Nerfed Questions.

General discussion of the Project Reality: BF2 modification.
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Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Nerfed Questions.

Post by Tommygun »

Hello. Maybe I missed it but ...

1) Why was the mine concealment nerfed, ie the burried look of them? They were always pretty visible (except to friendlys) but now they stand out like a turd on a white pile carpet.

2)Commander UAV fuel nerf? I seemed to get my UAV to one end of the map and I almost immediately had to return to refuel. MIght this be revisited/adjusted in future.

3)Zoom on field artilery. Will that ever come back?


Let me go check release notes again...

Just checked changelog..guess its all there...dont like changes to 1 & 2! The Engineer is a pretty nerfed kit already, give him a chance, maybe 2 mines as recompense :)
Last edited by Tommygun on 2024-07-16 08:36, edited 2 times in total.
Reason: missed the word 'like'...
Smol Shrum
Posts: 55
Joined: 2019-03-11 01:01

Re: Nerfed Questions.

Post by Smol Shrum »

Yeah, mines look stupid now. On the other hand, if there was an ability for an engineer to burrow the mine...

Also, would be nice to implement a feature so you can not stand up while placing mine (just like when reloading PTRS).


And yeah, after all those nerfs engi kit could get his second mine back.
Tommygun
Posts: 325
Joined: 2011-03-16 08:08

Re: Nerfed Questions.

Post by Tommygun »

Just a quick bump as I was still wondering about my question 1 re mine visibility? Was there some technical reason for the change or just 'reasons'.
ArronJEdie
Posts: 1
Joined: 2025-07-31 03:53

Re: Nerfed Questions.

Post by ArronJEdie »

Tommygun wrote: 2024-07-14 09:56 Hello. Maybe I missed it but ...

1) Why was the mine concealment nerfed, ie the burried look of them? They were always pretty visible (except to friendlys) but now they stand out like a turd on a white pile carpet.

2)Commander UAV fuel nerf? I seemed to get my UAV to one end of the map and I almost immediately had to return to refuel. MIght this be revisited/adjusted in future.

3)Zoom on field artilery. Will that ever come back?


Let me go check release notes again...

Just checked changelog..guess its all there...dont like changes to 1 & 2! The Engineer is a pretty nerfed kit already, give him a chance, maybe 2 mines as recompense solitaired :)
It's fantastic to see players collaborating to improve the gameplay and make it even more enjoyable for everyone!
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Nerfed Questions.

Post by Grump/Gump.45 »

Read the changelogs, use CTRL + F to use keywords. Yes changes were made to all of those, the most damaging being the UAV, but I have solutions. Mines you need to find a way to camouflage.

Solution for the UAV, which is part of another benefit to this COMBINED ARMS MASTER PLAN of maximum fire power whole team defense. Full view distance suppression, spotting and control strategy.

The UAV doesn't have to travel the whole map if we all agree to use everything we can build to defend the last flag from the start of the round with armor joining when it spawns.

Using the close to main head start, 10 minute first flag rule and many other advantages this provides, our armor comes out first to help TOW and many other teamwork simple tactics involving AA as decoy assist, suppression, rocket artillery when not being sky line scanners for alarms through view distance once choppers are down.

10 minutes or less of waiting for the enemy, suppress view distance, cover and suppression the directions they can come until they come when ready built.

All FOB and armor assets in view of each other, emplacments spread evenly in a line within the FOB build radius of 200 meters from center, allowing up to multiple 400 meter wide FOBs using the last flag as bait with armor expanding upon this defense in view responding to enemy attack directions, from the start of the round.

3 FOBs dropped within view of last flag and each other, 1 squad per super FOB, done within 1 minute with 2 guys, rest follow squad leader as he runs emplacement line, 1 man digs each thing, 1 minute per emplacement that gets done all at the same time.

3 minutes into the round, TOW/AA/HMG ammo running and loading begins, APCs pull security. When prepared, suppress and scan view distance for anything suspicous until enemy tracers, gun shots or in view. Dominate their minds through the view distance.

Once they lost their armor and assets to this out numbering them, its a COAX, missile and machine gun storm on the view distance, camouflage and any cover the enemy may be hiding or moving behind out of fear.

From the start of the round on certain maps with favorable last flag terrain, you will have 3 super FOBs surrounding the last flag with a 10 minute head start to build everything. You only defend the last flag with maximum FOB and armor assets surrounding the last flag.

Its a 10 minute kill zone preparation that will troll the enemy, why your whole team hasn't shown up to any other flag, their armor will find 3 TOW, 3 AA, 6 HMG and your first spawned APCs with logi repair stations, plus 1x HAT, a few LATs, all defending each other with the last flag as bait for 3 mutually supporting super FOB.

Kashan STD layer Southern Outpost US Army Flag for example, 4x Abram tanks, 3x Bradley IFV, 2x stryker APC, CAS 1x A-10, 1x F-16, 1x Kiowa, 1x AA vehicle, emplacements 3 TOW, 3 AA, 6 HMG, 30 foxholes, 2 mortars.

All defensive in their own spot, in view of each other mutually defending with assets dancing around them divide enemy fire and attention choices, plus maximizing defensive firepower that the enemy can't even peek a head out to look at.

Maximized defense and enemy simulated PTSD. Any map with flat terrain over a last flag close to your main DOD for quick supply and repairs.

The UAV doesn't have to travel the whole map with this defensive team strategy, neither does trans or any of your other vehicle assets to kill, but the enemy does to RTB, the enemy does to UAV surveil, the enemy has to cross to attack, no burning chopper will survive if it doesn't die to 3 AA. Give them these problems.

1 squad per super FOB in view of each other, 400 meters apart on keypad grid lines. 6 HMG/3 TOW/3AA 30 foxholes between 3 super FOBs. Squad leader runs emplacements in a line 100 meters forward of the FOB left to right 300-400 meter wide line of emplacements per super FOB

1 area attack per super FOB and if done to its fullest spread perimeter, in the open, it will only partially damage the super FOB emplacements and not the FOB spawn at all. With other factors like how well enemy placed it, general area or binocular switch radio with SL marker direct on it

1 emplacement damaged per mortar spread formation on the grid line, mortar markers tend to target center of grids and not the map lines.

1 man digs each emplacement, 1 shovel per FOB emplacement, without helping each other to get everything dug and done at the same time, not one at a time. When done digging its ammo to emplacements and load, then man them scanning. Time management.

1 man per emplacement, TOW and mortars get 1 ammo runner each. Crates to TOW/AA/HMG/Mortars spread along the line, maximum of 6 crates to mortars because after a certain amount of crates it destroys the first ones dropped which maybe TOW.

This gives a total of 1200 meters worth of super FOB for 4 Abram tanks, 3 Bradley IFV, 2 Stryker APC, 1 AA vehicle, 3 TOW/ 3 AA / 6 HMG. 1x HAT kit, 2x AA kits, 3 MG kits, 3 Marksmen, 4 AR kits, 4x LAT kits.

13 total thermals with the UAV, 3 TOW, 3 Bradley, 4 Abrams tanks, 2 Stryker APC

After every vehicle asset is manned and every HMG/TOW/AA is manned including TOW loaders. That leaves 14 kit slots open if the HAT kit guy isn't sitting on a TOW, or a machine gunner/AR isn't sitting on a HMG/TOW/AA.

Manage things like that to maximize firepower, AR/MG/HAT/LAT/AA/Marksmen/Snipers/SL kits ARE NOT SUPPOSED to man FOB assets, rifleman only on assets to maintain maximum fire output from all available weapon platforms.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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