poi_Medic
ComradeHX wrote:It has tons of advantages.

The most noticeable being that you are NOT heard from a mile away.
Walking also gives you/squad the time to properly survey the area instead of speeding by on the road; you will be able to make sure that the area is safe so your team can move in with transport(oftenly poorly armored trucks) vehicles without worry. Walking is also the best way to approach an ambush(backed up by vehicles, of course) because vehicle gets one-shotted and the whole squad will die instantly.

But these days, who actually does recon anyway...

TBH I would love to send out a section to do some recon along the roads before sending out any vehicle convoy anywhere; but even in PR a lot of people just cannot wait.
Do mind I was playing in Qinling, map is notorious for not having a lot of cover and open area. Trying to flank a large distance on foot to get to the enemy's rear is fairly hard. Especially when it was the last Area of Operations to capture. Moving fast to a safe location then dismounting to move on foot is ideal. Especially for a map like the one I was playing on. The amount of asset we had was fairly limited, ie jeeps or trucks.
Mahis wrote:Where people get the idea for 2 medics and 2 SAWs? If you cant manage with 1 each ur doing something wrong. IRL you only have one SAW and medic in the squad.
gazzthompson wrote:Source ? british army has 2 SAWS per 8 man section IIRC:

British Army - The Infantry - Platoon Organisation - Armed Forces - a5a07
British Army - The Infantry - 5.56mm MINIMI Light Machine Gun - Armed Forces - a5a14.3

Im sure other nations have similar set-ups.
Mahis, Gazz pointed it out. I was merely pointing out that the power of 2 saws is better than 1. Having fire superiority in the battle field has a greater effect on fire and maneuver. 2 squads of 4 man team can have their own SAWS.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-08 16:50
by A-10Warthog
i believe my ping recently has just been fuckign terrible. i tried to join a server i ping at 12 usually and i kept pinging at 1000....

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 00:02
by KingKong.CCCP
To all the guys NOT playing on 116p server, everything you thought (bad) about it is wrong.
We had a round on Gaza (???) and it is totally playable. I discussed about it 2 weeks ago with couple of guys who said Gaza will never work, IDF will never reach the city. Guess what? IDF won.

We started with a FB 100m from the wall, at the beach. We built as many foxholes as possible, tow and 2 hmgs. At that point, enemy was suppressing us. Foxholes helped us to reach the wall. We crossed it with multiple ropes. It was really intense once we went over, and we pushed south to help building another FB on the wall to the south. Then we advanced slowly to the Tshaped to the E, stayed there till 3 APCs and 2 squads moved E to the next cashe (attached picture).

I know some guys will tell you it was "back to vanilla", but I really enjoyed it. I lead the way, with #Mouthpiece (I think), ended up with 7:0 k/d, holding a building close to their main.

Really good fight, pure urban infantry squad combat. Constant fire all the time, APCs in the streets, as soon as they move, we follow.

Did I say I liked it? Yes, enjoyed that round, a lot. :D

SECOND PIC:
Scene from Fools Road. Teams are doing good last week on 116 server. Check it out for yourselves (Pic2).

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 01:02
by Mouthpiece
Yes, It wasn't a bad round, I just didn't like medicating people without mics and without mumble. Everyone without a mic or mumble should be kicked, because they're the cause of all frustration (at least mine).

Anyway, the round clearly proved that Gaza can be played in 116 player server. APC's don't die all the time as in 64, because now there is enough infantry to cover them.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 02:11
by Predator.v2
Korenghal Valley round after Gaza/Fools Road was fun.
But that insane baserape (even with mortars and pkms) at map start was a definite nogo! (US lost around 100-150 tickets)

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 03:58
by A-10Warthog
Mouthpiece wrote:Yes, It wasn't a bad round, I just didn't like medicating people without mics and without mumble. Everyone without a mic or mumble should be kicked, because they're the cause of all frustration (at least mine).

Anyway, the round clearly proved that Gaza can be played in 116 player server. APC's don't die all the time as in 64, because now there is enough infantry to cover them.


without a mic sure. but without mumble hell no. i for the life of me cant get mumble working so i do not use it. i would be pissed if i couldnt play there because i cant use mumble...





MAN the server next map was muttruh but server population went down below 50 :( a full 116 muttruh would be EPIC!!!

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 08:25
by KingKong.CCCP
A-10Warthog wrote:i for the life of me cant get mumble working so i do not use it. i would be pissed if i couldnt play there because i cant use mumble...
Playing PR on Android? Sorry, couldn't stop myself.
I had no problem with mumble, and if I had, I would change soundcard/headset-mic/OS. I guess you tried it, I'm really sad it didn't work out for you.

What's your mumble problem?

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 11:57
by Jigsaw
A-10Warthog wrote:MAN the server next map was muttruh but server population went down below 50 :( a full 116 muttruh would be EPIC!!!
Take a look at this video :)



Or, this one:






Playing with this many people is absolutely awesome, no other words to describe it tbh. The intensity of it is just so much greater than normal vanilla PR because there is so much more going on, there's always another enemy coming towards you.

It does, I feel, need a little optimisation. I get a few periods of FPS slowdown where I certainly wouldn't on a normal round of PR, and obviously GPOs need tweaking a little etc but overall the experience takes PR to a whole new dimension; especially when you get everyone on mumble.

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 12:10
by Silly_Savage
Really wish there was a North American-based server available...

My ping is just too horrid to shoot reliably and/or accurately.

:(

Re: 128 player tests: Feedback and Observations

Posted: 2011-04-09 12:18
by Smegburt_funkledink
A-10Warthog wrote:without a mic sure. but without mumble hell no. i for the life of me cant get mumble working so i do not use it. i would be pissed if i couldnt play there because i cant use mumble...
As far as I can tell, you've not posted a support thread up stating your specs and problem with Mumble. All software has issues with someone, somewhere. You're just unlucky but have you really tried to fix the problem? If not, there would be nobody to be pissed at but yourself.

It is a fact that the best servers in PR are heavily populated by Mumble users but for now AFAIK, this 128 player server is purely for testing purposes so I wouldn't worry about Mumble too much.

Once/if PR gets a client side patch for 128 players you can be sure that there'll be at least 1 'Mumble' server still up where users are required or at least requested to be on Mumble but like now, you have the choice where you want to play.