Project Normandy 'Brecourt Assault' BETA - 21st of October
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Xact Wicca is The Joker. That is all.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Bullets came out the side of the G43 when zoomed in. 
While running, as medic the chamber was open on the Kar98
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While running, as medic the chamber was open on the Kar98
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Your deviation wasn't set yet I guess. Bullets in BF2 always come out of the center of your screen, which the G43 is zeroed at.EmarbeBeehan wrote:Bullets came out the side of the G43 when zoomed in.![]()
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
GOod job AD and the PN staff. U really did well. Great map and good assets.
Xact Wicca is The Joker. That is all.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Yeah, that's my test server. Can be used as well, if there are enough ppl.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
lol I want to play and its so full i cant get in XD
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
This was an amazing map and the 100p meant I was always engaged. I would complain about the Hedge rows or the ditch and getting stuck in vehicles but I know that it is pretty realistic. Great map I would play if we did another test on the map for sure. Thanks for runnning it all day.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
I'm sure there will be other events for this map
. We'll try to make some (serverside) changes, to hopefully improve gameplay.

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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
I'll upload some German Panzer and US SL gameplay within the next few days. Armor was quite fun in it, once you got to the action, and not just driving lol
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Had some good times flanking people both as US and German. Good timesPhilrow wrote:I'll upload some German Panzer and US SL gameplay within the next few days. Armor was quite fun in it, once you got to the action, and not just driving lol
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Xact Wicca is The Joker. That is all.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Yeah, upload and share! We'll post it on Facebook for ya
.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Had a great time last night, most things seem right as they are.
The MG issue
MG42s PWN it hard right now, especially since the US cant capitulate with their BARs (automatic rifle, not even a true MG). I would suggest that the new features of the coming PR1.0 are exploited and efforts are directed to implementing a Browning 30.Cal for the US Machine Gunner Kit, in much the same fashion as it will be in the main game.
Furthermore, Ze German could receive an MG34 for the autorifleman role, which would have a lower ammo count. I understand that modelling a new weapon sux, so a retexturing an MG42 (paint a wooden stock on it lol) with much smaller box size would be great.
Actung! Panzer....sperre!
I hear far too many complaints that Tanks need greater mobility, with shermans being stranded all over the place and having to be WP by their own team. Perhaps a little more traction/torque for those tracks to get over those berms. Also, the Sherman's HUD states the Coax ammo count as Main Gun ammo count, and visa versa. They need to be switched around.
Marksmen
Havent tried German Marksman, but a Gerwehr 43 might make a nice addition, perhaps with a Zf39(x4 magnification) or Zf42(x5 magnification) optic, however with no binocs to compensate as the US marksman obviously will not have any optic but instead binocs. Perhaps increasing the US marksman's M1Garand accuracy and range slightly for this purpose. Or an M1903 Springfield without a scope (less realistic, methinks)?
Mapping Wise
I think the US shouldnt be forced to take the Crossroads and gameplay would benefit from removing this from the Cap Order. I understand the tactical importance of this point on the map -it would have been key for the US to control it as a highway for armour, but I think this should be the teams choice/fault, so they decide their own fate. It means that the US team has to split its forces to defend the poorly defensible Crossroads and attack a very defensible flag such as Bunkers. No fair and ends in stalemate with little map progression.
Ze Germans currently have a very good headstart on the US. Perhaps they should have an RP that lasts 2mins at the Crossroads flag (hopefully ex-flag) ?
More events, I want to play this right now.
4 stars out of 5
...mongol...
The MG issue
MG42s PWN it hard right now, especially since the US cant capitulate with their BARs (automatic rifle, not even a true MG). I would suggest that the new features of the coming PR1.0 are exploited and efforts are directed to implementing a Browning 30.Cal for the US Machine Gunner Kit, in much the same fashion as it will be in the main game.
Furthermore, Ze German could receive an MG34 for the autorifleman role, which would have a lower ammo count. I understand that modelling a new weapon sux, so a retexturing an MG42 (paint a wooden stock on it lol) with much smaller box size would be great.
Actung! Panzer....sperre!
I hear far too many complaints that Tanks need greater mobility, with shermans being stranded all over the place and having to be WP by their own team. Perhaps a little more traction/torque for those tracks to get over those berms. Also, the Sherman's HUD states the Coax ammo count as Main Gun ammo count, and visa versa. They need to be switched around.
Marksmen
Havent tried German Marksman, but a Gerwehr 43 might make a nice addition, perhaps with a Zf39(x4 magnification) or Zf42(x5 magnification) optic, however with no binocs to compensate as the US marksman obviously will not have any optic but instead binocs. Perhaps increasing the US marksman's M1Garand accuracy and range slightly for this purpose. Or an M1903 Springfield without a scope (less realistic, methinks)?
Mapping Wise
I think the US shouldnt be forced to take the Crossroads and gameplay would benefit from removing this from the Cap Order. I understand the tactical importance of this point on the map -it would have been key for the US to control it as a highway for armour, but I think this should be the teams choice/fault, so they decide their own fate. It means that the US team has to split its forces to defend the poorly defensible Crossroads and attack a very defensible flag such as Bunkers. No fair and ends in stalemate with little map progression.
Ze Germans currently have a very good headstart on the US. Perhaps they should have an RP that lasts 2mins at the Crossroads flag (hopefully ex-flag) ?
More events, I want to play this right now.
4 stars out of 5
...mongol...
Military lawyers engaged in fierce legal action.
[INDENT][INDENT]
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Had a good game for about 20 minutes, until being team-swapped, then getting kicked from the server as I tried to switch back. Funny how the teams change to 52/48 somehow, and people like me get screwed. Thanks for ruining another PR experience.
Bug: Floating vegetation layer at C2KP9.
Bug: Floating vegetation layer at C2KP9.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
I got to agree with Boris, admins using teamswitch to switch their friends to make their squad or to switch themselves ruin the experience for other players that get switched.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
I'm not gonna answer specifically to that as that is not what this thread is for.
http://dl.dropbox.com/u/64617768/switching.txt
here you can find all switch commands used. If you find any that look like we are switching 'friends' then let us know. We only switch for balancing or to make sure clans are together.
Other then that, continue on the actual map. Not on the server that was asked to host it.
http://dl.dropbox.com/u/64617768/switching.txt
here you can find all switch commands used. If you find any that look like we are switching 'friends' then let us know. We only switch for balancing or to make sure clans are together.
Other then that, continue on the actual map. Not on the server that was asked to host it.
Last edited by Mineral on 2012-10-23 09:58, edited 1 time in total.
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Weapons and vehicles:
5/5
Map and statics:
5/5
Balance:
3/5
Terrain (realism-wise; hedges, village layouts, trenches etc)
6/5, they seriously look very similar to polish countryside xD
5/5
Map and statics:
5/5
Balance:
3/5
Terrain (realism-wise; hedges, village layouts, trenches etc)
6/5, they seriously look very similar to polish countryside xD
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
Im super glad we had the beta test, it would have sucked if it was realesed with these problems
some PR maps should have been subjected to a beta test too before they where released, would have fixed so many problems XD
some PR maps should have been subjected to a beta test too before they where released, would have fixed so many problems XD
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Re: Project Normandy 'Brecourt Assault' BETA - 21st of October
I really LOVE to play this mod. I used to play CoD etc when I were younger.
But now, CoD suck ballsack, so this really gave me a good PR experience as I love to play ww 2 games as FPS.
Map: Pretty awesome, I loved the hedgerow fights
Weapons: Thompson, enough said.
Vehicles: Willies, just plain awesome!
Also, credit to PRTA for hosting a good server for this awesome mod.
But now, CoD suck ballsack, so this really gave me a good PR experience as I love to play ww 2 games as FPS.
Map: Pretty awesome, I loved the hedgerow fights
Weapons: Thompson, enough said.
Vehicles: Willies, just plain awesome!
Also, credit to PRTA for hosting a good server for this awesome mod.