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[R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 01:52
by dbzao
I'm trying out some server-side changes to see how it affects PR's gameplay.
- These changes are mine, not from the DEV team.
- These changes are not final or represent how PR is going to be played in the future.
- These changes are to see what happens.
Servers that will be running these tests
- TG - Tactical Gamer (CONFIRMED)
- PRTA - Project Reality Teamwork Alliance (CONFIRMED)
- CIA - Kokan and Napalm (CONFIRMED)
- CBPR - Comunidade Brasileira de PR (NOT CONFIRMED)
- RC - Reality China (NOT CONFIRMED)
Overall gameplay changes
- Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
- Heavy AT kits per team decreased from 2 to 1.
- Light AT kits per team increased from 3 to 5.
- TOW emplacements per team increased from 2 to 3.
- Insurgents can request the Officer kit at caches and hideouts.
- Players cannot use any enemy kit.
- UAV doesn't need to refuel and takes 15 seconds to relocate.
Insurgency changes
- Number of caches decreased from 7 to 4.
- Only one cache available at a time.
- Decreased coalition forces tickets by 30%.
- Intelligence points required to reveal a cache increased from 50 to 75.
- Intelligence points can go to -75 if coalition doesn't respect the ROE.
- Intelligence points can be gathered while fighting over the current objective.
- Intelligence points reset to 0 when a new cache is revealed.
Let's see how it goes, and we might try other things later on.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 02:38
by otom24
Thanks.
It is running smooth on the populated PRTA NA 01 server right now and will be installed on all other public PRTA servers tomorrow. Today The BlueFor team could not manage to destroy a cache in Ramiel because the defence was quite hard.
Is it possible to double the Area Attacks/JDAMs for the Insurgency mode? Like every 30 minutes or something like that. Maybe a shorter interval brings up more team-wide attacks headed by a JDAM.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 02:46
by 40mmrain
I like what I'm reading.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 02:46
by Alpha.s9
Yeah that round seemed like you guys were having a hard time getting into the cache area, but we did have a lot of coordination going on. Between the technical squad and the inf squads we locked it down pretty quick and anytime Blufor moved on us, all we had to do was mark them on the map and the mortar team was all over it.
Nice work on the INS team that round for sure.
I want to see a few more rounds before I make any judgements but it did consolidate the insurgents and there was a lot of teamwork going on. We had some fun firefights, but it seemed we always had overwhelming numbers.
I'll post back once I see some more action on INS maps.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 08:04
by SGT.Ice
'[R-DEV wrote:dbzao;1759451']
[*]Light AT kits per team increased from 3 to 5.
Shouldn't that be 2 to 5?
Minus not being able to pick up any enemy kit the list does indeed look interesting, constant UAV should be a game changer.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 08:39
by =UN=Q
cache number would just be fine!
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 09:33
by Daniel
niiiiiice changes!
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 09:39
by Zrix
I'm really liking the sound of these changes.
Few questions though;
Players cannot use any enemy kit.
Has the blackout-time been tweaked anything? As it is, there is enough time to use enemy HATs and other kits to kill stuff before having to drop them.
Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
How does the overrun mechanic work? Is it enough if 1 guy in a chopper flies over it, or is there a minimum # or people/time to trigger it?
TOW emplacements per team increased from 2 to 3.
Could there be a short timer before you can build a new TOW after the previous one got destroyed? Sometimes when you're in armor fighting infantry with a FB and TOW, it's like whac-a-mole because they can just build a new one 20m to the side.
Intelligence points can go to -75 if coalition doesn't respect the ROE.
Would it be possible to reduce the intel-punishment for mortars vs civvies? Right now the whole "lets rush 10 civvies into the mortar fire"-tactic is just plain silly. But annoyingly effective.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 09:49
by Ron-Schultz
Thx for decreasing the amount of hat kits. I dont like these lonewolf AA kits.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 10:17
by Psyrus
Zrix wrote:Would it be possible to reduce the intel-punishment for mortars vs civvies? Right now the whole "lets rush 10 civvies into the mortar fire"-tactic is just plain silly. But annoyingly effective.
It's annoyingly effective at stopping indiscriminate mortar fire which imo ruins insurgency usually. If people use mortars in small bursts (2-3 rounds, on specific targets), there's no chance to organize a bunch of collaborators to run in there, so it's a non issue imo except for people who just want to level an area and then stroll in with no resistance.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 11:59
by Kain888
Love that you can't use enemy kits change.

Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 12:55
by Spush
Ah was wondering why I couldn't use the enemy's kits, on TG yesterday. Figured it was a bug with PR:V.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 13:38
by WeeD-KilleR
May add a second cache which only spawns when enough IP is collected after the 1st one got known which directly spawns known. I hope you can understand that. Since sometimes it's really hard to get a cache if the whole enemy team is around it.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 22:40
by maarit
i kind of like rally point change it brings some new(old) elements to the squad gaming.
...But its just in some cases ruins the medic's job.
why would you try to revive your buddy cos you have rally behind the corner?
if its possible....
https://www.realitymod.com/forum/f18-pr ... tpost.html
If you are wounded and revived you may spawn at an FOB/RP but there will no longer be any actual revives as they are now.
If you give up or are insta-killed then you may only spawn at your main base.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-14 23:37
by ytman
There was a bug in one of the trials that had the rally unable to be replaced if it was currently up. I really liked that tied with the current ruleset. It tied down my squad to that rally despite us being able to maneuver all over the place. Once we respawned after a seriously failed attempt I could just knife the point and set a new one. In a way it made me double think about the rally point because, for at most fifteen minutes and at least ten, I'd not be able to put a new one down.
Against the idea that it discourages medicing? In fact it certainly still encourages it. I'd rather be revived, and wait 299 seconds for that revive, than give up if possible. Death adds up and if you keep spawning off of a rally and keep dying you are seriously hurting your team.
Since you can not pick up enemy kits at all... I'll be running more L-ATs, as of now that is the main reason I don't run a L-AT.
Does the Rally Rule affect the Commander Rally?
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-15 03:35
by 40mmrain
Psyrus wrote:It's annoyingly effective at stopping indiscriminate mortar fire which imo ruins insurgency usually. If people use mortars in small bursts (2-3 rounds, on specific targets), there's no chance to organize a bunch of collaborators to run in there, so it's a non issue imo except for people who just want to level an area and then stroll in with no resistance.
agreed. BLUFOR shouldnt be allowed to simply bombard various compounds, that in real life would be civilian populated without any intelligence on them.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-15 07:15
by Tommygun
Can one get patches or ammo from enemy kits or can u not even pick them up any more?
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-15 08:26
by Lange
'[R-DEV wrote:dbzao;1759451']
My personal feedback on the changes playing on TG today and from i've felt from dedicated PR playing over time:
- Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
Really dislike this change because I feel it goes back to what what previously in PR before the rally change to 1 min and its like starting all over again. I dislike this because people are much more prone to just spawning in a lot more and rushing headlong into battle without being encouraged to be more careful and strategize with their soldiers lif . Why care about that when you can just spawn close to the enemy and waste as many lives as you want? I thought using the rally just to temporarily spawn your squad mates in and not as a fixed spawn was a much better idea. I feel like its going back to what the dev's wanted to change in the first place so why revert back to that im somewhat shocked by this idea?I personally noticed this today a lot as well in the squad i was playing in. Half the time when squad-mates would die and get separated because of the ease of the RP my sl wouldn't even want the medic to even bother just when moving around the map would be like "ok your down ill just set you a rally". Really made the medic less effective and no one cared about dying very much because of that "extra convenient rally".
- Heavy AT kits per team decreased from 2 to 1.[/B]
Really agree with this one yes, armor will be harder to kill overall as far as squadplay and with a mobile kit goes but will discourage taking the kit to lonewolf or whatever as the team will tend to notice how that kit is used and be pressuring the guy with it to be using it right so this seems to bring more focus.
- Light AT kits per team increased from 3 to 5.
Good way to compensate for the HAT change and probably a bit more realistic than previously. Better for more squad focused AT roles rather than the HAT which often is just carried because a player thinks because its a "special kit" they should have it despite the reason and the LAT doesn't encourage this mindless thinking as much.
- TOW emplacements per team increased from 2 to 3.
Another adjustment it would seem for lowering the hat that is a plus and TOW's encourage teamwork to build and man and you can't lone wolf or "ninja" them like a HAT.
- Insurgents can request the Officer kit at caches and hideouts.
Nice change for convenience, much like requesting kits off a crate for anything else.
- Players cannot use any enemy kit.
Ever since the change to not use MOST enemy kits in v.95 I am a voucher for this change to be implemented eventually but many may not. I saw possibly a change to make it so only basic rifleman kits be used and then implement this a patch after. Just to make it a more gradual change to the community as it will take a lot of getting used to and warming up to.
- UAV doesn't need to refuel and takes 15 seconds to relocate.
Sounds like just a plus to the commander not much to say about it.
Insurgency changes
- Number of caches decreased from 7 to 4.
It would take a lot of explanation here but a good reference and also my opinion because I agree would be Webcoles suggestion about insurgency in the suggestion forum. I agree something needs to be done to have more focus, and make things harder for blu for.
- Only one cache available at a time.
Could cause a big clusterf* and make it reversibly much harder for blu for but worth trying. As of now the gameplay is lopsided towards blu for because of how easy it is to find and get caches.
- Decreased coalition forces tickets by 30%.
Big reason for unbalance in insurgency in my opinion and desperately needed done.
- Intelligence points required to reveal a cache increased from 50 to 75.
Also a good change it would seem makes blu for have to work in different ways to get caches.
- Intelligence points can go to -75 if coalition doesn't respect the ROE.
Way too much civi shooting in gameplay ATM and disregard for civilians this might help that.
- Intelligence points can be gathered while fighting over the current objective.
Good, rewards working towards the caches
- Intelligence points reset to 0 when a new cache is revealed.
Liked for same reasons as above.
Really pleased these tests are going on because I personally have felt like changes have been needed in certain aspects and its good the dev's care about it and recognize this and are trying to do something about it. Hope my opinions help and would be interested in what you all think.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-15 08:32
by Jafar Ironclad
UAV change really keeps overaggressive teams honest; if they throw too many troops at a flag, enemy CO just sends the UAV to the enemy defensive flag, identifies minimal defenders, and airdrops infantry to cap it behind the enemy attack.
I have further comments on this, but will save for conclusion of test.
Re: [R-DEV]dbzao's Public Gameplay Test #3
Posted: 2012-04-15 10:51
by Arnoldio
I like the UAV relocation 15 seconds! Keep it between 15-30. Also, since those things can be in the air for several hours, refueling is not needed. Epic change.
Mixed feeling about not picking up enemy kits. Can see both good and kinda bad things, and i am tipping towards approving. Will have to test though.