Very short rounds

General discussion of the Project Reality Vietnam modification.
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KaskaMatej
Posts: 2
Joined: 2011-03-13 19:22

Very short rounds

Post by KaskaMatej »

Good day. I'm not sure if this was discussed before.

The story is, I was playing PRV today for few hours and I noticed the short length of rounds. I happened few times that, with normal PR pace, we secured the area and started building defences and all that is needed, the round was soon over after 10 minutes of "digging in".

The rounds felt like they are 1 hour long, sometimes 30 minutes. And maps felt they are small. You went out of your freshly capped and cleared and secured area and you were under attack. You capped two flags and do a patrol around the first base, you lost the second flag and before you could do anything, you started to lose the first one. If you understand what I'm trying to say.

Maybe the pace of the game follows the authenticity and meat grinding of the real Vietnam Conflict, but to me it just felt too fast.

What is your opinion on this?
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Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: Very short rounds

Post by Tarranauha200 »

I think terrain needs to be harder to walk. That way people cant just sprint to next objective so easily.
FireBun
Posts: 9
Joined: 2009-11-11 23:55

Re: Very short rounds

Post by FireBun »

yeah shorter rounds with a different dynamic. might be less about digging in and more about choppering in?
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: Very short rounds

Post by KiloJules »

After the rounds I played with my mates the last two days we all came to the same conclusion about the length and pace of the matches:

- People are not defending:

OC some people are but in general you can see whole squads take a flag only to leave it alone the second they got it. This results in constant changing of the flags. Since the ticket loss is quite dramatic compared to the starting number of tickets that has a drastic impact.


- Hardcore-CQB:

It feels like due to the nature of the firefights, people are not able to revive lot of times. You know, compared to BF2 :P R where you shoot a guy on 150m, he falls behind cover, gets revived... NAM is very different. The squads wipe each other out alot faster. I mean just watch the scoreboard. On normal rounds of PR you end up with maybe 2/3 or even 1/2 "kills" compared to the number of guys you dropped. In PR:V it seems most of your wounding results in actual deaths.



I am almost sure the gameplay will settle a bit after some time. Probably lots of new players, many don't know the real size of the cap-ranges yet (I saw so many squads sit RIGHT on the flag, on one spot, same with FOBs), telling apart friend from foe is way harder etc.

Anyway: For a first release PR:V is absolutely great!!!
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Very short rounds

Post by AfterDune »

Ticket count will be fixed in Beta 2.
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Redit
Posts: 20
Joined: 2010-06-19 00:18

Re: Very short rounds

Post by Redit »

I thought this was a thread about mortar shell misfires ;-)
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Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Very short rounds

Post by Lange »

Agree with a lot of those points, only in specific circumstances does it actually seem like you can medic, however it does seem more true to how the war actually was(hectic at close range) in some aspects. maybe things will need adjustment only time will tell.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Very short rounds

Post by Hunt3r »

Currently tactics have to be vastly changed. There is no point in trying to set up massive defenses around FOBs, instead you have to be much smaller and much more fluid.

Ultimately you may only have one FOB that needs two crates. All others should just be spawn points with a single crate, because what you need is a constant flow of reinforcements, not a single chokepoint. Setting up multiple FOBs throughout the map as a way of ensuring quick reinforcement of any position being lost helps to ensure victory.
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