Ask the [DEV]s a (?) - Part 2
-
- Posts: 962
- Joined: 2011-05-31 22:22
Re: Ask the [DEV]s a (?) - Part 2
Why were BLUFOR mortars removed from most maps?
In conjunction with no scope-less binocular-less BLUFOR factions, some maps the insurgents are better armed and equipped than the BLUFOR factions.
In conjunction with no scope-less binocular-less BLUFOR factions, some maps the insurgents are better armed and equipped than the BLUFOR factions.
-
- PR:BF2 Developer
- Posts: 1978
- Joined: 2011-07-20 10:02
Re: Ask the [DEV]s a (?) - Part 2
Partially to promote direct attacking rather than farming kills from long distance then humanwave discovered caches.
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
-
- Posts: 113
- Joined: 2011-12-11 19:11
Re: Ask the [DEV]s a (?) - Part 2
What's up with the HK417 first shot accuracy? Why does the first shot always miss even though deviation is at zero?
-
- Posts: 962
- Joined: 2011-05-31 22:22
Re: Ask the [DEV]s a (?) - Part 2
How is human waving a cashe not a direct attack?[R-CON]rPoXoTauJIo wrote:Partially to promote direct attacking rather than farming kills from long distance then humanwave discovered caches.
On maps like Bamyan and Grozny I don't think I've even seen BLUFOR kill a cashe that was defended, and if BLUFOR does take a cashe it is usually after an hour and a half and they spent 3/4 of their tickets just trying to get near it. Most of the time BLUFOR is picked off long before they even get in near the cashe.
With no ranged weapons to help BLUFOR close in it just becomes boring for both the Insurgents and BLUFOR, as all the battles happen in the wasteland around cashes.
-
- PR:BF2 Developer
- Posts: 1978
- Joined: 2011-07-20 10:02
Re: Ask the [DEV]s a (?) - Part 2
It's supposed to happen meanwhile assets and optics supporting wave, not after "hour and half" passed with camping and waporized multiple times from camp by insurgents mortars\optics\bombcars.tankninja1 wrote:How is human waving a cashe not a direct attack?
It says nothing for me but that it works as intended, insurgents are one who have the right to choose place to fight the force that meant to move in one direction towards cache.tankninja1 wrote: On maps like Bamyan and Grozny I don't think I've even seen BLUFOR kill a cashe that was defended, and if BLUFOR does take a cashe it is usually after an hour and a half and they spent 3/4 of their tickets just trying to get near it. Most of the time BLUFOR is picked off long before they even get in near the cashe.
With no ranged weapons to help BLUFOR close in it just becomes boring for both the Insurgents and BLUFOR, as all the battles happen in the wasteland around cashes.
Besides, BLUFOR still rifles and assets advantage in most cases.
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
-
- Posts: 962
- Joined: 2011-05-31 22:22
Re: Ask the [DEV]s a (?) - Part 2
That is the way it has always worked, and that has always been really fun because of how good it feels when you snipe down a camping squad with an RPG, or manage to sneak up on an APC in a bomb car. Sneaking up on vehicles is easier than ever now that many of them have had revised drivers optics.[R-CON]rPoXoTauJIo wrote:It's supposed to happen meanwhile assets and optics supporting wave, not after "hour and half" passed with camping and waporized multiple times from camp by insurgents mortars\optics\bombcars.
Not really, at least nothing that can give the infantry effective fire support. On Grozny the Russians only get BTR-80s with 14.5mm guns that aren't terribly effective at killing infantry inside some of the most elaborate buildings in PR.[R-CON]rPoXoTauJIo wrote:Besides, BLUFOR still rifles and assets advantage in most cases.
On Bamyan the Americans get the A-10 but it isn't the most useful asset in the world, mostly because of the nerfs to commanders lazes, but also because it has a lot of down time to reload. Unlike an Apache or Kiowa which can attack and rearm fairly quickly. The Americans are let down by not having any assets that can stay with the infantry and deal with heavy targets as they arise. I've found it is easy just to techie swarm the Americans to death on this map. The SPG techie is a pretty devastating long range vehicle and the regular techies are fast enough to banzai charge into the Americans.
It doesn't help the Insurgents can use roadblocks in less than intended ways and admins seem to have stopped punishing for such offenses. (We've all seen Insurgents build 10m tall roadblocks surrounding a cashe making them next to inaccessible)
-
- Posts: 48
- Joined: 2015-02-09 21:46
Re: Ask the [DEV]s a (?) - Part 2
No response?
cantpick wrote:Used to be a call out on comm rose for ammo caused the riflemen to "beacon" on the map, just as a call for a medic still "beacons" medics on the map.
Was the dropping of the response from riflemen intentional? Will we get that back in next patch?
Or does this question fall under?:
- Mats391
- PR:BF2 Lead Developer
- Posts: 7632
- Joined: 2010-08-06 18:06
Re: Ask the [DEV]s a (?) - Part 2
(20:25:52) Outlawz7: https://www.realitymod.com/forum/f10-pr ... ost2155580cantpick wrote:No response?
(20:26:53) Mats391: otherwise shovel bar wouldnt work
(20:26:57) Mats391: can only have one ability
(20:28:57) Outlawz7: so every kit with shovel has engineer ability or w/e it was?
(20:29:02) Mats391: yes
(20:29:12) Outlawz7: tell the guy
Mineral: TIL that Wire-guided missiles actually use wire
-
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Ask the [DEV]s a (?) - Part 2
I think Bamyan is a specific example that could probably use a little revision. The USMC having iron-sights is not a bad adjustment on its own, but when you create terrain that favors long range engagements it feels like the design is another hindrance. The OPFor assets create further resistance against USMC infantry. The ability to spawn on Cache locations and quickly set defenses without a need for logistics, combined with overall higher mobility on the OPFor side of the equation has given the defenders the majority of the situational advantages presented in PR. Safe for CAS (which we all know is usually down much more than it is up, that's if the pilot doesn't sh*t the bed and get shot down), the USMC are at a deficit in almost every aspect, including standard Rifles.
I feel a lot of the angst should be directed to the overall balance of this specific map, and not so much at the doctrines the Dev team is trying to promote.
Please consider how to actually balance the map so that one side is not capable of overpowering the other. If the USMC were given full optics Bamyan would turn into an OP Archer-esque turkey shoot, which is obviously something the map designer wanted to avoid. That much is obvious, but there are other aspects to consider. Removing the A10 and replacing it with a Kiowa would give more time on station while limiting the overall capabilities of CAS, granted this will essentially be removing the A10 from the game (again). Giving the USMC optics on support weapons (AR/MG for example) would give BluFor an advantage on open terrain, but it might swing things too far to the other side so I could understand apprehension towards any suggestions around optics.
I'm just trying to start a constructive conversation as opposed to simply pointing out the negatives without providing some sort of counter discussion. I'm sure there are plenty of PR players that can easily come up with better options, but unless we nip the negativity in the bud we will just go down the same path we have seen time and time again (THIS IS STOOPID AND UNBALANCED AND DEVS ARE BAD).
I feel a lot of the angst should be directed to the overall balance of this specific map, and not so much at the doctrines the Dev team is trying to promote.
Please consider how to actually balance the map so that one side is not capable of overpowering the other. If the USMC were given full optics Bamyan would turn into an OP Archer-esque turkey shoot, which is obviously something the map designer wanted to avoid. That much is obvious, but there are other aspects to consider. Removing the A10 and replacing it with a Kiowa would give more time on station while limiting the overall capabilities of CAS, granted this will essentially be removing the A10 from the game (again). Giving the USMC optics on support weapons (AR/MG for example) would give BluFor an advantage on open terrain, but it might swing things too far to the other side so I could understand apprehension towards any suggestions around optics.
I'm just trying to start a constructive conversation as opposed to simply pointing out the negatives without providing some sort of counter discussion. I'm sure there are plenty of PR players that can easily come up with better options, but unless we nip the negativity in the bud we will just go down the same path we have seen time and time again (THIS IS STOOPID AND UNBALANCED AND DEVS ARE BAD).
- Ason
- PR:BF2 Developer
- Posts: 1748
- Joined: 2012-10-22 10:29
Re: Ask the [DEV]s a (?) - Part 2
Indeed. New maps usually need some extra fixes to achieve the gameplay that was planned.Murphy wrote:I think Bamyan is a specific example that could probably use a little revision...
Don't worry, Bamyan will get some changes in one of the next updates.
-
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: Ask the [DEV]s a (?) - Part 2
Hey can you put the btr80_alt on Grozny, it ruins my immersion to ride inside?[R-DEV]Ason wrote:Indeed. New maps usually need some extra fixes to achieve the gameplay that was planned.
Don't worry, Bamyan will get some changes in one of the next updates.
-
- Posts: 19
- Joined: 2016-06-22 12:27
Re: Ask the [DEV]s a (?) - Part 2
Another quick question, when will we get reserved slots possibility in the servers back? Aprox date
-
- Posts: 130
- Joined: 2013-04-30 00:11
Re: Ask the [DEV]s a (?) - Part 2
So what happened to the official youtube channel?
-
- PR:BF2 Lead Developer
- Posts: 8532
- Joined: 2012-01-02 12:37
Re: Ask the [DEV]s a (?) - Part 2
Person managing it was long term MIA, I guess he didn't respond to youtube's request so they shut down the channel. We'll soon make work of either getting it back or setting up a new one.
-
- Posts: 130
- Joined: 2013-04-30 00:11
Re: Ask the [DEV]s a (?) - Part 2
Okay, thanks Mineral. That's rather sad, the channel had some fantastic videos that aren't archived anywhere else[R-DEV]Mineral wrote:Person managing it was long term MIA, I guess he didn't respond to youtube's request so they shut down the channel. We'll soon make work of either getting it back or setting up a new one.
-
- Posts: 187
- Joined: 2017-12-16 05:08
Re: Ask the [DEV]s a (?) - Part 2
On the large concrete bunkers on Kashan, Khamisya, and Silent Eagle, are the vents on the roof leading down to the bathroom stall meant to be an homage to the opening of the mission Facility in James Bond Goldeneye for Nintendo 64?
-
- Posts: 879
- Joined: 2016-05-21 01:13
Re: Ask the [DEV]s a (?) - Part 2
Where do the DEVs get their reference material from? Meaning on exact hardware/weapon stats and vehicle performance.
Specifically also where do you get the info on various jet/armour cannon MOA/MRAD/accuracy?
Specifically also where do you get the info on various jet/armour cannon MOA/MRAD/accuracy?
-
- PR:BF2 Developer
- Posts: 985
- Joined: 2011-06-14 14:13
Re: Ask the [DEV]s a (?) - Part 2
Devs manly use https://answers.yahoo.com to ask stuff related to stats and/or performance.
Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
-
- Posts: 879
- Joined: 2016-05-21 01:13
Re: Ask the [DEV]s a (?) - Part 2
I wasn't sarcastic. I actually see that a lot of times the DEVs have very detailed info that i can't find online but i would like to. Specifically on jet/armour cannon accuracy/deviation.