Longer fire fights

General discussion of the Project Reality: BF2 modification.
the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Longer fire fights

Post by the_ganman »

Does anyone feel like the current fire fights are often over in 30 seconds or less?

I find it rare that these fights take very long, its like people are to careless and just get shot.

like rarely on maps like baracuda in the jungle do fights last long at all even with all the cover.

Any suggestions ya think to be fixing this?
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Longer fire fights

Post by Zoddom »

the_ganman wrote:Does anyone feel like the current fire fights are often over in 30 seconds or less?

I find it rare that these fights take very long, its like people are to careless and just get shot.

like rarely on maps like baracuda in the jungle do fights last long at all even with all the cover.

Any suggestions ya think to be fixing this?
i rather find that fights on barracuda dont take that long because there not enough cover

....
just like in many of the other maps
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Longer fire fights

Post by Brainlaag »

Totally agree with you, the only solution I got in mind right now is changing recoil and deviation system on longer distance. Gotta think about it, as many community noobs already can't hit shit with the given amount of deviation :) .
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Last edited by Brainlaag on 2011-05-12 22:52, edited 1 time in total.
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Longer fire fights

Post by AquaticPenguin »

Zoddom wrote:i rather find that fights on barracuda dont take that long because there not enough cover
Pretty much this, it's why muttrah is one of my favourite maps, there's a great deal of cover and you can fight over a building for ages... I also think fights can be short because of disparity between player/squad skill, it just takes one player in a squad to become a burden to the rest, and the difference between clan squads and your average public squad can be huge. If you have two well organised squads they can spend ages duking it out.
Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: Longer fire fights

Post by Rico »

Not enough cover is a big issue, as well as the limitation of the Bf2 engine in that your either prone, crouching or standing, and doesnt allow you to conceal yourself better, lean etc.

Its better than it was, suppressing fire can often be effective.
Muffins
Posts: 65
Joined: 2010-10-03 19:23

Re: Longer fire fights

Post by Muffins »

Well, in real life it just depends on the situation.

You can change player skill. If someone isn't very good at taking cover, or one guy is a really good marksmen(which is easy on the PC), then the fight will be over fast.

Its not like real life, and sometimes real life firefights end that fast
lromero
Posts: 171
Joined: 2009-04-24 17:40

Re: Longer fire fights

Post by lromero »

Brainlaag wrote:Totally agree with you, the only solution I got in mind right now is changing recoil and deviation system on longer distance. Gotta think about it, as many community noobs already can't hit shit with the given amount of deviation :) .
Brainwash, mebeh?
I wouldn't mind that 8)
although i have been in pretty long firefights before,but its only every once in a while.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Longer fire fights

Post by Dev1200 »

the_ganman wrote:Does anyone feel like the current fire fights are often over in 30 seconds or less?

I find it rare that these fights take very long, its like people are to careless and just get shot.

like rarely on maps like baracuda in the jungle do fights last long at all even with all the cover.

Any suggestions ya think to be fixing this?

Reprogram human FPS players to play tactical-milsim instead of what works.


It's at a good balance right now, or can even be lowered to what combined arms is. Nobody wants firefights to turn into Project Musket Division.
Last edited by Dev1200 on 2011-05-13 00:39, edited 1 time in total.
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A.Filikov
Posts: 71
Joined: 2010-10-03 18:06

Re: Longer fire fights

Post by A.Filikov »

I think firefights are as good as they can be for a FPS.

What we need for making firefights longer is "real pain" which is off limits. (at least for now.:twisted :)
Total_Overkill
Posts: 144
Joined: 2007-07-24 19:26

Re: Longer fire fights

Post by Total_Overkill »

A.Filikov wrote:I think firefights are as good as they can be for a FPS.

What we need for making firefights longer is "real pain" which is off limits. (at least for now.:twisted :)

<-- Will except real pain as replacement for goddamn red screen of toe-stubbing :evil:
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Longer fire fights

Post by Ratface »

All depends on how many soldiers are fighting in the firefight too, I've had big firefights on maps like Kozelsk or Silent Eagle with maybe 2 inf sqds from each side fighting . . . I just wish there were more like that :D
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Longer fire fights

Post by Bringerof_D »

the_ganman wrote:Does anyone feel like the current fire fights are often over in 30 seconds or less?

I find it rare that these fights take very long, its like people are to careless and just get shot.

like rarely on maps like baracuda in the jungle do fights last long at all even with all the cover.

Any suggestions ya think to be fixing this?
it's mostly map dependent. On Korengal just last week i had a 10 minute fire fight just east of the US main. We had to retreat after the first 5 into the base and fire from the bunker and hesco walls. Tali were using the wall on the road for cover and the trees and brush to get up close.
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Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Longer fire fights

Post by Web_cole »

I don't think its a big issue, how long a firefight lasts is very situational. On maps like Barracuda and Fools road you just need to adopt an entirely different play style; you have to move and you have to be aggressive and you absolutely have to flank, all the time. It can be very chaotic, but I've had some of my most interesting firefights on Fools.
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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Longer fire fights

Post by L4gi »

Longer firefights? Basically youre saying is that you want to shoot towards enemies but not actually hit anything. :D

Wouldnt it be better that the firefight is over sooner, and that you shoot all the enemies in the face before they shoot you?
elerik
Posts: 43
Joined: 2010-10-07 06:13

Re: Longer fire fights

Post by elerik »

Try get to some Clan and try Clan War. There you can find your "long firefight" ... fight from room to room, fight from street to street and very stressfull and long fights. Nobody want less just one ticket. So fights are pretty long and hard. Calling reinforce with medic in squad and not giving up when wounded is standart. Ussualy everybody are more responsible and using more covers and less suicide missions.
Breafings are taking hours sometimes few days to prepare to Clan War. Clan traning for that lots of situation and using strategiest from millitary. There you can moretime see suppress fire and good teamwork.
I remember one time we had almost hour firefight just on our right flank of line on Mutrah city. But we lost just three ticket in our squad. And I guess enemy too.
But L4gi has right. If team is good, firefights arent so long.
Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Longer fire fights

Post by Truism »

You only have short firefights because no one understands what's going on, and there's free space EVERYWHERE to maneuvre due to force densities being tragically low.

Why would anyone commit to a long firefight when they can flank in any direction and almost certainly not run into trouble?
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Longer fire fights

Post by Mouthpiece »

Truism wrote:Why would anyone commit to a long firefight when they can flank in any direction and almost certainly not run into trouble?
Quoted for truth. Long firefights actually are one of the things that really frustrates me if I'm squadleading. It generally means that my squad or in worse scenario my team is stuck at one point. For example, think of Muttrah. USMC are trying to capture South City and your team is not using Air Trans properly but are attacking from the same, basic direction - running through the streets; if this continues it will be the USMC who will loose a lot of tickets, not the MEC (they're the ones well dug in).
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Longer fire fights

Post by hobbnob »

I think personally the OP is suggesting something that happens in the movies, where our heroic Delta+Ranger team (you know which film I'm talking about :P ) are stuck for hours pinned down under fire.

This doesn't happen to regular forces. End of.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Longer fire fights

Post by Mikemonster »

For an FPS I think the balance is just right - frustrating though it is to kill the same enemy soldier 4 times in a row.

When you're in a good squad against a good squad usually I feel the battle is indecisive, or leads to losing few or none tickets and little or no ground. But I feel this is quite realistic, or realistically presented in PR anyway (let's be honest, we pretty much simulate a days battle in 90 minutes).
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Longer fire fights

Post by gazzthompson »

hobbnob wrote:I think personally the OP is suggesting something that happens in the movies, where our heroic Delta+Ranger team (you know which film I'm talking about :P ) are stuck for hours pinned down under fire.

This doesn't happen to regular forces. End of.
You sure? watching documentaries etc fire-fights last hours and hours ,
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