bazza_1964 wrote:@killonsight:
I've had the same experience. Sometimes you CAN'T squad up UNTIL you spawn in.
it happend if you had game crash, or you was switch to other team by autobalancing.
bazza_1964 wrote:@killonsight:
I've had the same experience. Sometimes you CAN'T squad up UNTIL you spawn in.
NahWicca wrote:We should work on improving the community then?
A massive part of the current problem really is a lack of respect in both directions between veterans and newbies. Yes they're new, yes you have the experience to beat them blindfolded on low settings, but I fail to see where that entitles you to abuse them. (You, again, as a generalization, myself included >_>)CallousDisregard wrote: Ask, don't tell and remember to say please and thank you, it seems like so little but IMHO it makes a huge difference.

Agreed. I'm just tired of Black Ops multiplayer.falcon153649 wrote:Well not all of us are in the military, some of us are just teenagers trying to get a sense of realistic warfare.....
falcon153649 wrote:Well not all of us are in the military, some of us are just teenagers trying to get a sense of realistic warfare.....
TheBobJeff wrote:Agreed. I'm just tired of Black Ops multiplayer.
You aren't getting a sense of realistic warfare from this game at all.CelticSon wrote:people who are looking for a military background should better look what is happening around ARMA. this game comes with an engine that was designed for military and attracts a lot of people with this background. i am a normal computer player who hates military and loves teamplay. comparing PR with tons of other multiplayers i can say, the difference is still awesome.
an advice for the pr team: just remove everything that has something to do with score. scores and achievements are the best way to ruin teamplay, this is a fact i got from my professional work - its not just a theory.
Whilst I agree with you on all points, there is no viable alternative. Nobody wants to medivac a soldier that took a single hit which would take upwards of half an hour.Truism wrote: When you can't double tap a man sized target at 10 meters while walking, you're starting to look at some pretty serious issues with realism. When you have a platoon sized group fighing over a battalion sized objective, and every battle a meeting engagement, you're starting to struggle with the realism aspect. When there is an ominous fog that restricts observation all around the world, you're starting to see some realism issues. When the closest thing devs can come up with to a medivac is a magical pen that brings people back to combat effectiveness after having their face caved in by a 7.62 purely to encourage squad cohesion, you're starting to see design preference impinging on realism to a huge degree. When for six months the best choice in a firefight is to spam grenades while being shot at, followed by six months where the weapon of choice is anti-armour weapons, followed by an indefinite period where the best bet for killing someone is to go full auto at point blank, you have to start to question the realism of the game. When a serious balance issue for a whole version is that infantry can't do anything to stop people in humvees doing doughnuts on top of them, a "realism" game has to take a cold, hard look at itself.
Deviation from shifting point of aim removed.dtacs wrote:Whilst I agree with you on all points, there is no viable alternative. Nobody wants to medivac a soldier that took a single hit which would take upwards of half an hour.
Do you propose any legit changes to the problems you listed above?
Have you made any real effort to make those things happen ?Truism wrote:Deviation from shifting point of aim removed.
Max deviation drastically reduced on all ARs, pistols, SMGs etc (greater variation between weapons here too - weapons with foregrips should have less for example).
Some kind of code implemented to stop jack-in-the-boxing with LMGs (which is a bigger problem than dolphin diving has been for a long time).
Support weapons retain large deviation penalties when not deployed correctly.
Point of aim penalties reduced on support weapons.
Mouse slowing increased on deployed LMGs, sniper rifles and deployed DMRs.
Recoil deviation reduced on LMGs proportionate to their weight and caliber.
Coax weapons deviation removed.
Ground vehicles now accelerate more slowly. Max speeds increased to compensate.
All fighting vehicles no longer respawn when destroyed. Transport and logistics vehicles do.
Damage radius on grenades increased again.
Suppression reworked so that larger caliber weapons suppress a wider area.
Suppression time increased.
Suppression is now cumulative. Shots falling in the range will add time to the effect. (hardcoded, could possibly be coded around).
Suppression triggers a camerabone animation to simulate flinching (hardcoded afaik, this is spitballing).
Suppression now drains sprint bar (final wishlist one that's hardcoded).
Medics now spawn with substantially more epipens.
Epipen animation much longer before firing.
Revives no longer revive the person, instead they stop you losing a ticket for the death and having your spawn time increase.
Spawn time increase for unrevived deaths from 2 second penalty to 5 second penalty.
Base spawn time 30 seconds for defending factions, 20 for attacking factions.
Most maps generally much smaller.
Fewer assets per map.
Fog all but removed.
Concept of map changed to a command map.
Symbols are replaced by NATO task graphics in accordance with publically accessible US FMs.
Enemy spotted symbols removed except for FoBs and a single generic enemy symbol.
No unit positions including your own are shown on map.
Maps replaced with topo maps in accordance with the ones someone made a while ago for a suggestion thread.
AAS scrapped as the staple game mode.
New game modes: Attack and Defence, Counter-Attack, Meeting Engagement.
AAD pits a defending team that can't recap points but has strong situational advantages.
CA is like the old CA, differs from AAD in that defenders get less of an advantage until the counterattack ticker drops and can start recapping.
ME is like current AAS.
Randomised spawns default ofc.
Intelligence system completely removed from INS.
Objective is now only 2 caches that are present all map, spawn parameters tightened for them.
Insurgents get spawns all over the city that can be destroyed (hopefully the Al Basrah bug won't rear it's head).
Huge nerf to the Sapper class.
ROE buff to the Civilian class.
Collaborator kept as a seperate class to civilians, gets a pistol.
***
If I wracked my brain really hard I'm sure I could think of more, these are just the ones that came to me. But yes, I put a lot of thought into where PR could stand to improve and how to do it over the years.
If any of the points don't make sense I'd be happy to explain the intended gameplay effect.