Falklands feedback general

General discussion of the Project Reality Falklands modification.
Rhino
Retired PR Developer
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Re: Falklands feedback general

Post by Rhino »

Pvt.LHeureux wrote:Well Rhino, the Argies bombs need to be boosted in radius and damage, because we dropped a bomb 10m away from the scimi and it didn't kill it, and sometimes we need brits infantry escape bombing runs from 40-50m away alive.
tbh that sounds right too me. Its only a 500lb bomb, and 10m is quite a long way, especially when trying to kill something that is armoured, basically only bits of shrpnal spurting out from the bomb which armour can easily stop from that distance.

Pilots can bomb more accurate than that I'm sure ;)
Pvt.LHeureux wrote:What's your input on infantry ammo? I think mags should be buffed to 9 instead of 6, because ammo right now is scarce when you need to shoot at long range without optics and binocs (which I love).
Think its fine myself, just need a good logistics chain which was vital in the war too.
Pvt.LHeureux wrote:Finally, where are the Argies LVTP-7s?

http://1.bp.blogspot.com/-287LEgcrwkE/T ... 1%2529.jpg
http://dmn.wpengine.netdna-cdn.com/wp-c ... ds-War.jpg

Also I read that somewhere :
Argentina?s LVTP-7s went home after the initial invasion (with two losses to LAW and recoilless rifle), leaving only AML-90s as the defending armoured force, and they spent the entire war in Port Stanley.
Could this be the reason?
Yes you answered your own question there :p

The LVTP-7s are part of the Skirmish 32 layer for this reason.

They also only have a 50cal HMG as there only armament, nothing to take out the Scimi with...
40mmrain wrote:Perhaps the T62 could stand in for the AML-90? SLower and, with a long *** reload time, but better armored with a bigger gun.
humm, possibly, but quite a lot more powerful hehe. Could only add it with a client side update so not going to happen for some time if it dose go in, which I'm not sure about yet. I think in time players will learn methods of killing it, and they need to do so ;)
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Wispit
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Re: Falklands feedback general

Post by Wispit »

Well, my thoughts so far are it's quite interesting.
Personally jets don't require too much tweaking (though i haven't spent much time on the ground) with the numbers of them it's almost a gaurantee that theres an enemy jet over the island once you get there, which means your isntantly on your toes, it also means teamwork and coordination is paramount.

But it also seems it's somewhat of a rock paper scissors arrangement.

As the harrier out turns the mirage/daggers BUT the the mirage and daggers can outrun the harriers EASILY (so long as he doesn't kill you with cannons or missiles while you run away) As for running past the harriers, thats not instantaneous you get enough time to put enough of a burst of cannons to kill them first.

The skyraider is slow but can turn on par with a harrier (i suspect it can outturn them)

And the skyhawk is on par with the harrier, but as its a bomber, you would want to have a fighter nearby to assist (teamwork....)


The nighttime side of things however, personally i don't see why there wouldn't be a big red glow coming out the arse of a jet if i'm on its tail, as it was they are practically invisible the whole time your chasing them, if it werent for the AA lock on square you wouldn't even know they are there.


And i have a query, i remember my cousin has told me that the hercs in the vietnam were "invisible" to AA due to the turboprops not emitting huge amounts of heat like a jet, is this true and if so would that be the case with the skyraider now? As while for the most part it would still get mashed by cannons it'd give it a teeny weeny bit more of an advantage especially at night as AA wouldn't see it.
40mmrain
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Re: Falklands feedback general

Post by 40mmrain »

jet engines produce almost no visible light if the afterburners arent active. Their engines are fundamentally the same as a passegner's. Take a look at them at night.

I also agree with getting rid of the ability to lock onto the skyraider with missiles. Even though that will make the blowpipe impossible to use properly, the harriers guns are a good enough counter. That would actually make a sufficient balance against the scimitar, I think, the skyraider is good against the scimi, but gets shot down too much
CanuckCommander
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Re: Falklands feedback general

Post by CanuckCommander »

40mmrain wrote:jet engines produce almost no visible light if the afterburners arent active. Their engines are fundamentally the same as a passegner's. Take a look at them at night.

I also agree with getting rid of the ability to lock onto the skyraider with missiles. Even though that will make the blowpipe impossible to use properly, the harriers guns are a good enough counter. That would actually make a sufficient balance against the scimitar, I think, the skyraider is good against the scimi, but gets shot down too much
About the jet engines on military planes being the same as passengers, what you said is not true. Look up high vs low bypass jet engines. Passenger jet engines are called TurboFANs with a hi-bypass ratio, meaning that most of the thrust does not come from the core of the engine, but rather from the large fan that you see in the front. Basically it is like a TurboPROP, where the thrust generating mechanism is powered by the jet turbine rather than the jet turbine being the main source of thrust.

On the other hand, fighter jets, those with afterburners (Not Harrier) use TurboJET engines with low-bypass ratios get most of their thrust from the core of the combustion chamber. Therefore, in this case, their engines can be visible at night even without the use of afterburners.

That's about as much as I know. Someone with more knowledge, correct me if I'm wrong.
Pvt.LHeureux
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Re: Falklands feedback general

Post by Pvt.LHeureux »

Yeah I would also like the Skyraider to not be locked on, as it was. It's a good way to balance it, it's already so vulnerable.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rhino
Retired PR Developer
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Re: Falklands feedback general

Post by Rhino »

Wispit wrote:But it also seems it's somewhat of a rock paper scissors arrangement.
Wasn't built around that, was built around the r/l capabilities of the aircraft and how they faired in r/l against each other :)
Wispit wrote:The skyraider is slow but can turn on par with a harrier (i suspect it can outturn them)

And the skyhawk is on par with the harrier, but as its a bomber, you would want to have a fighter nearby to assist (teamwork....)
Skyraider can easily out turn a Harrier, but the Harrier is much faster. Its not very good to try and use it to dogfight (if you do, just spam your rockets at the Harriers and you may get lucky), your better off just trying to avoid them by flying low and out of hot zones :D
Wispit wrote:And i have a query, i remember my cousin has told me that the hercs in the vietnam were "invisible" to AA due to the turboprops not emitting huge amounts of heat like a jet, is this true and if so would that be the case with the skyraider now? As while for the most part it would still get mashed by cannons it'd give it a teeny weeny bit more of an advantage especially at night as AA wouldn't see it.
40mmrain wrote:I also agree with getting rid of the ability to lock onto the skyraider with missiles. Even though that will make the blowpipe impossible to use properly, the harriers guns are a good enough counter. That would actually make a sufficient balance against the scimitar, I think, the skyraider is good against the scimi, but gets shot down too much
Pvt.LHeureux wrote:Yeah I would also like the Skyraider to not be locked on, as it was. It's a good way to balance it, it's already so vulnerable.
Ye considering it myself for the next version. As a Harrier you don't ever want to use your missiles on it, and even if you do its very unlikely to hit it (so far never had an AA missile hit one or me when I'm in it) so its only used to find it against the terrain, although the Sea Harrier's Radar would pick the thing up in r/l so ye, not sure about removing it quite yet but am considering it. One thing for sure is it needs to cost less tickets than a normal jet.
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Pvt.LHeureux
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Re: Falklands feedback general

Post by Pvt.LHeureux »

When I first heard about the map and stuff, I was sure it was a 1:1 recreation of the map :? ??:. But now looking at the Falklands on google maps, it's more like 1:10 :lol:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rhino
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Re: Falklands feedback general

Post by Rhino »

Pvt.LHeureux wrote:When I first heard about the map and stuff, I was sure it was a 1:1 recreation of the map :? ??:. But now looking at the Falklands on google maps, it's more like 1:10 :lol:
Its in fact 1:30
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sweedensniiperr
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Re: Falklands feedback general

Post by sweedensniiperr »

Rudd wrote:Might be best to dump the scimi completely for now, it was only really involved at the final actions at port Stanley anyway?
If so, maybe it could spawn after the brits have capped(whatever flags).
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SamEEE
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Re: Falklands feedback general

Post by SamEEE »

I think once the Scimitar is replaced by the Scorpion it will be a bit more balanced.
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Acemantura
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Re: Falklands feedback general

Post by Acemantura »

i had a wonderful time with Rhino and Jafar yesterday doing what used to be unheard of unless you were running the training-mod/mode: coordinated air combat with more than 4 jets.

Congratulations on this bound forward, making this beaten and broken game engine power through the impossible.

Cheers
KneeHiGh
Posts: 72
Joined: 2009-07-20 07:07

Re: Falklands feedback general

Post by KneeHiGh »

Ok here are my thoughts so far. This is based on game play on the 100 player server on both British and Arg sides as INF haven't stepped foot in a plane or armor yet.

1) Scimi is very overpowered as it stands now. When I was leading a squad attacking goose green as Argies we set a FOB way down South behind GG almost near the beach and the scimi was shooting it from the top of the hill near San Carlos a distance of about 1.5ks away. The HAT is useless at this range let alone anything outside of 100m it seems.

2) Mortars are absolutely essential. I usually make at least 1 person stay behind and work the mortars then lead the rest of my squad on attacking and defense missions. The person on the mortar (assuming they are good and SL or sniper is calling corrections) most of the time racks up 20+ kills a round. ALWAYS BUILD MORTARS!

3) Building FOBs just outside of objectives will lead to less raping from CAS as they generally target the houses etc at the objectives.

4) Night map is good but still a little dark even when playing with curtains shut light off etc. Needs a bit of a tweak.

5) Argies deployable AA doesnt work. I keep getting a Asset Deployed text but nothing happens.

6) Always get a marksman/sniper in your squad they have optics enough said.

7 I do agree that more cover is needed around objectives even if it is just more rocks or houses its just a bit open when playing INF and having to run from 1 open field to another with everyone running for the same lone rock in a field.

I would also disagree that GB win most of the time. I played mostly Argies yesterday and Saturday and we won most of the time due to superior squad co-ordination. Yes the CAS was annoying but if you play smartly and avoid standing outside when at OBJ flags and build assets just outside of OBJs then they really arent a huge problem. I played mostly as a SL and really enjoyed it - having a good squad and co-ordinating with other squads was very rewarding.

Overall I have really enjoyed playing this over the weekend and congratulate the developers great map and very fun to play!
fabioxxxx
Posts: 180
Joined: 2009-07-02 01:12

Re: Falklands feedback general

Post by fabioxxxx »

great addon ... no scopes = more team work ...
map is cool , not as bad to infantry as people where saying .
cool new effects .

haha first battles the brits always lost , after a few rounds they got the rang of it and start wining... single shot weapon = much more team work for infantry.


congrats devs .
Mayunia
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Joined: 2012-04-13 02:01

Re: Falklands feedback general

Post by Mayunia »

gameplay versus reality, that is the question.
Many players complain about the long walk distances involved and the lack of binoculars.

During the Falklands War Argentinian ground units in most cases played a defensive role, especially during the night due to the small amount of night vision equipment that counted.

With the sinking of the Atlantic Conveyor the English lost many helicopters and supplies needed for the attack on Port Stanley, for that reason the British forces were forced to walk from their beachhead at San Carlos Bay to Port Stanley.

In summary:

The type and size is perfect for air operations, for this reason the pilots and antiaircraft operators are very happy, but the infantry is not happy

The flag system should change, capture two flags at once and great separation between these creates combats of very few soldiers and that bored.

All Argentine positions need fortifications and static defenses.

The maps should be night sieges on Argentine positions, the English should a large number of night vision and booby traps the Argentines and flares.

The color of the ground is very green and very bright, in April 1982 is autumn and the islands are near the Antarctic.

More weapons to choose from, the Argentines could lead to alternative MG FAP and the English the A4 L4 BREN.

I give you a link to a list of most of the weapons used in the Falklands and specifications.

Algunas armas utilizadas en la guerra de Malvinas 1982 ? Aquellas armas de guerra
Rhino
Retired PR Developer
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Re: Falklands feedback general

Post by Rhino »

Mayunia wrote:The flag system should change, capture two flags at once and great separation between these creates combats of very few soldiers and that bored.
Players need to get use to it, it gives more of a tactical options and means more defending of points.
Mayunia wrote:All Argentine positions need fortifications and static defenses.
While yes in some ways it dose, this doesn't stop you from building them which in many ways is better than a defence in the same location every single round because players will know how to flank it, because they have done it 50 times before, rather than if player built, they don't know where it is until they see it, and that makes the gameplay much more dynamic.
Mayunia wrote:The maps should be night sieges on Argentine positions, the English should a large number of night vision and booby traps the Argentines and flares.
Umm, Brits didn't have much NV during the war, other than the NV sights on the Scimitar, in fact in some cases the Argentines had more NV than the Brits. The Brits just used illumination shots and other tactics once they had creped up close enough to the enemy positions.

And booby traps, what? The Brits where assaulting, dunno how you expect them to set any booby traps, they didn't even have any Anti-Personal mines with them...
Mayunia wrote:More weapons to choose from, the Argentines could lead to alternative MG FAP and the English the A4 L4 BREN.
Yes the FM FAP and L4 Bren is part of the design plan, both to fill the LMG spot for the AR in the future but right now we don't have thous models so we just have the GPMGs: https://www.realitymod.com/forum/f562-p ... -plan.html
Mayunia wrote:I give you a link to a list of most of the weapons used in the Falklands and specifications.

Algunas armas utilizadas en la guerra de Malvinas 1982 ? Aquellas armas de guerra
Nice ref, pretty much knew all that was in there but lots of pictures I haven't seen before, cheers! :D
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Mayunia
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Re: Falklands feedback general

Post by Mayunia »

I tell booby trap because don't need create a new model to apply it.

List of argentinian mines used in the war

El minado defensivo en la guerra de Malvinas - Taringa!

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Last edited by Mayunia on 2012-10-08 20:28, edited 1 time in total.
pedrooo14
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Re: Falklands feedback general

Post by pedrooo14 »

[R-DEV]Rhino wrote: And booby traps, what? The Brits where assaulting, dunno how you expect them to set any booby traps, they didn't even have any Anti-Personal mines with them...

I think he means booby traps for Argentina.
Rhino
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Re: Falklands feedback general

Post by Rhino »

I think he means mine fields :p

Don't see us adding them tbh.
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Boris
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Re: Falklands feedback general

Post by Boris »

*deleted*
Last edited by Boris on 2012-10-09 01:06, edited 1 time in total.
Reason: moved to a more appropriate thread
Bringerof_D
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Re: Falklands feedback general

Post by Bringerof_D »

i love it, it's a fantastic map. The VD is beautifully long. It could use a little more color but thats about it the color scheme is a bit bland and lifeless when playing infantry. You can also definitely use some new rock geometries. the giant boulders seem out of place, perhaps in time those can be replaced by jagged rock faces.

not sure if this is a thing, but using the taxi engines on the harrier causes the plane to nose forward off of it's rear wheels. almost flipped a couple of times. perhaps giving it a threshold where it's forward thrust is 0 and hover function is also still at 0 is the answer.

as for the lack of bleeding on jets, are you sure you just haven't reached the bleeding point? just like other vehicles you don't start to bleed till you have fire. i have bleed out in the sky quite a few times.
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