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Re: Are PR rounds too long now?
Posted: 2010-02-11 12:32
by Epim3theus
Heskey wrote:I disagree with that Epim3theus. A soldier got wounded and had his wounds heal; thus the team did not lose a man (represented as a ticket).
I see your point, but in that light i would sooner say, a man got critically wounded and evacuated, a replacement was sent for him, costing one ticket, ic medic reviving. Healing wouldn't cost points (
Little bandage on the fleshwound and your good to go).
Getting critcally wounded, ecpecially at long ranges, has to little concequence imo, and makes long range inf firefights useless.
Keeping the squad together, as a healing point, or reviving and keeping the squad together is enough reward, i still think.
Respawning, as Joethepro said, would be to your own descression or your Sl's.
Re: Are PR rounds too long now?
Posted: 2010-02-11 12:34
by Mad-Mike
Yep too long for me, somtimes they are 3+ hours and I can not sit down playin pr that long, no way!
Re: Are PR rounds too long now?
Posted: 2010-02-11 13:06
by MadTommy
Wayyyyy too long.
But this is down to personal circumstances. i used to love long rounds... but now with a young baby and job that is too stressful i simply find rounds way too long. I rarely squad lead as i can rarely play for a whole round.
Re: Are PR rounds too long now?
Posted: 2010-02-11 13:10
by Outlawz7
[R-DEV]Rhino wrote:
I personally prefer longer rounds, it means you play less of the same maps too since your not for ever switching maps and seeing muttrah 3 times in the same night
Yes, but you don't see any other map either if the entire evening gets take over by two 4-hour rounds...I'm surprised at this thread, very long rounds/rounds that last the whole 4 hours have been here since 0.8 as far as I see it
Re: Are PR rounds too long now?
Posted: 2010-02-11 15:57
by Celestial1
I enjoy long rounds. Gives me enough time to get in good firefights.
Granted, in relation to RL, this is a lot of time to spend sitting at a computer... But it encourages setting out a good 'play' time, which will allow you to play interrupted and not play when you should be doing work. Pros and cons to the format, but I enjoy it this way and will make the accommodations to play as such.
Re: Are PR rounds too long now?
Posted: 2010-02-11 16:06
by snooggums
I like a game slow enough that I can get to know my fellow squadmates a bit, yet end in a reasonable amount of time to make working on objectives worthwhile. 2-3 hours on a large map and 1-2 hours on a smaller map are my preference.
Re: Are PR rounds too long now?
Posted: 2010-02-11 16:54
by Rudd
I love long rounds when I have more than an hour to kill, I love short rounds when I dont...
but its kind a per map thing imo.
would actually like the timer to be reduced by an hour or so rather than tickets.
Re: Are PR rounds too long now?
Posted: 2010-02-11 21:17
by Oskar
I agree with Rudd. I love long rounds, if the teamplay is good and we're having a good fight overall. If not, I'll just leave anyway. But you want those really good rounds to last long.
3 hours of non-stop playing is my limit though, a 3 h timer would be perfect. In my view, much more than that is on the verge of not being healthy.
Re: Are PR rounds too long now?
Posted: 2010-02-11 21:18
by Arnoldio
They are great, longer the round, more stamina it takes from each player, harder is to think clearly and battles can turn upside down because of that...
Re: Are PR rounds too long now?
Posted: 2010-02-11 21:34
by offmason
With all the walking that has become prevalent in PR, get used to long rounds. I'm surprised that each match is not a grueling 10 hour battle of walking fury!
Re: Are PR rounds too long now?
Posted: 2010-02-11 21:46
by BloodBane611
I love long rounds, but I've yet to see a pub match go beyond 2 hours or so. I wouldn't mind playing a single map for 4 hours, it's just extremely rare outside the PRT in my experience.
Re: Are PR rounds too long now?
Posted: 2010-02-11 23:39
by Jedimushroom
The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.
Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.
This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
Re: Are PR rounds too long now?
Posted: 2010-02-12 07:54
by Potilas
I have to agree with previous poster. 2 hour battle where your team has defended all flags, but loses is totally wrong. Simple solution: Give defending team 200 extra tickets, what they lose instantly when first flag is capped by attacking team. If defenders managed to cap all flags back they should recive same 200 ticket bonus. This rule would really make rounds more fair and will force attackers to do their job what is conquer the area. My second idea is force attacker to capture first flag in 1 hour or they lose automaticly after time is up.
Sorry if my post was too much suggestion like.
Re: Are PR rounds too long now?
Posted: 2010-02-12 08:03
by 503
Jedimushroom wrote:The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.
Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.
This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
That is precisely correct. I haven't played the new Asad Khal or Yamalia enough to get good sense of flag layout, but playing as the Chinese on Operation Barracuda is extremely boring. With 0 ticket bleed for the US, the only way for China to win is by racking up more kills than the USMC or hope the huey pilots are awful. Hell, a good tactic for the US is just making everyone stay on the carrier but send in the hydra hueys to randomly bombard the island. No one is going to do this of course, but the concept works.
Re: Are PR rounds too long now?
Posted: 2010-02-12 08:07
by Doom721
Jedimushroom wrote:The real problem lies in the attack-defend maps, namely that the attackers almost never have bleed. This can be seen on Asad Khal, Operation Barracuda and Yamalia to name but a few, and it utterly ruins gameplay.
Why, you ask? Because a defending team can hold their position for 2 and a half hours and STILL lose on tickets, which is just ridiculous. Every attacking force needs to have bleed, no matter how slight, before they cap their first flag. If the IDF aren't able to get mansion, they aren't going to get it, just end the map already and be done with it. Running the game on for hours longer than necessary is just going to piss people off.
This is probably my most annoying gripe about PR maps, it's been evident for ages, and it ruins otherwise perfectly good maps, see Kozelsk for one.
Agreed, like Beruit when the Russians are on the cargo ship and IDF controls all of the ground and theres an extremely SLOW ticket bleed... just end it.
PS: Jedimushroom all grown up now?

I haven't seen you since operation greasy mullet!
Re: Are PR rounds too long now?
Posted: 2010-02-12 09:27
by Jedimushroom
Haha, I remember greasy mullet, cruising around in a car desperately trying to avoid getting bombed or shot by tanks. That map was sweet.
How ya been man? Haven't seen you or Dryer in ages, is StrkTm running good still?
Re: Are PR rounds too long now?
Posted: 2010-02-12 13:48
by Pijama
To be honest it depends.
If you're in a good squad, then no, it's cool. [ by good I mean that you have a squad leader who's leading you, a medic, an AR and the rest who's needed for the map ]
But when you arrive, that every squad is locked and that you can't lead [like me, with my not so good english I can't lead... ] or when your squad blow up and you see that there is no more space for you. Yeah then it's too long... Because playing PR alone or in a squad with lone wolf member isn't funny.
My two cent
Re: Are PR rounds too long now?
Posted: 2010-02-12 13:59
by luizinhuu
I just wish there were small maps and 16p servers for quick encounter and quick lasting battles. A different dynamic.
So if you're out of much time, you can join a 16p infantry on a small map server.
But if you've got plenty, then just go to a 64 long lasting server.
Re: Are PR rounds too long now?
Posted: 2010-02-12 22:52
by soldier19919
IT GETS SO BORING after ur squad is dead and ur getting raped in main!
Re: Are PR rounds too long now?
Posted: 2010-02-12 22:54
by soldier19919
Potilas wrote:I have to agree with previous poster. 2 hour battle where your team has defended all flags, but loses is totally wrong. Simple solution: Give defending team 200 extra tickets, what they lose instantly when first flag is capped by attacking team. If defenders managed to cap all flags back they should recive same 200 ticket bonus. This rule would really make rounds more fair and will force attackers to do their job what is conquer the area. My second idea is force attacker to capture first flag in 1 hour or they lose automaticly after time is up.
Sorry if my post was too much suggestion like.
potilas no way dude that would suck. do u know how mutch 200 tickets is...