Falklands feedback general

General discussion of the Project Reality Falklands modification.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Falklands feedback general

Post by Rhino »

Bringerof_D wrote: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.
Cheers, colours are pretty much based on what's there more or less and also being set in winter, and ye could use a bunch of new jagged rocks and also could be better placed, 99% of the rocks where placed with 3DsMax scatter function :p
Bringerof_D wrote: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.
Ye, if you have any negative throttle taxing is much harder. Put your throttle up to around 10%, as long as it doesn't go above 19% then your engines wont start up and you can taxi much better then :D

We did try to add some stabilizers to the Harriers but still need to do some more work there but not sure how much more they can really do.
Bringerof_D wrote: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.
There was a couple of jets that where not "bleeding" when in critical damage, but these have been fixed in the v0.182 server side patch, hopefully there isn't any others :)
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Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: Falklands feedback general

Post by Vicious302 »

I assumed such a large map would be for 100p+ only. I'm not even going to attempt to load up on a map 4x bigger without an increase in players. Just doesn't make any sense at all to me, I thought all servers would be getting the 100p code for this, otherwise they shouldn't get a liscense for it. ::Banging my head against wall::

AND what is up with the lights on INSIDE the houses during the night version? They should be OUTSIDE! Otherwise it completely renders the buildings useless.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Falklands feedback general

Post by Pvt.LHeureux »

Yeah, I can't go back to 64 players Falklands after the 100p server.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Falklands feedback general

Post by 40mmrain »

the east falkland, to only part where the fighting takes place for inf is actually really small. Smaller than a 4KM, at least. 90% of the 16x16 is only there for proper jet combat. YOu can seel malo, and goose green from fitz, and pretty much the whole map from mount malo..

100p improves every PR map, really, and like the rest theyre all still playable at 32v32
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Falklands feedback general

Post by Rhino »

Vicious302 wrote:I assumed such a large map would be for 100p+ only. I'm not even going to attempt to load up on a map 4x bigger without an increase in players. Just doesn't make any sense at all to me, I thought all servers would be getting the 100p code for this, otherwise they shouldn't get a liscense for it. ::Banging my head against wall::

AND what is up with the lights on INSIDE the houses during the night version? They should be OUTSIDE! Otherwise it completely renders the buildings useless.
40mmrain wrote:the east falkland, to only part where the fighting takes place for inf is actually really small. Smaller than a 4KM, at least. 90% of the 16x16 is only there for proper jet combat. YOu can seel malo, and goose green from fitz, and pretty much the whole map from mount malo..

100p improves every PR map, really, and like the rest theyre all still playable at 32v32
Yes the ground combat area is only really a 3km by 2km area. You can easily play it with 64 players, but like any 4km map, is better with 100p.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Falklands feedback general

Post by lucky.BOY »

'[R-DEV wrote:Rhino;1823395']... but like any -snip- map, is better with 100p.
Fixed for ya :)
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Falklands feedback general

Post by Cavazos »

It is very difficult to deal with the enemy armor as Argentinian infantry.mso the Argentinian air force is better at CAS? I can see how that helps balance out the Scimitar. It can also be highly dependent on pilot skill if you can defend against armor. In my experience thus far, I had no issues with enemy air.

The buildings are good cover against them. There were a few times I was surprised they could take out a supply truck behind Argentinian lines with such accuracy, but perhaps a sniper with a GLTD was spotting.

Perhaps more flags can start as Argentinian and using the mainly defensive anti armor guns and statics will help balance against this more.
fabioxxxx
Posts: 180
Joined: 2009-07-02 01:12

Re: Falklands feedback general

Post by fabioxxxx »

so the brits fought against the LVTP-7 and destroyed a few... don't see why is not in the standard mode it's part of the war ...

now you can say "No this game mode takes place after the initial invasion so you can't have LVTP-7, its the dev law Uahhaha" *evil laugh

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Quote:
Originally Posted by Pvt.LHeureux
Finally, where are the Argies LVTP-7s?

http://1.bp.blogspot.com/-287LEgcrwk...25281%2529.jpg
http://dmn.wpengine.netdna-cdn.com/w...klands-War.jpg

Also I read that somewhere :
Quote:
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

The LVTP-7s are part of the Skirmish 32 layer for this reason.
Pvt.LHeureux
Posts: 4796
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Re: Falklands feedback general

Post by Pvt.LHeureux »

Yeah it could be fine to have the LVPT-7s on the field. Even if the scimi would win, it would still give the argies an armored transport vehicle with a weapon..
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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 »

fabioxxxx wrote:so the brits fought against the LVTP-7 and destroyed a few... don't see why is not in the standard mode it's part of the war ...

now you can say "No this game mode takes place after the initial invasion so you can't have LVTP-7, its the dev law Uahhaha" *evil laugh

http://dmn.wpengine.netdna-cdn.com/wp-c ... ds-War.jpg

Quote:
Originally Posted by Pvt.LHeureux
Finally, where are the Argies LVTP-7s?

http://1.bp.blogspot.com/-287LEgcrwk...25281%2529.jpg
http://dmn.wpengine.netdna-cdn.com/w...klands-War.jpg

Also I read that somewhere :
Quote:
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

The LVTP-7s are part of the Skirmish 32 layer for this reason.
Pvt.LHeureux wrote:Yeah it could be fine to have the LVPT-7s on the field. Even if the scimi would win, it would still give the argies an armored transport vehicle with a weapon..
TBH I'm getting a bit sick of this suggestion....

Ignoring the fact it was only used in the initial invasion then went back to Argentina straight after, well before the British naval task force arrived, what do you guys really expect this LVTP-7 to really be able to do against the Scimitar?

Pretty much everyone complains how bad the AAVP7A1 is against enemy armour and hell, that has a 40mm Grenade Launcher with AP rounds... This on the other hand only has a single HMG, and not even an M2HB like the AAVP7A1 has, but instead the M85 .50cal HMG which its only party trick is it has tow rates of fire to choose from, (slow and fast, fast being normal HMG ROF).

Now even if I totally ignored historical accuracy and added this in, what do you really think it would do, go off alone hunting down the Scimitar? More like the other way around. This would only be good for use as an APC (which right now they already have well more transport from the get go than the Brits), and possibly shooting up the odd infantry squad but nothing like to the effectiveness of the Scimitar and ye, easy pickings for anything, being jets, even AT (being a much bigger target that's less effective at range and also the Brits get a Milan).


I know this suggestion has came up as everyone is quite frustrated on being on the receiving end of the Scimitar and not being able to "deal with it themselves" and for that reason in the v0.182 Server Side Patch I increased its delayed spawn time from 20mins to 30mins but the biggest thing you guys need to adapt and change your tactics for these kind of things.

The most effective weapon I've found against the Scimitar is CAS, where it has no defence other than Harriers and ground AA, both of which you can easily work around as a pilot. I've already killed the Scimitar twice with the A-1H Skyraider (and only flown it in one round so far) by just spamming rockets at it after getting intel from the ground on where it was. I admit this means you need to rely heavily on your teams pilots and if they are rubbish, or the enemy team have much better pilots then your going to struggle but the A-1H only has a 5min spawn, in close proximity to where the Scimitar is and it really doesn't take much to take off, fly around and destroy it.

I agree in the long run the Argies need to get an AML 90 but we don't have one right now and the closest thing I can think of as a place holder is a T-62 and even to put that in would require a client side update which I want to avoid but I really do think once you guys start to adapt to the map and its scenario and make the Scimitar a big objective then you guys will find it much easier to hunt it down, working together with CAS and other elements to bring it down.
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Arc_Shielder
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Re: Falklands feedback general

Post by Arc_Shielder »

Rhino are you still looking for a ref regarding the sniper rifle that argentinians used?

In that argentinian blog posted here it makes reference to the Steyr SSG 69 PI as a gun for a franco atirador aka sniper.

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Rhino
Retired PR Developer
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Re: Falklands feedback general

Post by Rhino »

Arcturus_Shielder wrote:Rhino are you still looking for a ref regarding the sniper rifle that argentinians used?

In that argentinian blog posted here it makes reference to the Steyr SSG 69 PI as a gun for a franco atirador aka sniper.

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Ye I saw that a few days ago when Mayunia posted that link in this topic.

I'm really gutted since that was the orignal Place Holder Sniper Rifle for the Argies, mainly because it was in the MEC kit (which what the Arg kits where made from) and we didn't have anything to swap it out with at the time so it was just left in :p

It is however only one of many different types of "sniper rifles" used during the Falklands war by the Argies as they don't seem to have had a standard rifle for their snipers and snipers where mainly part of SF teams it seems (note, above pic, they are waring camo, normal Argentinian soldiers didn't have camo).

That being said, they is the only ref I've seen of that rifle being used by the Argeis in the Falklands war, but tbh, its good enough for making it the sniper rifle for the next release as it means we don't need to make a new model etc :p
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Igwaith
Posts: 16
Joined: 2012-04-10 23:25

Re: Falklands feedback general

Post by Igwaith »

Thats the "Compania de Comandos 602 o 601" Special forces, company 601 or 602 i'm not sure..
Regular soldiers used Mauser and FM FAL with scope, SF anything they could get or want it.

It's not a bad idea to have it like sniper rifle, it's a nice model, and it's already done! hehe :P
Rhino
Retired PR Developer
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Re: Falklands feedback general

Post by Rhino »

Ye there are many conflicting sources on the Mauser being used as a sniper rifle, many saying that they where phased out before the war, although I have seen one pic with one in it on the Falklands, although it didn't have a scope on it :p
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Lt Col Keith
Posts: 36
Joined: 2009-01-30 14:05

Re: Falklands feedback general

Post by Lt Col Keith »

My recollection was that we were still using the Lee Enfield 303 as the primary sniper rifle. I may be wrong and will stand corrected.
Rhino
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Re: Falklands feedback general

Post by Rhino »

My sources tell me the Brits used the L42A1 Sniper Rifle, which is basically the same thing, uses the same bolt system but different barrel etc:
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Its part of the open community tasks for PR:F that are up for grabs listed here :)
https://www.realitymod.com/forum/f388-p ... tasks.html

We are currently using the standard Lee Enfield 303 ingame as a place holder, although has buggy deviation right now so can't hit anything past 500m :p
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Lt Col Keith
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Re: Falklands feedback general

Post by Lt Col Keith »

Interesting, I had to qualify 5 rounds, 2 inch cluster at 500 yards just to qualify as a rifle man with a FAL FN9, a Lee Enfield 303 and an SA 80; never mind a 2inch cluster with five rounds at 15 ft using a good old Browning.
Lt Col Keith
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Re: Falklands feedback general

Post by Lt Col Keith »

OK my favourite rifle:
The SA 80, is great for close combat and frankly can't be beaten in modern warfare. The FAL FN9 is great as a an all rounder, but heavy to carry cross terrain, however as a single shot weapon is a man stopper. The Lee Enfield 303 is a superb piece of wood and when you settle into it, you can kill a target at 1000 yards even with iron sites
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Lt Col Keith
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Re: Falklands feedback general

Post by Lt Col Keith »

Sorry, old soldier ramble , please ignore me.
Moszeusz6Pl
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Re: Falklands feedback general

Post by Moszeusz6Pl »

On Vehicle Warfare layer left A4C are moving a bit forward right after spawn. After some time it moves away from spawn, and second one spawn, but they collide with themselves, and explode in result, killing third jet too.

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