New player feedback and suggestions
Posted: 2007-10-30 00:54
I'd like to start out by saying this is a great mod. I was just about to uninstall BF2 but happened to come across this mod, which is the only version I play now. I have been running this mod for about 3 days now, and would like to give some feedback as well as a few suggestions.
As a former member of the US Army, I have had a bit of real life experience with military tactics, weapons, vehicles, etc. Although it's impossible to make any simulation exactly like the real thing, some have come close. OFP/VBS/ArmA is one example, but that program does have drawbacks. PR almost seems like they took some of the good features of ArmA and combined them with the good features of BF2. If I want the utmost realism available, I'll play ArmA. If I'm wanting realism at more of a "dumbed down" and casual level, this is the game to play.
The thing I hated most about playing BF2 was the lack of teamwork. The only time I really saw people squad up were those looking to pad stats or those in a clan. PR fixes that problem for the most part, although there are at times the lone wolf still around. I like the larger battles that involve tactics and planning. Maps that require skill and not just luck. Huge battles with various assets to manage and counter, and the excitement of not knowing where that enemy grunt is hiding. And those are now possible with this mod. That alone gives this mod a huge thumbs up.
I also really enjoy the added realism for vehicles, especially armor and APC's. A driver should drive, not shoot. Although the AA (Linebacker, etc) still have the driver acting as gunner, maybe that will be fixed in future versions. Aircraft are also done quite well, although I have not had a whole lot of practice with them yet. I rarely see people trying to solo with armor or APC's now.
There are many other good aspects of the game, most have been mentioned by others countless times. I would also like to list some of the bugs or issues that I have found as well. Some are just opinions of what I view as bad features or problematic issues.
First off, vehicles tend to become bouncy or jumpy. For some reason, most likely unstable models, they will sink into the grind at times. This happens most often when someone enters or exits the vehicle, such as a spawn-in. Other times it's just random, such as one side of a tank's tracks goes about a foot into the ground texture and starts to bounce.
Another vehicle problem is the sensitivity of the driver's view. The BRDM for example will span your view all over the place, likely to make you sick. Yet you can hop out and into a pickup truck and the sensitivity of the driver's view is just fine. Also the slew controls on some vehicle views is out of sinc, or lagged. The BRDM again comes into mind, I can nudge the mouse in gunner view and it doesn't rotate for another few fracctions of a second or more. This means you are always trying to correct for overlead. I'm not talking about zoomed-in views, I mean normal view (1X).
In armor, the sound for laoding a Sabot is the same for loading a HEAT round, always states "Sabot Up!". It should say "HEAT Up!" when a HE round is loaded. And is there any way to add the term "Last Sabot" when the last round is loaded in? Such as "Sabot Up! Last Sabot!" The rest of the sounds aren't too bad. I know this isn't a tank sim, but it's worth a shot.
You have a sniper and DM kit, but no spotter? I have seen a few other topics mentioning it, but none of them that I saw really stated much of a reply on what is being done about it. A spotter should be equipped with an M4/M203 combo, smoke and HE grenades, bino, and TLD or similar range finder. If you don't understand why the spotter should carry a GL, read up on US Army Scout/Sniper doctrines and you'll understand why it's important.
AA target acquisition range and Aircraft target acquisition range needs to be looked into. Way too many times have I seen a helo target and kill an opposing AA unit, simply because the helo could see/target/lock/fire/kill the AA before the AA even saw the helo or was able to get a target indicator. Both should have equal ranges, or else what is the point of the AA? That or someone in the helo was using an exploit for view distance, but I highly doubt that.
Remove the stupid target boxes located in some black smoke clouds. I know black smoke means hot smoke, but not enough to light up an AA's sensor. If a small helo like the littlebird doesn't present a high enough heat signature for AA's, then a smoke cloud sure as hell shouldn't. I always see helos and aircraft using this fact as an exploit on the desert map.
I'll list more suggestions as I find them, for now though that's enough to see if there is any response. I had posted on another forum about the lag issues and poor performance that so many others also complain about. I have been able to reduce some of the system lag, but I understand that my only real solution will be to upgrade above my 1GB RAM. That being noted, I'll have to make due with what I have.
I wish this mod much look in the future, I really do enjoy it. I also look forward to the next update, and hope to see some of the above listed issues addressed at some point. Thanks for the fun.
As a former member of the US Army, I have had a bit of real life experience with military tactics, weapons, vehicles, etc. Although it's impossible to make any simulation exactly like the real thing, some have come close. OFP/VBS/ArmA is one example, but that program does have drawbacks. PR almost seems like they took some of the good features of ArmA and combined them with the good features of BF2. If I want the utmost realism available, I'll play ArmA. If I'm wanting realism at more of a "dumbed down" and casual level, this is the game to play.
The thing I hated most about playing BF2 was the lack of teamwork. The only time I really saw people squad up were those looking to pad stats or those in a clan. PR fixes that problem for the most part, although there are at times the lone wolf still around. I like the larger battles that involve tactics and planning. Maps that require skill and not just luck. Huge battles with various assets to manage and counter, and the excitement of not knowing where that enemy grunt is hiding. And those are now possible with this mod. That alone gives this mod a huge thumbs up.
I also really enjoy the added realism for vehicles, especially armor and APC's. A driver should drive, not shoot. Although the AA (Linebacker, etc) still have the driver acting as gunner, maybe that will be fixed in future versions. Aircraft are also done quite well, although I have not had a whole lot of practice with them yet. I rarely see people trying to solo with armor or APC's now.
There are many other good aspects of the game, most have been mentioned by others countless times. I would also like to list some of the bugs or issues that I have found as well. Some are just opinions of what I view as bad features or problematic issues.
First off, vehicles tend to become bouncy or jumpy. For some reason, most likely unstable models, they will sink into the grind at times. This happens most often when someone enters or exits the vehicle, such as a spawn-in. Other times it's just random, such as one side of a tank's tracks goes about a foot into the ground texture and starts to bounce.
Another vehicle problem is the sensitivity of the driver's view. The BRDM for example will span your view all over the place, likely to make you sick. Yet you can hop out and into a pickup truck and the sensitivity of the driver's view is just fine. Also the slew controls on some vehicle views is out of sinc, or lagged. The BRDM again comes into mind, I can nudge the mouse in gunner view and it doesn't rotate for another few fracctions of a second or more. This means you are always trying to correct for overlead. I'm not talking about zoomed-in views, I mean normal view (1X).
In armor, the sound for laoding a Sabot is the same for loading a HEAT round, always states "Sabot Up!". It should say "HEAT Up!" when a HE round is loaded. And is there any way to add the term "Last Sabot" when the last round is loaded in? Such as "Sabot Up! Last Sabot!" The rest of the sounds aren't too bad. I know this isn't a tank sim, but it's worth a shot.
You have a sniper and DM kit, but no spotter? I have seen a few other topics mentioning it, but none of them that I saw really stated much of a reply on what is being done about it. A spotter should be equipped with an M4/M203 combo, smoke and HE grenades, bino, and TLD or similar range finder. If you don't understand why the spotter should carry a GL, read up on US Army Scout/Sniper doctrines and you'll understand why it's important.
AA target acquisition range and Aircraft target acquisition range needs to be looked into. Way too many times have I seen a helo target and kill an opposing AA unit, simply because the helo could see/target/lock/fire/kill the AA before the AA even saw the helo or was able to get a target indicator. Both should have equal ranges, or else what is the point of the AA? That or someone in the helo was using an exploit for view distance, but I highly doubt that.
Remove the stupid target boxes located in some black smoke clouds. I know black smoke means hot smoke, but not enough to light up an AA's sensor. If a small helo like the littlebird doesn't present a high enough heat signature for AA's, then a smoke cloud sure as hell shouldn't. I always see helos and aircraft using this fact as an exploit on the desert map.
I'll list more suggestions as I find them, for now though that's enough to see if there is any response. I had posted on another forum about the lag issues and poor performance that so many others also complain about. I have been able to reduce some of the system lag, but I understand that my only real solution will be to upgrade above my 1GB RAM. That being noted, I'll have to make due with what I have.
I wish this mod much look in the future, I really do enjoy it. I also look forward to the next update, and hope to see some of the above listed issues addressed at some point. Thanks for the fun.