Project Reality currently has 47 maps with hundreds of AAS and INS layers giving slight variations on maps, and employing slightly different gameplay styles.
Project Rebalance is an attempt to alternatively balance and fix issues in some Project Reality maps that we believe are unbalanced. Currently in PR we have situations where we have Super Hinds versus nothing but Warriors and Emplaced AA, LAV-25s armed with 25mm cannons versus BMP-2M's armed with a faster firing gun and ATGMs, and MK19 Strykers versus a ZSL-92 which is armed with an actual auto cannon and ATGMs. While many in the community don't care for assets in general, assets are a huge part of the game. There must be a sensible amount of balance, both symmetrically and asymmetrically.
Here are a list of maps + Layers for the pack.
Spoiler for \"Battle of Qinling\":
Spoiler for \"Burning Sands\":
Spoiler for \"Hades Peak\":
Spoiler for \"Kashan\":
Spoiler for \"Khamisiyah\":
Spoiler for \"Yamalia\":
Spoiler for \"Qwai River\":
My aim is to create a balanced battlefield that favours skill over asset performance. I will be keeping track off the outcomes of all the battles to see if any layers are one sided or heavily favouring a particular asset.
** note : Map will be 2km for AAS 16 not 4km **
AAS 16 600 Tickets
British Forces
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
MEC Forces
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 32 600 Tickets
British Forces
Air assets
- 1 x CH-47 "Chinook"
- 1 x Lynx
Armoured assets
- 1 x FV107 Scimitar (spawn at start, respawns 15 minutes)
- 2 x FV 510 Warrior (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
MEC Forces
Air assets
- 2 x MI-17 "cow"
Armoured assets
- 1 x BTR-60 (spawn at start, respawns 15 minutes)
- 2 x BTR-80 (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 64 600 Tickets
British Forces
Air assets
- 1 x CH-47 "Chinook"
- 1 x Lynx
Armoured assets
- 1 x FV4034 Challenger 2 "Challenger" (spawn at start, respawns 20 minutes)
- 1 x FV107 Scimitar (spawn at start, respawns 15 minutes)
- 2 x FV 510 Warrior (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
MEC Forces
Air assets
- 2 x MI-17 "cow"
Armoured assets
- 1 x T-72 (spawn at start, respawns 20 minutes)
- 1 x Scorpion (spawn at start, respawns 15 minutes)
- 2 x BTR-80 (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 128 600 Tickets
British Forces
Air assets
- 1 x CH-47 "Chinook"
- 1 x Lynx
- 1 x AH-64 Apache "longbow" (spawn at start, respawns 20 minutes)
Armoured assets
- 1 x FV4034 Challenger 2 "Challenger" (spawn at start, respawns 20 minutes)
- 1 x FV107 Scimitar (spawn at start, respawns 15 minutes)
- 2 x FV 510 Warrior (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
MEC Forces
Air assets
- 2 x MI-17 "cow"
- 1 x MI-28 "havoc" (spawn at start, respawns 20 minutes)
Armoured assets
- 1 x T-72 (spawn at start, respawns 20 minutes)
- 1 x Scorpion (spawn at start, respawns 15 minutes)
- 2 x BTR-80 (spawn at start, respawns 15 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Spoiler for \"Hades Peak\":
AAS 16
Dutch Forces Assets
Air assets
- 3 x NH-90 (spawn at start, 5 minute respawn)
Armoured assets
- 1 x Fennek (2 minute Spawn delay, 15 Minute respawn time)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Forces Assets
Air assets
- 3 x MI-8 Cow (spawn at start, 5 minute respawn)
Armoured assets
- 1 x BRDM armed (2 minute Spawn delay, 15 Minute respawn time)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 32
Dutch Forces Assets
Air assets
- 2 x NH-90 (spawn at start, 5 minute respawn)
Armoured assets
- 2 x Boxer (2 minute Spawn delay, 15 Minute respawn time)
- 1 x Fennek (2 minute Spawn delay, 15 Minute respawn time)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Forces Assets
Air assets
- 2 x MI-8 Cow (spawn at start, 5 minute respawn)
Armoured assets
- 2 x BTR 60 (2 minute Spawn delay, 15 Minute respawn time)
- 1 x BRDM armed (2 minute Spawn delay, 15 Minute respawn time)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 64
Dutch Forces Assets
Air assets
- 1 x Apache Longbow (spawn 20 minutes, respawns 20 minutes)
- 2 x NH-90 (spawn at start, 5 minute respawn)
Armoured assets
- 2 x Boxer (2 minute Spawn delay, 15 Minute respawn time)
- 1 x Fennek (2 minute Spawn delay, 15 Minute respawn time)
- 1 x Fennek AAV (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Forces Asset
Air assets
- 1 x MI-28 Havoc (spawn 20 minutes, respawns 20 minutes)
- 2 x MI-8 Cow (spawn at start, 5 minute respawn)
Armoured assets
- 2 x BTR 60 (2 minute Spawn delay, 15 Minute respawn time)
- 1 x BRDM armed (2 minute Spawn delay, 15 Minute respawn time)
- 1 x MLTB AAV Gopher (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 128
Dutch Forces Assets
Air assets
- 1 x Apache Longbow (spawn 20 minutes, respawns 20 minutes)
- 2 x NH-90 (spawn at start, 5 minute respawn)
Armoured assets
- 1 x Leopard 2a6 (spawn 20 minutes, respawns 20 minutes)
- 2 x Boxer (2 minute Spawn delay, 15 Minute respawn time)
- 1 x Fennek AAV (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Forces Assets
Air assets
- 1 x MI-28 Havoc (spawn 20 minutes, respawns 20 minutes)
- 2 x MI-8 Cow (spawn at start, 5 minute respawn)
Armoured assets
- 1 x T-90 (spawn 20 minutes, respawns 20 minutes)
- 2 x BTR 60 (2 minute Spawn delay, 15 Minute respawn time)
- 1 x MLTB AAV Gopher (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 16 600 Tickets
USMC
Air assets
- 1 x UH-60 "Blackhawk" (spawn at start, 5 minute respawn)
- 1 x CH-47 "Chinook" (spawn at start, 5 minute respawn)
Armoured assets
- 2 x M2A2 Bradley (spawn at 15, respawns 15 minutes)
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Armed Forces
Air assets
- 3 x MI-8 "Cow" (spawn at start, 5 minute respawn)
Armoured assets
- 2 x BMP 3 (spawn at 15, respawns 15 minutes)
(spawn at 15, respawns 15 minutes)
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
** Note : Central flag layouts only for this layer, Russian has the X4 Flag with a 2 minute rally point on it for this layer + crate to grab kits**
AAS 32 600 Tickets
Canadian Forces
Air assets
- 1 x CH-47 "Chinook"
Armoured assets
- 1 x Leopard 2a6 (spawn at start, 20 minute respawn)
- 1 x Leopard 2a6 (no respawn)
- 2 x Leopard 2a6 (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Armed Forces
Air assets
- 3 x MI-8 "Cow" (spawn at start, 5 minute respawn)
Armoured assets
- 2 x BMP3 (spawn at start, 20 minute respawn)
- 2 x T-90 (spawn 20 minutes, respawns 20 minutes)
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 64 600 Tickets
Canadian Forces
Air assets
- 2 x CH-146 "Griffon" (spawn at start, 5 minute respawn)
- 1 x CH-47 "Chinook" (spawn at start, 5 minute respawn)
Armoured assets
- 2 x Leopard 2a6
- 2 x LAV 3
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Armed Forces
Air assets
- 3 x MI-8 "Cow" (spawn at start, 5 minute respawn)
Armoured assets
- 2 x T-90
- 2 x BTR-80a
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 128 800 Tickets
Canadian Forces
Air assets
- 2 x CH-146 "Griffon" (spawn at start, 5 minute respawn)
- 1 x CH-47 "Chinook" (spawn at start, 5 minute respawn)
Armoured assets
- 3 x Leopard 2a6
- 2 x LAV 3
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
Russian Armed Forces
Air assets
- 3 x MI-8 "Cow" (spawn at start, 5 minute respawn)
Armoured assets
- 3 x T-90
- 2 x BMP 2
Light assets
- 4 x QUAD bikes
- 4 x Logistics trucks
- 4 x Transport trucks
AAS 16 550 Tickets
US Vietnam Army
Light assets
- 4 x Logistics trucks
- 4 x Transport trucks
Vietnam Forces
Light assets
- 4 x Ural Logistics trucks
- 4 x Ural Transport trucks
AAS 32 600 Tickets
USMC
Air assets
- 1 x UH1D Twin huey
Armoured assets
- 1 x LAV 25 (15 minute Spawn delay, 15 Minute respawn time)
Light assets
- 2 x Humvee (.50cal)
- 4 x Logistics trucks
- 4 x Transport trucks
Chinese Forces
Air assets
- 1 x Z9 Transport heli
Armoured assets
- 1 x WZ551 25mm (15 minute Spawn delay, 15 Minute respawn time)
Light assets
- 2 x FAV Norinco
- 4 x Ural Logistics trucks
- 4 x Ural Transport trucks
AAS 64 600 Tickets
US Army
Air assets
- 1 x UH-60 BlackHawk
Armoured assets
- 1 x M2A2 Bradley (15 minute Spawn delay, 15 Minute respawn time)
Light assets
- 2 x Humvee (.50cal)
- 4 x Logistics trucks
- 4 x Transport trucks
Chinese Forces
Air assets
- 1 x MI-17 Cow
Armoured assets
- 1 x Type 86 (15 minute Spawn delay, 15 Minute respawn time)
Light assets
- 2 x FAV Norinco
- 4 x Ural Logistics trucks
- 4 x Ural Transport trucks
Re: Project Rebalance
Posted: 2016-08-11 12:55
by Mineral
Cool stuff. From what I've heard you've put quite some time into this so nice to see some results. Respawn times and delays are just as important though. Don't see those? Also no changes to flag routes? Mostly interested in those personally.
Also without Rhino's permission, Qinling is off the table. That map isn't part of PR public versions anymore. You won't be allowed to publish that on a server without permission.
Looking forward to more. I always appreciate feedback where people give me actually suggestions to work with for future releases instead of 'this layer sucks'
edit: just saw your edited second post. good stuff.
Re: Project Rebalance
Posted: 2016-08-11 13:06
by FFG
[R-DEV]Mineral wrote:Cool stuff. From what I've heard you've put quite some time into this so nice to see some results. Respawn times and delays are just as important though. Don't see those? Also no changes to flag routes? Mostly interested in those personally.
In my second post theres the Text print out of all the assets, layers, etc. As far as flag layouts, We've attempted to fix some of the really one sided flag layouts, like Qwai for instance.
This is the flag layout that Rpoxo and myself came to after a couple hours of brainstorming. The only thing I don't like about Qwai for this is the fact its really really really hard to come up with unbias flag layouts for the map.
[R-DEV]Mineral wrote:Also without Rhino's permission, Qinling is off the table. That map isn't part of PR public versions anymore. You won't be allowed to publish that on a server without permission.
Im pretty sure that we have been given permission, As x-alt was the one who asked rhino. But if it turns out this isn't the fact, Im not here to be an ******* and will remove it from the pack.
[R-DEV]Mineral wrote:Looking forward to more. I always appreciate feedback where people give me actually suggestions to work with for future releases instead of 'this layer sucks'
Coming from Hockey and High level FPS play, I understand that complete. I feel theres no point in pointing out flaws without fixes.
Re: Project Rebalance
Posted: 2016-08-11 13:55
by Frontliner
One thing that I think you should do is to employ some more light assets for the infantry and alternative layouts. Stuff like VN3s, BRDMs, Panthers, CROWS HMMWV and similar offer some much needed variety for these kind of layouts, especially on big maps like Burning Sands. The same holds true for light CAS choppers(Hind, eg.). As a whole, they aren't too devastating, but against an ill-prepared opponent they work as intended without needing to bring out the big guns on either side in order to have a varied battlefield. I mean, take Shijia for example, Brits and Chinese get one Panther/VN3 each BUT they are under constant threat of being caught by one of the "big boys".
Why not make it 2 panthers/VN-3s, one APC each, a light CAS each and some armed jeeps?
Re: Project Rebalance
Posted: 2016-08-11 14:00
by CaptMiller
Hope Devs will never balance PR Factions , balance is the worst thing in military shooters, if one army in real life is the most strongest than why it should be weaker in game
Re: Project Rebalance
Posted: 2016-08-11 14:12
by FFG
Frontliner wrote:One thing that I think you should do is to employ some more light assets for the infantry and alternative layouts. Stuff like VN3s, BRDMs, Panthers, CROWS HMMWV and similar offer some much needed variety for these kind of layouts, especially on big maps like Burning Sands. The same holds true for light CAS choppers(Hind, eg.). As a whole, they aren't too devastating, but against an ill-prepared opponent they work as intended without needing to bring out the big guns on either side in order to have a varied battlefield. I mean, take Shijia for example, Brits and Chinese get one Panther/VN3 each BUT they are under constant threat of being caught by one of the "big boys".
Why not make it 2 panthers/VN-3s, one APC each, a light CAS each and some armed jeeps?
The idea of Rebalance is to try and balance Big assets, While I think the smaller "Unclaimable assets" are important, I don't use them enough to have a good opinion on them.
Re: Project Rebalance
Posted: 2016-08-11 14:18
by FFG
CaptMiller wrote:Hope Devs will never balance PR Factions , balance is the worst thing in military shooters, if one army in real life is the most strongest than why it should be weaker in game
I agree with this in a sense. But as per the maps and assets in the list, its based on similar assets being more equal to one another in situations. This allows for more skilled fair gameplay, over "i have atgm's so you die."
Re: Project Rebalance
Posted: 2016-08-11 14:22
by PatrickLA_CA
I think you should wait to see how the new armor changes will impact the game. And even in the current version of PR these proposed changes will make gameplay very symmetrical. While I agree that some maps require some little bit of balancing, I wouldn't like to see both teams having 90% of the same asset types.
For example, Burning Sands.
What you are proposing is to for both teams to have 1 tank each and 2 or 3 light APCs. I think the current version with the BMPs and Tank add some variety and options to use different tactics. Asymmetric balance is something that PR should keep IMO.
Re: Project Rebalance
Posted: 2016-08-11 14:29
by Frontliner
FFG wrote:The idea of Rebalance is to try and balance Big assets, While I think the smaller "Unclaimable assets" are important, I don't use them enough to have a good opinion on them.
That's why I suggested them to be used more They can only truly shine if they are not massively outmatched, eg. what's one panther worth if you have two challengers on your side of the field and the opposition has some MBTs of their own to match these? Not a whole lot and they usually end up being wasted or getting wasted by the enemy. But if these are the only potent assets of your team it becomes a whole different story and I would argue it's worth experimenting with low intense combat revolving around infantry and the aforementioned light assets.
Re: Project Rebalance
Posted: 2016-08-11 14:30
by FFG
PatrickLA_CA wrote:I think you should wait to see how the new armor changes will impact the game. And even in the current version of PR these proposed changes will make gameplay very symmetrical. While I agree that some maps require some little bit of balancing, I wouldn't like to see both teams having 90% of the same asset types.
For example, Burning Sands.
What you are proposing is to for both teams to have 1 tank each and 2 or 3 light APCs. I think the current version with the BMPs and Tank add some variety and options to use different tactics. Asymmetric balance is something that PR should keep IMO.
While yeah Asymmetric balance is good, Russia vs mill is by far one of my favourite clashes no matter the map. I think that maps like Khamisiyah should have a bit of skill based balance.
Don't get me wrong, The burning sands balance currently in PR i couldn't really find much fault with it. But i wanted to try balance the map based on squad asset claim. as well as the fact that when Challys die, Warriors stand no chance against the BMP's
Re: Project Rebalance
Posted: 2016-08-11 19:30
by X-Alt
[quote=""'[R-DEV"]Mineral;2140884']Cool stuff. From what I've heard you've put quite some time into this so nice to see some results. Respawn times and delays are just as important though. Don't see those? Also no changes to flag routes? Mostly interested in those personally.
Also without Rhino's permission, Qinling is off the table. That map isn't part of PR public versions anymore. You won't be allowed to publish that on a server without permission.
Looking forward to more. I always appreciate feedback where people give me actually suggestions to work with for future releases instead of 'this layer sucks'
edit: just saw your edited second post. good stuff.[/quote]
I believe I asked about a year ago when this was first put on the table and a year before that with Faldril. Going to make sure.
[quote="Frontliner""]That's why I suggested them to be used more They can only truly shine if they are not massively outmatched, eg. what's one panther worth if you have two challengers on your side of the field and the opposition has some MBTs of their own to match these? Not a whole lot and they usually end up being wasted or getting wasted by the enemy. But if these are the only potent assets of your team it becomes a whole different story and I would argue it's worth experimenting with low intense combat revolving around infantry and the aforementioned light assets.[/quote]
A Panther is worth alot when tanks are in the middle of the map brawling and you're picking up 99 kills on some clowns in a city.
Re: Project Rebalance
Posted: 2016-08-11 19:33
by X-Alt
..........
Re: Project Rebalance
Posted: 2016-08-11 20:35
by Gerfand
Well you should keep in mind the changes for 1.4, as 2 t-90, 2 BMP3 will not have the same power of 4 leos in the next patch
CaptMiller wrote:Hope Devs will never balance PR Factions , balance is the worst thing in military shooters, if one army in real life is the most strongest than why it should be weaker in game
Well Balance should not and doesn't need to be a perfect symmetrical, but it need to be something that is both fun and that one side can win against another... unlike charles point!
Re: Project Rebalance
Posted: 2016-08-12 03:31
by FFG
Gerfand wrote:Well you should keep in mind the changes for 1.4, as 2 t-90, 2 BMP3 will not have the same power of 4 leos in the next patch
Well Balance should not and doesn't need to be a perfect symmetrical, but it need to be something that is both fun and that one side can win against another... unlike charles point!
I am not a Dev, Tester, or anything of the like. I know there are armour changes but this is balanced for what I know is here. The aim is to finish the pack before 1.4 comes out later down the line.
Re: Project Rebalance
Posted: 2016-08-12 06:55
by sweedensniiperr
I mean I get it, the assets pretty much mirrored. But it's kinda cool when it's not completely mirrored. Not that I agree that some maps' balance are pretty wonky.
Re: Project Rebalance
Posted: 2016-08-12 10:16
by Mats391
FFG wrote:as well as the fact that when Challys die, Warriors stand no chance against the BMP's
The Warrior and Scimitar is not as helpless against BMP as you make it look like. I have seen them kill BMP lots of times on Burning Sands. They also outnumber the BMP 3 to 2 and have only half the respawn time. Then you also have better AT on British and not to forget the Stormer which even in current version is deadly for BMP.
I also dont agree with your decision to flat out add 4x Logistics to every map except Khami. Lets look at Qwai STD. You gave each side 4x Logistics and a big chopper with crate. With that you can build a super FOB on each bridge, set up mortars from start, rush across to build FOBs behind enemy lines and still have crates left over from the support trucks. This completely removes any form of decision making during the deployment as anyone can deploy to anywhere and build a FOB. With only 2x Logistics as it is now you have to decide between getting early FOBs or building early mortars and using a logi to rush across river has a way higher risk of losing the truck.
Re: Project Rebalance
Posted: 2016-08-12 10:40
by FFG
[R-DEV]Mats391 wrote:The Warrior and Scimitar is not as helpless against BMP as you make it look like. I have seen them kill BMP lots of times on Burning Sands. They also outnumber the BMP 3 to 2 and have only half the respawn time. Then you also have better AT on British and not to forget the Stormer which even in current version is deadly for BMP.
I based my judgement off of what I have seen playing the game, not off of what the devs have in mind for the assets. As i said earlier, I don't honestly see that big an issue with the balance on burning.
[R-DEV]Mats391 wrote:I also dont agree with your decision to flat out add 4x Logistics to every map except Khami. Lets look at Qwai STD. You gave each side 4x Logistics and a big chopper with crate. With that you can build a super FOB on each bridge, set up mortars from start, rush across to build FOBs behind enemy lines and still have crates left over from the support trucks. This completely removes any form of decision making during the deployment as anyone can deploy to anywhere and build a FOB. With only 2x Logistics as it is now you have to decide between getting early FOBs or building early mortars and using a logi to rush across river has a way higher risk of losing the truck.
Yeah, in hindsight its probably a bit to much for the maps that are less the 4km, but fuck it. I wanna see what happens.
Re: Project Rebalance
Posted: 2016-08-12 11:20
by Mats391
FFG wrote:I based my judgement off of what I have seen playing the game, not off of what the devs have in mind for the assets. As i said earlier, I don't honestly see that big an issue with the balance on burning.
Current Burning Sands already slightly favors British (52% to 48%) and your changes wont make it easier for the MEC. Especially on STD I doubt MEC will have lots of fun. The BTR sucks at fighting air targets even more than the Warrior due to low maximum elevation. The Apache gonna have lots of fun.
FFG wrote:
Yeah, in hindsight its probably a bit to much for the maps that are less the 4km, but fuck it. I wanna see what happens.
Even on 4km you have same issues as on 2km. Just put super FOBs everywhere and you still get lots of FOBs. And that does not even include chopper supplies which are even more common on 4km.
Re: Project Rebalance
Posted: 2016-08-12 12:09
by Noergaard
FFG wrote:In my second post theres the Text print out of all the assets, layers, etc. As far as flag layouts, We've attempted to fix some of the really one sided flag layouts, like Qwai for instance.
This is the flag layout that Rpoxo and myself came to after a couple hours of brainstorming. The only thing I don't like about Qwai for this is the fact its really really really hard to come up with unbias flag layouts for the map.
Im a bit off my regular turf here, commenting on map layouts. But since Qwai has a nice feel to it, it would be great to see some kind of revival of the map.
Did you consider using the northern end of the map? Kilo 1 and Delta 4 are some pretty cool but often unused areas. Also making the small stretch in Hotel 13 a cap area, could provide some interesting long range engagement from each side.
Its a small map, so if you spread the flags out in both south and norht, perhaps the fighting perhaps spread out and be more about holding strategic areas.
Either way, many thanks for the dedication to improving our most beloved game!