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My thoughts

Posted: 2006-02-07 15:12
by Peter-SAS
After a good solid days play (played until 4am and only woke up half an hour ago), I'm in love. I got a handful of my clan mates to give it a bash, whilst they like some elements, the won't be playing this often. Although I'll keep trying. They were still trying to play it like normal bf2 (running out in the road when there was a Machine Gunner camped at the other end) and they were just running around like headless chickens getting shot.

Anyway, most of the concers expressed.

There isn't really any positional sounds. Some of the guys were finding it very hard to tell where gunfire was coming from. Even shots from 100m's away sounded like it was close up. They loved most of the weapon sounds, apart from the Humvee (although they've never heard a humvee fire before, and nor have i) Is any of this intentional? I'm not sure. Muzzle flash also buggs them, but I've read your relies to previous complaints, and agree. Far too Hollywood, and you are working towards a realistic replacement.

The M249, owns the battlefield, even more so than the RPK. I know it does in real life, and I don't really mind that fact that when prone Machnic Guns can do a hell of a lot of damage. I kept telling them that you've got to flank em, take cover, spot em, and let someone else deal with them (but no they wen't out in the open and tried to single shot him off the roof (like you would in vanilla bf2). But I think the problem is there were 5 Gunners who were just going close up, dropping prone, and fireing before they even hit the ground. Just a few suggestions to that. Perhaps there could be a limit on how many gunners you can have on one side? Or at least make them unable to fire without aiming with the crosshair, or even when standing on prone. As surely those guns would break bones. You can still run towards someone with it, whilst not even aiming, and spray.

Another major complaint, was that fact that 4 c4's would only manage to get a tank smoking. Whilst the use of C4 should be decreased, and I know, you should really have anti-tank in your squad, but even that struggles to blow up humvees first time

Moving on to the Sniper rifles. We only really have one good dedicated sniper who's in the top 500 players in the world. But the sniper rifles have been neautralised completley. Whilst there are balance issues, this is a reality mod, and Snipers should be a long range threat rarther than short range, it really bugs me to see snipers face to face with assualt guys. The accuracy on them is awful. But I can understand concerns. Again, perhaps a limit on the number of snipers in a team, like 2 or 3. Not sure if this is possible. I would increase the accuracy of them whilst prone, but when standing on crouching, they shouldn't really hit guys, surely. At the moment even the M16 is a better weapon to snipe with, and the M249 has picked off snipers quite a way off.

Alot of the servers are also playing 400 tickets each on 32 player maps. Whilst this gives the effect of a long, hard fought, realistic war. You'll end up playing the same map for 3 hours or more.

I guess alot have moaned about the AK74U, having no sounds. Haven't seen much on the forums, but is it meant to be silenced? Sorry if you've answered this thousands of times already.

Having said all that. Its addictive for me, and I will struggle to go back to normal BF2.

Posted: 2006-02-07 15:52
by SiN|ScarFace
Most of the issues you bring up have been brought up before. .3 should fix some things and hopefully will come out not long after BF2 1.2 patch.

Posted: 2006-02-07 16:01
by Tzefanya
I personally think one of the most controversial decisions that needs to be in the next patch is limiting of how many classes each side can have. It's ridiculous to see a full squad of SAW's or have 15 snipers on your team while the other team is waxing the floor with you.

Posted: 2006-02-07 16:47
by Peter-SAS
Tzefanya wrote:I personally think one of the most controversial decisions that needs to be in the next patch is limiting of how many classes each side can have. It's ridiculous to see a full squad of SAW's or have 15 snipers on your team while the other team is waxing the floor with you.
this is crucial, yep. Can it be done, this is the question?

Posted: 2006-02-07 17:27
by Evilhomer
No, it is not codable to limit the classes. Which, as we agree, a real pain in the ***.

Posted: 2006-02-07 17:34
by Tzefanya
Then I honestly believe this mod will never be able to live up to it's full expectations. It's a shame EA and DICE have limited the amount of 'modding' that is possible.

I guess we should all look forward to being able to mod that new game by the makers of OFP. What was it called? Allied Assault?
No, it is not codable to limit the classes. Which, as we agree, a real pain in the ***.

Posted: 2006-02-07 17:39
by Tzefanya
It's not Allied Assault, I have no idea what it is but a link was posted here days ago. I can't seem to find it.

Posted: 2006-02-07 17:56
by SiN|ScarFace
armed assault

Many things have been deemed to be not possible in the past...

Posted: 2006-02-07 18:56
by Sonic Boyster
You don't need to code in class restrictions, you just need to make it more complicated to use something like a saw. If people weren't as flexible when prone on the ground it would help a lot, and if there was a delay after going prone where you had to mount your weapon they wouldn't be able to fly into rapid fire in the middle of a jump. Maybe make it take a little longer to get up when you want to move, and there you go, now the class isn't quite as flexible but it's still dangerous.

Assuming they're possible, a lot of little fixes can add up to a larger one, and I think a few tweaks here and there are all we need to keep the classes in check.

Posted: 2006-02-07 22:57
by C-Hawk
The "realistic" Balance should NOT have to be coded into the Program - - - IT should be adjusted and changed in game by the TEAM Squad Leader.........this is where TEAM Play has to enter in once again to create and maintain the proper and needed Balance for each and every Combat situation. The members of each Squad needs to ASK the SL - WHAT he wants them to spawn in as - OR - he needs to tell them what to come back as after they die.

Posted: 2006-02-07 23:33
by BrokenArrow
Problem with that is some people won't listen to their SLs. Or worse, SLs will promote the abuse of the more powerful weapons.

Posted: 2006-02-08 01:41
by Peter-SAS
Sonic Boyster wrote:You don't need to code in class restrictions, you just need to make it more complicated to use something like a saw. If people weren't as flexible when prone on the ground it would help a lot, and if there was a delay after going prone where you had to mount your weapon they wouldn't be able to fly into rapid fire in the middle of a jump. Maybe make it take a little longer to get up when you want to move, and there you go, now the class isn't quite as flexible but it's still dangerous.

Assuming they're possible, a lot of little fixes can add up to a larger one, and I think a few tweaks here and there are all we need to keep the classes in check.
that sounds good, But hey, lets keep throwing in suggestions. I still enjoy the game massively, and the CO of my Clan, loves it too, I've converted about 5, but I don't want to split the squad into two tiers. So will continue to win them over. Once you get Clans switching to the game, I think this is where the mod will flurish.

Most of the servers are good, and full of people that will co-operate. Maybe servers should enforce a (3 saws per side rule) for example. And see how that works. These are unranked unofficial servers and so it is allowed? no?

Posted: 2006-02-08 02:11
by Cerberus
'[R-PUB wrote:BrokenArrow']Problem with that is some people won't listen to their SLs. Or worse, SLs will promote the abuse of the more powerful weapons.
Yeah, I hate when I'm a SL, and half my squad is on one side of the map and the other half is scattered some place else. I give them orders, and they just ignore them

I think on the command screen, you should be able to see the commands of the other squads on your team; this will improve the coordination. See pic for example.

http://img233.imageshack.us/my.php?imag ... le17zs.jpg

Posted: 2006-02-08 02:53
by Happy
That is some high quality MS paint right there. :lol:

Posted: 2006-02-08 02:54
by spence52490
hey im new and dont have Bf2 yet, (getting it this weekend) please dont mind me asking, I didnt want to make a new thread over this. But in the video it showed a lot of people with the M16 M203's and I was wondering if your a rifleman do you HAVE to use that gun?? Or could you use a regular M16a2 without the 203 too.

Posted: 2006-02-08 03:00
by Cerberus
'[R-PUB wrote:=BONG=Happy']That is some high quality MS paint right there. :lol:
Don't be hatin'!

I was in a rush!

Posted: 2006-02-08 03:02
by Cerberus
spence52490 wrote:hey im new and dont have Bf2 yet, (getting it this weekend) please dont mind me asking, I didnt want to make a new thread over this. But in the video it showed a lot of people with the M16 M203's and I was wondering if your a rifleman do you HAVE to use that gun?? Or could you use a regular M16a2 without the 203 too.
There are a variety of classes in PRMM at the moment

Assault has an M16A2 w/ M203
Support has M249 SAW
Medic has M16A2
Sniper has M24
Anti-Tank has pistol
Engineer has Shotgun

Pick the medic if you just want a regular M16A2

I'm sure the number of 203's on the map will be limited by the time PR finally is released.

Posted: 2006-02-08 03:08
by spence52490
ok cool, thank you very much.