My .6 opinion...

General discussion of the Project Reality: BF2 modification.
WhatsUpD0c
Posts: 4
Joined: 2007-03-18 17:13

My .6 opinion...

Post by WhatsUpD0c »

I started playing PR at the .5 version. Everything about this mod is great except for onething and that is the timers...You have to wait this many seconds to be healed then almost the same amount of time to respawn. I play on a server that has a short timer. I spend more time waiting on the timers than I do playing because of the way this mod has the oneshot kills set up. Does your policy changed effect this?
Guerra
Posts: 365
Joined: 2007-02-15 17:19

Post by Guerra »

Sorry, but you're suppose to die easily. If anything, they are getting rid of those short spawn servers.

Its project reality. You have to play more conservatively. Don't rush into the middle of the flag with an APC or tank, don't just drive in with a full jeep and sure as hell don't land a chopper in the middle of a fight.

You have to take things slowly in this mod, or you'll be dead 2/3 of the game.

They aren't going to change one of their core tenets. Its not suppose to be a game for the masses. I'm sure they are thinking up new ways to get rid of the "kewl d00ds"
Leo
Posts: 2082
Joined: 2006-11-29 00:40

Post by Leo »

This is to stop rambo style gameplay. If you don't want to wait 30 seconds + then don't run into the middle of the street. This is one of the better gameplay changes of PR. The short-spawn servers are one of the things dragging this mod down and will probably be done away with in .6

I wouldn't hold my breath for shorter spawn times if I were you.

EDIT: Got beat to it.
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

If youre spending more time waiting than playing I have a few suggestions for you;

- get in a decent squad with a few medics. You will not only get healed much faster when you die (cutting down spawn times) but you will die much less due to the fact that you are moving with 5 other soldiers.

- slow down. the game isnt about kills, and it isnt about spawning and running like a chicken with its head cut off to the closest flag. Think about your actions, slow down and shoot when you need to.

the spawn times will not be changed, as guerra said, they are a core part of the game (which is why short spawn time servers are such a huge issue). If you cant adapt, then maybe this mod isnt for you. That being said, its not that hard to adapt.

A suggestion would be to stop playing on short spawn servers and try playing on a PROS server. If you are having trouble finding a good squad, you should either look on the minimap to see which squadleaders have a squad surrounding them, or which squads on the scoreboard have the highest scores. Most of the time that will be a squad playing with good teamwork, and you will have much more of an enjoyable experience. You may even find that (like alot of us) its worth waiting around for 30+ seconds when you die when youre in such a fine squad.
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Post by bosco_ »

When I started playing PR, I spent most of the time looking on the respawn timer, too.
Then I realised that my vBF2 style of playing didn't work in PR, and changed it too a slower one.
Now I'm rarely looking on the timer anymore ;) .
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Lothrian
Posts: 795
Joined: 2006-10-02 12:46

Post by Lothrian »

Yup ... as above.

Be slow
Be stealthy
Never look at the scoreboard because no one cares about the score
The number of kills you have is less than meaningless
The only way to play this mod is in a team ... with teamwork and communication
and most importantly ...

PR is a thinking mans game.

I have to make that point very clear. Cavemen last about 2 mins in a firefight, then the intelligent SL will have sneaked his squad behind the caveman with the m60 machine gun and knifed him in the back (silently, so as not to make their position known) and take the flag during the guys walk back to action (since they took out the closest spawn point as well).

TACTICS!
eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

I have to say I'm pleasantly surprised at all the responses, no flaming and mucho constructive criticism with tips. Not that this community wouldn't be like that :p
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zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

well kills matter a good bit...that takes their tickets down, good luck winning with no kills, you need to kill to take flags. Someone with 30 kills and 0 teamplay helped the team more than someone with 10 kills and 200 teamplay(unless of course they are in some vehicle role).
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

'[R-MOD wrote:eddie']I have to say I'm pleasantly surprised at all the responses, no flaming and mucho constructive criticism with tips. Not that this community wouldn't be like that :p

Hey, i figure we have no need to be a **** to him. hes not coming in here insulting anything, hes not going "PR SUX Y DO I HAVE TO WAIT." Better to be nice and helpful if hes being civil.
eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

Kills do help, but taking the objectives aka 'flags' will help you alot more ;)
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zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

Lots of killing means lots of people waiting to respawn, which makes it easier to take objectives, which is teamwork in itself, you get most the kills going for objectives anyways unless you're a sniper/vehicle then your kills will always be high. It also seems that taking objectives really doesn't help until you can get them to bleed, you could even lose faster by trying to take them while they are all defending, since its easier to defend than it is to attack, which means you drop tickets faster =[
causticbeat
Posts: 1070
Joined: 2006-07-27 06:02

Post by causticbeat »

And defending a flag and getting only 3 kills is infinitely more important then tard rushing whatever the next flag in the order is.

Because when youre not defending, and those 3 guys who you would have killed cap a flag and your whole team falls apart, all the kills in the world arent going to save you. Too often ive seen a whole game go to shit because one flag is lost.
zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

now i have only been playing since .5 came out but i think i've only seen 2 or 3 losses happen because of the flags, most of them is just getting plain outkilled, and i think every time the loss was from flags was on qwai river. I have never played a round where all flags got taken either, the few flag losses were caused from bleeding which has only happened 2-3 times i think few from qwai and one on mao. PLENTY of times the winning team has had the least amount of flags on the map throughout the game.
Last edited by zeroburrito on 2007-03-25 15:25, edited 1 time in total.
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

no sign of the orginal poster yet, looks like guys, you frightened him away! NICE ONE.......*shakes head, then smirks*
zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

lol well the thread kinda got off topic, so atleast he wasnt run off by being ********
Lothrian
Posts: 795
Joined: 2006-10-02 12:46

Post by Lothrian »

I disagree on killing being hugely important. Last night on TG, the US team were fantastic. Yes, we (China) died a lot, and we killed alot, but whoever the US commander was ... I want to be on his side next. It was on Qwai river. It seems looking back in retrospect, that he purposely created bait that tempted everyone. We took both fishing village and government offices, and gave us a fairly intense firefight keeping everyone busy - yet every time, he out thought us and we lost fishing village because we were to busy at Govt. Offices as it appeared 90% ofthe enemy team was there. Clearly it was about 15 people, not 25 with hindsight, allowing 3 squads the ability to move around without being hassled by the PLA.

The thing was, dieing would have been far quicker to get to fishing village again ... since crossing the river would take about 1 min, or flanking would ahve taken maybe 5 ... plenty of time for them to take it. We did have a defense at fishing ... but that was taken out instantly.

Tactics are extremely important.
zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

so you ended up losing by bleeding? or did they take all the flags? If none of that happened, you lost because you got outkilled. Most likely you lost from going from fishing village to govt over and over, if your team just stayed at one spot and racked up the kills, you would have won(wont happen in most pub games).
Last edited by zeroburrito on 2007-03-25 15:39, edited 1 time in total.
Lothrian
Posts: 795
Joined: 2006-10-02 12:46

Post by Lothrian »

We won (by 20 or so points) ... they got the respect. Lets face it, a victory lasts the loading screen to the next round, respect lasts a lot longer.
:)
WhatsUpD0c
Posts: 4
Joined: 2007-03-18 17:13

Post by WhatsUpD0c »

I understand it was intended to be longer spawns but this oneshot kills is rediculous whenever somebody is 100 yards away from you and they are not using a sniper rifle. Plus I dont rush a flag. To tell a server owner they cannot change the timer is wrong. It is their server running your mod and some respect should be given to the server owners at least. Your taking a chance of losing a few hundred that will leave to go play other mods. I dont care eitherway but it is nice sometimes to not wait and wait to spawn. Why have 2 timers, one to be med and the other to spawn. Make one timer by default..BTW some of these maps I have never seen teams whenever even when they play has a team...Just my opinion..There are only a coupld of maps like this but most of them are really hard which I do like.
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