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Re: [Gameplay] Logistics
Posted: 2009-01-02 01:08
by Jaymz
SuperTimo wrote:All this stuff still looks like making everything perfect for infantry combat, at the expense of vehicles, don't get me wrong i enjoy infantry (mestia is one of my fave maps) but it seems every patch nerfs the vehicles and then removes them.
SuperTimo wrote: I agree that apcs should be used as troop transport? but why only a BTR-60? we already have the BTR-90 and the BMP-3 that the Russians can use, so why give them an out of date APC with only a 14mm mg? The russians are one of the most powerful factions in the world why would they only use APCs with MGs?
You clearly didn't see the Russian News post.
"Next up is the BTR-60 APC, which houses a powerful 14.5mm cannon. Thanks to EoD & [R-CON]Mescaldrav for the model, which [R-DEV]Chuc textured. [R-DEV]Undies is busy creating a BTR-80 which is a more realistic APC for the Russian Forces. Once completed, the BTR-80 will replace the BRT-60 in a later Project Reality release."
On top of this, our Russian Military Advisor (Nosferatu) informed us that in conflicts such as the ones we are portraying (Russia vs a small Militia), it is
very typical for Russia to send older equipment (hence why in all the pictures we've seen of the recent Georgian conflict, all the Ruski troops are using AKM's instead of AK74M's, T72's instead of T90's etcetcetc)
This always tends to happen when a vastly superior force assaults another. This Generation Kill quote sums it up nicely,
"Why would you send a 5 million dollar tank when you can send a piece of **** humvee"
SuperTimo wrote:i asume this means that the militia is also losing its tanks.
Bullshit.
SuperTimo wrote:ive heard somewhere that in the future there will be no cannons at all on apcs. realistic my backside.
Again, bullshit.
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:19
by SuperTimo
well i stand corrected then, i will sample 0.85 then pass judgement, however, i dont think its coincidence that my clan (which has been playing PR since the evry early days .2 i think) has had all its older vets stop playing PR because they dont like the direction its going in, and it seems that quite a few of us are considering .85 to be the last judge of PR as to wether we stay or go.
Player intake is up for PR, but it seems player retention is poor.
Please don't take me the wrong way, the devs are fantastic at creating new maps, kits, vehicles and what have you and i respect them enormously for the previous releases of this free mod. i just don't want to see PR crash and burn for me and my friends or anyone else that plays PR.
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:27
by ReaperMAC
Very cool.... though the repair crates need some work

Re: [Gameplay] Logistics
Posted: 2009-01-02 01:30
by McBumLuv
I know there will always be this nitpicking about every this that and the other with News updates and Dev Journals, but you've gotta remember we really can't judge that far. Each pr release is thought of on a global scale, else it wouldn't coincide and would turn into **** gameplay with perhaps cool models and such. I've only experienced pr from 0.75 to 0.8, but I can tell you the transfer from BF 2 to pr is always amazing (I had tampered in it early 0.75, but then had to reformat, over which time I was back to bf 2 not liking the ~hour downloads). The main reason I think it's been such a great experience is because everything is worked on so that gameplay moves smoothly. We'll never know how 0.85 is until we play it, and our knowledge of its overall experience is only blurred by these posts, as we can only infer so much, and we'll never get the entire picture unless we see a complete changelog/play the game.
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:33
by Blakeman
With all the new stuff it will be a major change for PR but I think a good one. I am still seeing full numbers on at night here and it is going strong. Some folks don't like certain changes, some folks do, 'thems tha brakes'.
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:48
by sentinel
Interesting stuff... I can see myself driving a supply truck already. Moving support to the frontlines..
But when a apc/tank gets tracked/stuck in a diffucult spot it will need a major rescue operation to get it back, not just a stealthy engy with a wrench. People will resort in destroing own tracked armored units and wait for the respawn...
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:51
by single.shot (nor)
i came all over the supplycrates
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:59
by space
None of us know how it will work out till we try it, but I must admit, my heart dropped when I read this.
To encourage APC's to be used as transport is a great intention, but rather optimistic I feel.
On a map like sunset city atm, where there isnt enough trucks, people rarely go back to pick up their team mates. Swap the truck for an APC with a gun that can f**jk up the enemy, and theyre even less likely to go back and pick them up.
The problem is that a sq of six will all be passengers now relying on the goodwill of the "apc sq" If youre an apc driver it will be pretty boring going backwards and forwards. If youre the gunner, then considering the drops will not be in hot zones, I cant see what they will do?
Alternatively, each sq will try and get their own personal APC which will be to the detriment of the other squads that cant get one, and the sqs which do get one, will be left with only 4 men on foot.
The only way it could work imo is if theres enough apc's for every sq, which will totally change the gameplay, and as mentioned, lessen the number of infantry, and possibly encourage one manning again.
Secondly as someone else has mentioned, the engineer seems to be redundant now. Even more so, now that it looks like mines can now be destroyed by nades. I hope they are given something to make them relevent to the game.
On a more positive note, I like the idea of the resupply depots, and I like the idea of support trucks - in fact all the other changes really - I just have serious misgivings about all the transport trucks being removed.
Re: [Gameplay] Logistics
Posted: 2009-01-02 01:59
by elemanoel
EXCELENT CHANGES GUYS!!!!
Congratulations ... every time you guys make a new version is another impulse to hit on teamplay!
like CHE sayd... TEAMPLAY o MUERTE!!!
was it?
=Romagnolo= wrote:One last thing (I hope Emanoel sees it)
Brasil >>>> Argentina.
oh!!!!
ejem...EXCLUSIVE INTERVIEW...
ill better keep sayuing that brasil is better... i wont see db upsed about this

Re: [Gameplay] Logistics
Posted: 2009-01-02 02:01
by Blakeman
sentinel wrote:Interesting stuff... I can see myself driving a supply truck already. Moving support to the frontlines..
But when a apc/tank gets tracked/stuck in a diffucult spot it will need a major rescue operation to get it back, not just a stealthy engy with a wrench. People will resort in destroing own tracked armored units and wait for the respawn...
I'm guessing the supply trucks repair crate could help, but you might be putting the supply truck in harms way. Guess you will have to clear an area to fix something like real life now.
Question though: Do jeeps still spawn off of FOBs in all maps and is it just the static spawn main jeeps that are gone? What about special jeeps like the tow jeeps in qwai or are those covered by something else now?
It's like McDonald's, I'm lovin it.
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:03
by Wheeter
spacemanc wrote:
On a map like sunset city atm, where there isnt enough trucks, people rarely go back to pick up their team mates. Swap the truck for an APC with a gun that can f**jk up the enemy, and theyre even less likely to go back and pick them up.
In the interview he says that "Light APCs" with 50 cals will be used for transport so that might solve this problem

Re: [Gameplay] Logistics
Posted: 2009-01-02 02:09
by bloodthirsty_viking
i think the reason peaple leave this is becuase its becomming more complicated, therefor more teamwork oreantaded/.
i think that with this, the tank squads, will not need the support squads, whitch will come to repair tank squads, while apc squads escort the reapair squads to the tank squads so the repair tanks dont go cabom....
and if i sad repair tanks, i really mean repair trucks=P
i dont feel like fixing it now!!
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:12
by space
Wheeter wrote:In the interview he says that "Light APCs" with 50 cals will be used for transport so that might solve this problem
That does change my opinion a bit - I didn't listen to the interview as I didn't fancy trying to decipher the Spanish questions.

Still - its a pretty boring job for the APC gunner, and I could see them getting one manned, but tbh I wouldnt worry to much about that if theyre being used as transport (each player is 3% of team, and Id see a transport gunner as a bit of a waste) How about if the gunner doesnt need a crewman kit and doesnt need to be on the same team, so that the squad being transported can use the gun?
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:13
by HughJass
very intresting, i hope i will be able to play .85 to try these out.
just a question, how about rallies? i didn't find anything on whether you can request from rallies.
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:14
by SuperTimo
complication doesnt create team work. complication creates frustration. Forcing teamwork doesnt work. no one lazes for aircraft because its; complicated, usually doesnt work and is forced. I felt there was more team work when people could call in air support and expect it to work (.6)
why would people waste an apc trying to repair one when they can go out and shoot stuff?
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:14
by Chuc
Think about it this way.. light transport APCs used in a majority of maps are the toughest thing there is when it comes to armour. A 50cal machine gun is all they would need to deal with virtually everything, such as jeeps, other APCs or fixed fighting positions.
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:15
by M_Striker
spacemanc wrote:That does change my opinion a bit - I didn't listen to the interview as I didn't fancy trying to decipher the Spanish questions.

Still - its a pretty boring job for the APC gunner, and I could see them getting one manned, but tbh I wouldnt worry to much about that if theyre being used as transport (each player is 3% of team, and Id see a transport gunner as a bit of a waste) How about if the gunner doesnt need a crewman kit and doesnt need to be on the same team, so that the squad being transported can use the gun?
Yeah one manning could become a problem here.
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:20
by SuperTimo
grr lousy lack of edit. the above was an example of forced teamwork which doesnt work with pubbers. people want to come on and have fun, not come on a drive for a while repatidly. if i wanted to drive something id hop on my motorbike. sure some people enjoy that kind of thing in game and fair play to them. but forcing it on the rest is not a good thing.
all the ideas sound great on paper but dont work in practice. i think the dev's get their definition of pubbers from Tactical gamer, not a normal server (TG is different as its a large team work based clan/gaming group which means mosts sqds have competent communicating SLs)
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:23
by Alex6714
The thing I fear is that all we will be left with is infantry and a few 50 cal APCs.
I don“t see how changing the apcs this way will affect anything on public servers, I can see people soloing and using them to run people over now. But I guess we have to just find out....
Re: [Gameplay] Logistics
Posted: 2009-01-02 02:25
by space
I agree with timo on that one - Im not in a clan - I only play on public servers. Ive often typed out the question to my team "FFS - what does APC stand for!!!!" as Ive been stranded etc, so as I said its a good intention to encourage their greater use. Teamwork isnt always there on public servers and even if it is, asking two strangers to drive across Kashan for 8mins to pick you up, and then drive back again, is a big ask in gaming terms.