Falklands Testing Feedback
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Re: Falklands Testing Feedback
Cant say much about it, but Ill try to cover what I know. Played one round and was mostly AA squad at location where that ZPU is. So I wanted to say to those that are whining about it, that we only managed to hit few choppers with it, which were dumb enough to come very close, while they could take other routes easily.
For jets ZPU was absolutely zero threat if they keep the distance. Only managed to down one helicopter, and few harriers with that stationery igla launcher and that's it. 4 hours of play, I killed only one harrier with igla launcher.
Point is, if they keep distance there is no way for AA to lock them, not to mention ZPU which has zero chance of hitting you at higher distances. Even if Mirage tries to shake them of or guide them at you, cant shoot or you will probably hit your own jet with it.
After round I actually though how useless AA/AAA is on Falklands.
For jets ZPU was absolutely zero threat if they keep the distance. Only managed to down one helicopter, and few harriers with that stationery igla launcher and that's it. 4 hours of play, I killed only one harrier with igla launcher.
Point is, if they keep distance there is no way for AA to lock them, not to mention ZPU which has zero chance of hitting you at higher distances. Even if Mirage tries to shake them of or guide them at you, cant shoot or you will probably hit your own jet with it.
After round I actually though how useless AA/AAA is on Falklands.
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Re: Falklands Testing Feedback
Where you at Pebble Island, a small grass airstrip? Not the best place to conduct AA from, its mainly there to stop the A-1H getting raped on the ground too much and jets tend to forget about it ![Razz :p](./images/smilies/imported_icon_razz.gif)
![Razz :p](./images/smilies/imported_icon_razz.gif)
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Re: Falklands Testing Feedback
Not sure about the name, but yes it was a small airstrip(?) where Sky-raider spawns.
Sorry if there is other ZPU somewhere I have no clue about it. Had a tad time yesterday late to hop in and see how it is, and just for one round.
Besides that I think you'd rename it to Falklands god damn airshow![Smile :-)](./images/smilies/icon_e_smile.gif)
Impressive work for a relatively short time and limited team. Wouldn't hurt better ground textures but if it will cause lags its not worth it.
Jafar I like the song but why it doesn't sound finished? End is a bit weird.
Sorry if there is other ZPU somewhere I have no clue about it. Had a tad time yesterday late to hop in and see how it is, and just for one round.
Besides that I think you'd rename it to Falklands god damn airshow
![Smile :-)](./images/smilies/icon_e_smile.gif)
Impressive work for a relatively short time and limited team. Wouldn't hurt better ground textures but if it will cause lags its not worth it.
Jafar I like the song but why it doesn't sound finished? End is a bit weird.
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Re: Falklands Testing Feedback
Ye that's Pebble Island, not many jets go anywhere near there ![Razz :p](./images/smilies/imported_icon_razz.gif)
There are ZPUs at Port Stanley (lods), Argentina (lots), 1 at Goose Green and 1 at Pebble Island![Smile :)](./images/smilies/icon_e_smile.gif)
![Razz :p](./images/smilies/imported_icon_razz.gif)
There are ZPUs at Port Stanley (lods), Argentina (lots), 1 at Goose Green and 1 at Pebble Island
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: Falklands Testing Feedback
Yep thats right because from a pilots view, the aa is one of the dominating assets on this map (im more afraid of all these aas than enemy jets)[R-DEV]Rhino wrote:Ye that's Pebble Island, not many jets go anywhere near there![]()
![Smile :)](./images/smilies/icon_e_smile.gif)
Playing PR since .756
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Re: Falklands Testing Feedback
As am I, which is also realistic seeing as the only harriers shot down in the war where from ground fireRon-Schultz wrote:Yep thats right because from a pilots view, the aa is one of the dominating assets on this map (im more afraid of all these aas than enemy jets)![]()
![Razz :p](./images/smilies/imported_icon_razz.gif)
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Re: Falklands Testing Feedback
I wasn't flying, but like Murphy I feel there may have been too many jets in the air. Maybe only by 1 or 2, but still.'[R-DEV wrote:Rhino;1781507'][*]How was the Air Combat, did any of the jets seem to have any clear advantage?
'[R-DEV wrote:Rhino;1781507'][*]How did the SMGs play out being the medics main weapon, and officers alternative weapon and did the MP5 make up for the Argies having full auto FM FALs?
Not really sure but giving the medic the weapon with the most offensive effectiveness seems a bit ***-backwards to me. Not that I'm necessarily complaining, you understand
![Razz :p](./images/smilies/imported_icon_razz.gif)
Yes, and as others have said the AA cannon (whether realistic, or not) felt very silly, being that it could attack anything immediately deploying South out of the Brit main spawn.'[R-DEV wrote:Rhino;1781507'][*]Did you guys feel the Argies getting a logistics Truck at Goose Green at the start of the round was a little too much for them to dig in?
All in all the map balance felt quite skewed towards the Argentines at this early stage, although its very hard to tell obv. Perhaps they should have less forward spawns/not be able to deploy as many guys on the rallies as they could in the test.
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Re: Falklands Testing Feedback
Great Map, Great Game, Great Mod....
It was awesome, and i make a little Video from the Beta-Test.
Project Reality Falkland Open-Beta [HD] - YouTube
PS: sorry for my bad English, I am German.
It was awesome, and i make a little Video from the Beta-Test.
Project Reality Falkland Open-Beta [HD] - YouTube
PS: sorry for my bad English, I am German.
Last edited by General_Abrahams on 2012-06-11 16:09, edited 2 times in total.
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Re: Falklands Testing Feedback
I though it was very cool and realistic to have the many jets on both sides. It made CAS a very important factor and created a cool view from the ground
- How was the Air Combat, did any of the jets seem to have any clear advantage?
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Meh. It was tough staying alive. More importantly, it was boring waiting for the next chopper. I honestly never saw much strategic use of helicopters, other than the time I resupplied Goose with the Huey at the very beginning of the round.
- How was it flying helicopters?
I thought it worked well because the medic is the guy who needs the most stopping power at close range. If he is trapped in a corner, he needs to be able to quickly eliminate nearby threats to revive. The general infantry really doesn't need full auto on this open map. However, there was one time when my squad ambushed a brit squad hiding in houses and we slaughtered them with our full auto.
- How did the SMGs play out being the medics main weapon, and officers alternative weapon and did the MP5 make up for the Argies having full auto FM FALs?
I think it would be cool if the engineer kit could become a sort of Forward Air Controller. Give him a laser designator and he will now have a useful role (lets be honest, mines stand out way too much in this barren environment to be useful).
- Any other points you thought where not quite right, and needed improving on or where just right, and shouldn't be touched?
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Re: Falklands Testing Feedback
First, thank you for an awesome map! Love it, love it, just love it..! I mainly played infantry so I would like to put a few comments on that.
1) Lack of scopes and limits on binos is a game changer. It gives a reward to the skilled squadlead. So thumps up on that! In-direct fire also becomes much more important, namely at night, and with the tracers.. Shit ! love it.. Nice detail giving the specialist binos. Makes a for a great buddy team with AR.
2) one concern, which on the one hand is a realistic aspect. Marksman and sniper fire... It is realistic due to the openness, and lack of vegetation and scope. And it is properly cool to play as recon, but I have to say that it is very punishing. Maybe a bit to much.. Sometimes it was a real pain and I fear that someone will really get the hang of it and turn it into a sniper party.
I am only flagging this, as my only concern. And then again, it is not really an issue, infantry squads will just have to adept, as with the air attacks. Just wondering if other felt the same?
What was the limit on sniper and marksman?
3) Love the medic’s small arms. Great in close quarter and compensates just fine for the single-shot for main weapon.
1) Lack of scopes and limits on binos is a game changer. It gives a reward to the skilled squadlead. So thumps up on that! In-direct fire also becomes much more important, namely at night, and with the tracers.. Shit ! love it.. Nice detail giving the specialist binos. Makes a for a great buddy team with AR.
2) one concern, which on the one hand is a realistic aspect. Marksman and sniper fire... It is realistic due to the openness, and lack of vegetation and scope. And it is properly cool to play as recon, but I have to say that it is very punishing. Maybe a bit to much.. Sometimes it was a real pain and I fear that someone will really get the hang of it and turn it into a sniper party.
I am only flagging this, as my only concern. And then again, it is not really an issue, infantry squads will just have to adept, as with the air attacks. Just wondering if other felt the same?
What was the limit on sniper and marksman?
3) Love the medic’s small arms. Great in close quarter and compensates just fine for the single-shot for main weapon.
The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion. Albert Camus
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Re: Falklands Testing Feedback
I'm not sure if it was just the people trying to take it out being not to good at it, but to me it felt ok. When I was squad leading CAS I was actually telling people to not bother with it, as I found it more effective to focus on the ground.What do you guys think of the Atlantic Conveyor being destructible? Was it too easy to destroy, did it re-spawning feel too gamey, etc?
A part of me feels that the Brits should have less jets then the Argies, just because they didn't have as many. I'm not sure if this should be done by increasing the respawn for the British jets to 10 min, or reduce the number of them by 1. At the same time I felt like the Argies were winning most of the rounds, so in order for it to be at least an even fight the Brits might need a buff, though I'm not sure if that should be in the air.How was the Air Combat, did any of the jets seem to have any clear advantage?
The only real experience I had with them on the map was shooting them down with the skyraider. Almost felt bad for them. Almost....How was it flying helicopters?
![Razz :P](./images/smilies/icon_razz.gif)
Flying that thing was great, it was the plane I chose just about every round when I had the chance. Knowing that if I got a decent Harrier pilot behind me I would die most times was good, it should be that way. If anything I felt that the airstrip where it rearms is just a tad to short. It is ofc possible to land there, but the margins for error on that landing is very small. Adding perhaps not even 50 meters to the island would be nice. If the plane didn't go into the water it quite often ended up on its nose, making it very hard to get it back in the air.How was the A-1H, propeller plane for both guys flying it, and guys on the ground?
At first I didn't like the MP5 on this map, given the long ranges you encounter on the map. But as I was able to adapt and engage the enemy at my own terms it was great, nearly took out a squad of 7 all by my self using the officer MP5 defending Goose Green.How did the SMGs play out being the medics main weapon, and officers alternative weapon and did the MP5 make up for the Argies having full auto FM FALs?
Not really. If anything, as people have mentioned, the ZPU is the larger problem there. Most of the time somebody just ran of with the logy when I was around. Interesting to note though that it from time to time just became a rocket spam fest, with both teams shooting HAT's and TOW's at each other over that flag.Did you guys feel the Argies getting a logistics Truck at Goose Green at the start of the round was a little too much for them to dig in?
Didn't really bother me that much. I'm not sure about the mechanics on it, but it might be an idea to limit the amount of spawns on it, to emphasize the defense at Goose. For the Brits the inf spawning at Mt.Malo wasn't really a problem, they got to Teal inlet before us if they wanted to, but no problem there. Also, the Argies were all over the island so to speak, so I would definitely not remove it at least.What do you guys think of the Rally Point at Mt. Malo?
I'm not sure if it's even possible, and I know it to not be historically accurate, but I think it could be fun to fight over the western island as well, as if the Brits started their invasion from somewhere else. So maybe 3 different layers, one just over the western one, one including all the land, and the one you have now.Any other points you thought where not quite right, and needed improving on or where just right, and shouldn't be touched?
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Re: Falklands Testing Feedback
I'm not 100% sure but I believe I heard the jets have a 5 minute respawn, if that is true it really should be cranked up to at least 10 (preferably 15-20). It felt like losing jets left and right meant nothing, I often saw the cas squad with 1/2 jets in the air then suddenly it became a furryball of jets being shot down again. Losing an aircraft should hurt your team for more then just tickets and a 5 minute thumb twiddling session for pilots, considering the price of the aircraft and cost of training as well as the fact that resources are finite in reality.
I still feel you should concede reality for gameplay on the topic of ground trans, just a few more trans trucks/light trans vehicles would suffice. Walking may have been the means for transport in the real war but in-game it is somewhat of a turn off. I understand it emphasizes the important for solid logistics, and with choppers it shouldn't be too difficult but the open terrain already limits freedom of movement. I felt disappointed that so many people were using logistic trucks as transport, because frankly that was the best/only means of getting to the front lines.
I still feel you should concede reality for gameplay on the topic of ground trans, just a few more trans trucks/light trans vehicles would suffice. Walking may have been the means for transport in the real war but in-game it is somewhat of a turn off. I understand it emphasizes the important for solid logistics, and with choppers it shouldn't be too difficult but the open terrain already limits freedom of movement. I felt disappointed that so many people were using logistic trucks as transport, because frankly that was the best/only means of getting to the front lines.
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Re: Falklands Testing Bug Reports
The argentinian transport of minivan is too far of the reality and can easily replaced by the canadian Mercedes Benz
![Image](http://i444.photobucket.com/albums/qq166/kaijleor/transportwagon.jpg)
![Image](http://img40.imageshack.us/img40/1232/mb230g1.jpg)
![Image](http://i255.photobucket.com/albums/hh141/invmil/MERCEDEZBENZMB-230.jpg)
![Image](http://img842.imageshack.us/img842/44/20080612klphishar28iesl.jpg)
![Image](http://i444.photobucket.com/albums/qq166/kaijleor/transportwagon.jpg)
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Last edited by Mayunia on 2012-06-12 07:14, edited 4 times in total.
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Re: Falklands Testing Bug Reports
Or even a Willy's I see a CJ lurking in that last photo. Or use the French P4 it's a soft top.
![Image](http://img187.imageshack.us/img187/6370/img1003498aot7sr0.jpg)
As the owner of a 1975 VW T2 Westfalia I'm hurt by all you lot calling it a Hippie van....
![Image](http://img412.imageshack.us/img412/6286/dscn1717si.jpg)
The Westfalia's are the camper van version. Plus your model is a Type 1 split that stopped in 1968.
![Image](http://img187.imageshack.us/img187/6370/img1003498aot7sr0.jpg)
As the owner of a 1975 VW T2 Westfalia I'm hurt by all you lot calling it a Hippie van....
![Image](http://img412.imageshack.us/img412/6286/dscn1717si.jpg)
The Westfalia's are the camper van version. Plus your model is a Type 1 split that stopped in 1968.
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Re: Falklands Testing Feedback
Yea, it was 5 min for all planes for both sides.
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Re: Falklands Testing Bug Reports
Interesting, haven't seen that one before, but think the Canadian MB is a bit too modern.Mayunia wrote:The argentinian transport of minivan is too far of the reality and can easily replaced by the canadian Mercedes Benz
But the Hippie Van was used
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Image](http://www.malvinasmdp.org.ar/Images/Fotos/M053.jpg)
I still thing Murphy that your the only person I've seen that has a problem with the jets on the map... The majority of people seem to really like the setup.Murphy wrote:I'm not 100% sure but I believe I heard the jets have a 5 minute respawn, if that is true it really should be cranked up to at least 10 (preferably 15-20). It felt like losing jets left and right meant nothing, I often saw the cas squad with 1/2 jets in the air then suddenly it became a furryball of jets being shot down again. Losing an aircraft should hurt your team for more then just tickets and a 5 minute thumb twiddling session for pilots, considering the price of the aircraft and cost of training as well as the fact that resources are finite in reality.
With the short spawn times, there are quite a few reasons why I've done this. First of all, most of the jets ingame, especially for the Brits are only Fighters, with there only ground attack capability being there guns which can't be used effectively as an ATG weapon if there is any AA coverage of the area they are trying to attack, so they need to spend 90% of there time simply looking for other jets to kill.
This if you actually think about it for a second, is a good thing for the guys on the ground, as the bombers do not have free rain to bomb the **** out of the ground targets as they please, they have to wait for a window. If I was to up the spawn time, even to just 10mins, that window is massive and the guys on the ground would end up getting pounded to **** if there are any 1/2 capable CAS pilots in the air. There is also the Atlantic Conveyor that can get bombed to shit, which when it is sunk, you loose your Chinook spawn and your closest chopper resupply point, which this would be easy if you had that big 10min window. Its already too easy in the space it takes for the harriers to land and reload at the moment, if you don't have multiple coordinated flights to cover it.
The next is gameplay for the jet pilots. The theory of jet pilots becoming infantry while the jet respawns doesn't work. For starters it totally messes up the dedicated Jet Squads if that happens, and secondly by the time the jet respawns, the pilot is still on foot, fighting, leaving the jet sitting on the deck for it to be bombed, which with a massive open window of no enemy jets flying around if you managed to take them out, is an easy thing to do if you play your cards right.
Long respawns in a lot of cases, doesn't work, in some it dose and that is why some assets, like the LGB version of the GR3 dose have a 20min spawn delay, as dose the scimitar etc but when the fighters have it, the game just goes to **** for everyone, other than the jets that manage to survive.
You also need to consider the fact about the map's scale, this essentially a 16km map, with the Argentine airbase 9kms from the edge of the minimap, and the British carrier 3kms away from its closes edge too. Now 3kms might be much shorter than 9kms, but that's still pretty much the size of what use to be PR's biggest map size, and still takes some time to fly across before you get to the islands, essentially after you've taxied, taken off and flown to your objective, the actual time for the jet to get back to the fight is closer to 10mins than 5mins, just the difference here is the pilot isn't board out of his mind during this time frame.
So your going to have to present me with a much more convincing argument to change my mind on this I'm sorry to say, and find a lot more like minded people as so far I've only really seen you, possibly one or two other people complain about the jets so far.
Last edited by Rhino on 2012-06-12 09:56, edited 2 times in total.
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Re: Falklands Testing Feedback
This is all for now.'[R-DEV wrote:Rhino;1781507']
I would like feedback on the following items please, as well as anything else you would like to add, the more I get the better![]()
Cheers!
- What do you guys think of the Atlantic Conveyor being destructible? Was it too easy to destroy, did it re-spawning feel too gamey, etc?
Didnt know that.- How was the Air Combat, did any of the jets seem to have any clear advantage?
Not a jet pilot, but is is very nice to just sit on the carrier watchin harriers jump off and land.![]()
- How was it flying helicopters?
Didnt try yet.- How was the A-1H, propeller plane for both guys flying it, and guys on the ground?
I was the victim once in a scimi, does a pretty good job if there is no AA to counter it.- How did the SMGs play out being the medics main weapon, and officers alternative weapon and did the MP5 make up for the Argies having full auto FM FALs?
A nice touch, MP5 is actually more usable than i thought.- Did you guys feel the Argies getting a logistics Truck at Goose Green at the start of the round was a little too much for them to dig in?
Yes, remove the truck, on day layer its too easy, night is a bit better since brits can sneak around.- What do you guys think of the Rally Point at Mt. Malo?
Not sure, maybe a bit too close to the frontlines... move it it more to the E?- Any other points you thought where not quite right, and needed improving on or where just right, and shouldn't be touched?
Nothing wrong.![]()
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Re: Falklands Testing Feedback
well i played 4 rounds saturday.... 2 day and 2 nite in which after the second nite the server kinda died along with alot of our eyes.....i played only infantry on all 4 rounds and the only gripe i guess i would have would the the 2 permanent rallies that the argies have. it makes it a little to easy for them and will eventually become a tactic to send a small team to take out those rallies. i think they should expire after a certain time or not be there at all.
i liked the logi at goose....i think its fine. the aa canon as mentioned earlier is certainly a force to be reckoned with and makes it a hard fight for the brits there.
other than that i love to no binos and i think it should be the same way in regular pr...but that's a different story. it certainly deters lone wolfs because if you want to go lone wolf with out having a set of binos....u will be an easy target.
guess thats it....excellent job rhino.
i liked the logi at goose....i think its fine. the aa canon as mentioned earlier is certainly a force to be reckoned with and makes it a hard fight for the brits there.
other than that i love to no binos and i think it should be the same way in regular pr...but that's a different story. it certainly deters lone wolfs because if you want to go lone wolf with out having a set of binos....u will be an easy target.
guess thats it....excellent job rhino.
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Re: Falklands Testing Feedback
I just feel it much easier to fly those aircraft in PR:F.
Rhino, Are you using BF2 setting for those aircraft?
Rhino, Are you using BF2 setting for those aircraft?
Jolly, you such a retard.
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Re: Falklands Testing Feedback
With vBF2 settings they would be flying slower than the propeller plane... Main reason why they are so much easier to fly is due to the land view distance, meaning things like landing are much easier as you have 3x the time to visually line up with the runway than you have on a normal PR jet map.
Some aircraft, like the A-4C still need there code working on as they are far too easy to land and don't stall at slow speeds.
Some aircraft, like the A-4C still need there code working on as they are far too easy to land and don't stall at slow speeds.