PR:WW2 Status Update June 2018

Project Reality announcements and development highlights.
NlaEid
Posts: 10
Joined: 2018-03-07 10:34

Re: PR:WW2 Status Update June 2018

Post by NlaEid »

Extreme levels of HYPE!

We all know you're doing your best PR devs and we're right behind you!
TheDankOverlord
Posts: 7
Joined: 2016-01-19 06:21

Re: PR:WW2 Status Update June 2018

Post by TheDankOverlord »

Out of curiosity, how many pistol clipazines will German ALT AT have?
milosv123344
Posts: 100
Joined: 2012-07-29 13:26

Re: PR:WW2 Status Update June 2018

Post by milosv123344 »

Amazing job guys i can't wait!
milosv
Walmarx
Posts: 138
Joined: 2009-03-22 21:32

Re: PR:WW2 Status Update June 2018

Post by Walmarx »

I cannot overstate how elated I am to read this, even two months late! the Battlefield V beta has just ended, and as I expected, it really just made me crave PR. Now I really have something to look forward to! I am thrilled this is still in development, I'll bring every player I can with me once it is released.
[img]http://s2.postimg.org/zdxdhsts9/rrrrussia_sig_medium.jpg[/img]
MertSahin
Posts: 229
Joined: 2011-12-02 22:47

Re: PR:WW2 Status Update June 2018

Post by MertSahin »

Walmarx wrote:I cannot overstate how elated I am to read this, even two months late! the Battlefield V beta has just ended, and as I expected, it really just made me crave PR. Now I really have something to look forward to! I am thrilled this is still in development, I'll bring every player I can with me once it is released.
Meet you on the battlefield
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crokojot
Posts: 122
Joined: 2008-01-05 00:10

Re: PR:WW2 Status Update June 2018

Post by crokojot »

:thumbsup:
Onslaught
Posts: 24
Joined: 2006-12-11 15:08

Re: PR:WW2 Status Update June 2018

Post by Onslaught »

Cool, looking forward to it! :)
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: PR:WW2 Status Update June 2018

Post by Ragnarok1775 »

In the interest of historical accuracy and less (read: era accurate) firepower:

How about pistols only for US and German medics?

Also, since American and German troops generally obeyed laws of war with respect to medics, what would it take to implement a penalty for killing a medic, somewhat like the civilian kit in insurgency (though I vaguely remember there being some kind of bug or problem with them)?

However if we ever end up with Eastern Front or Pacific Theater maps, USN Corpsmen carried carbines because the IJA did not respect non-combatant status of medics whatsoever, nor did the Red Army.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: PR:WW2 Status Update June 2018

Post by Frontliner »

Any kind of weapon would make it acceptable to shoot a medic. So "just" having pistols wouldn't change anything.

The problems with unarmed medics are predominantly gameplay related:
1. There is no real incentive to not shoot a medic if we were to copy the Insurgency behaviour. I remember playing Fallujah or Basrah Skirmish, and it doesn't matter if you were to shoot civis because you don't care about the respawn timer when you can deny the enemy squad from ever getting up. The only way to make players care about the ROE would be a ticket penalty unless knifed, but that could potentially be abused by forcing kills on medics. I think it's too much of a hassle and disrupts the gameplay by far more than it adds to it.
2. The 2nd reason for armed medics is that our kit system is kind of a nightmare when it comes to WW2 because of the customizeability it provides to squad configurations. I've made a very lengthy post about it a few years ago, and it's only been finalized in a - for me - satisfactory manner a couple of months ago.
But basically, if we were to strip medics of their firearms entirely, we would end up having far too many automatic weapons per squad again.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: PR:WW2 Status Update June 2018

Post by Ragnarok1775 »

If you mean legally, no, medics were legally allowed to carry weapons for defensive purposes only. It did not make them valid targets. I believe the unarmed medic convention article was passed in 1948 or 1949. Typically the US carried the M1911 and Germans the P08 or P38. I think this would be reasonable as it's not an offensive weapon unless you're crazy.

1) A significant respawn timer penalty plus ticket loss? No exception for knives. But then some people may not know/care. Is it possible for the game to distinguish between a gun/melee kill and a splash-damage kill? As a kind of workaround for accidents or medics being human shields. So I concede this may not be practical.

2) Great post, even if it took me several hours to read it. If the devs were to stick to realistic kit loadouts including pistol-only medics, we wouldn't have an automatic weapon-heavy squad. We would just be short one M1/K98k. I'm assuming there will still be limited kits. You're F-ed without a medic (which personally I believe should be a one per squad limit) and it's a pain to switch squads, wait a couple minutes, pull an AR kit (if it's even available), then switch back. The squad will still be dominated by rifles, and no one gains a machine gun.


Frontliner wrote:Any kind of weapon would make it acceptable to shoot a medic. So "just" having pistols wouldn't change anything.

The problems with unarmed medics are predominantly gameplay related:
1. There is no real incentive to not shoot a medic if we were to copy the Insurgency behaviour. I remember playing Fallujah or Basrah Skirmish, and it doesn't matter if you were to shoot civis because you don't care about the respawn timer when you can deny the enemy squad from ever getting up. The only way to make players care about the ROE would be a ticket penalty unless knifed, but that could potentially be abused by forcing kills on medics. I think it's too much of a hassle and disrupts the gameplay by far more than it adds to it.
2. The 2nd reason for armed medics is that our kit system is kind of a nightmare when it comes to WW2 because of the customizeability it provides to squad configurations. I've made a very lengthy post about it a few years ago, and it's only been finalized in a - for me - satisfactory manner a couple of months ago.
But basically, if we were to strip medics of their firearms entirely, we would end up having far too many automatic weapons per squad again.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: PR:WW2 Status Update June 2018

Post by Frontliner »

Ragnarok1775 wrote:If you mean legally, no, medics were legally allowed to carry weapons for defensive purposes only. It did not make them valid targets. I believe the unarmed medic convention article was passed in 1948 or 1949. Typically the US carried the M1911 and Germans the P08 or P38. I think this would be reasonable as it's not an offensive weapon unless you're crazy.
While that might be the case, for the European and North African theatre the combattants, outside a few instances, respected the Red Cross markings. So as to not give either side an excuse, a reasonable assumption would be that both sides had their medics not wear weapons at large, but we don't know for sure.

Here's a reddit post, but there isn't a definitive answer: https://www.reddit.com/r/AskHistorians/ ... e_weapons/
Ragnarok1775 wrote:1) A significant respawn timer penalty plus ticket loss? No exception for knives. But then some people may not know/care. Is it possible for the game to distinguish between a gun/melee kill and a splash-damage kill? As a kind of workaround for accidents or medics being human shields. So I concede this may not be practical.
Knifing would mimic the "civi arrest mechanic" in Insurgency, after all, you've got to get rid of people in the capzone somehow :P
And yes, the game can detect which weapon was used to strike down an enemy, otherwise the above would not be possible. If you're familiar with Marlin Insurgency from a few years ago, you may remember that knifing a civi still gave you a penalty because the knife is considered a conventional weapon. Only straps and shotgun shells trigger the arrest behaviour to function as intended.

The problem with "significant" ticket losses is once again the abuse potential and the weird feeling when you end up losing the game because of it, even though you were pushing the enemy back. This is really finnicky, I think we best stick with the behaviour seen in our modern combat scenarios.
Ragnarok1775 wrote:If the devs were to stick to realistic kit loadouts including pistol-only medics, we wouldn't have an automatic weapon-heavy squad. We would just be short one M1/K98k. I'm assuming there will still be limited kits. You're F-ed without a medic (which personally I believe should be a one per squad limit) and it's a pain to switch squads, wait a couple minutes, pull an AR kit (if it's even available), then switch back. The squad will still be dominated by rifles, and no one gains a machine gun.
I appreciate the effort on your behalf, but the goal was not only to "remove automatic spam" but also "promote them rifles". If I were to mix your idea with the current set-up a Wehrmacht loadout would look like the following:
1 MP40
up to 2 MGs or 1 MG/1 StG
1 G43
2 Kar98k
2 unarmed/pistols

As you've read, this is nowhere near a realistic loadout for a German Infantry squad, but it gets even worse if you drop the numbers down to 6 players:
1 MP40
2 MGs or 1 MG/1 StG
1 G43
2 unarmed/pistol or 1 unarmed/pistol + one Kar98k(LAT)

You see where the problem lies? The Kar98k, the Wehrmacht's primary weapon, appears only on kits that are necessary for a squad to function already, and stripping another 2 of it makes it disappear almost completely. We're already oversaturated with special firearms as it is, please don't advocate it making worse.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Ragnarok1775
Posts: 157
Joined: 2012-07-06 11:21

Re: PR:WW2 Status Update June 2018

Post by Ragnarok1775 »

Frontliner wrote:While etc...
I get what you're saying, it would be a higher proportion of MGs vs rifles, fair enough.
MertSahin
Posts: 229
Joined: 2011-12-02 22:47

Re: PR:WW2 Status Update June 2018

Post by MertSahin »

ww3 about to start guys, pls give us ww2 mod before you start on ww3 mod -_-
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ALADE3N
PR:BF2 Developer
Posts: 574
Joined: 2016-02-13 17:34
Location: Philippines

Re: PR:WW2 Status Update June 2018

Post by ALADE3N »

MertSahin wrote:ww3 about to start guys, pls give us ww2 mod before you start on ww3 mod -_-
Perhaps you should be in their place before complaining, you know DEVS have their respective private lives in which they also have duties to make.
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MertSahin
Posts: 229
Joined: 2011-12-02 22:47

Re: PR:WW2 Status Update June 2018

Post by MertSahin »

HeneraLuna wrote:Perhaps you should be in their place before complaining, you know DEVS have their respective private lives in which they also have duties to make.
eh you can call it complaining, i call it asking, someone else would call it begging, maybe another person would call it reminding that we wait for news... still i do not think that i have to be a DEV for such an question but perhaps you know better
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SGT.CHRISTIAN
Posts: 39
Joined: 2010-12-21 20:06

Re: PR:WW2 Status Update June 2018

Post by SGT.CHRISTIAN »

Can't wait to play it!
Ameroth
Posts: 1
Joined: 2018-12-18 18:44

Re: PR:WW2 Status Update June 2018

Post by Ameroth »

Thanks for the update, amazing JOB! i want to donate you, maybe next week
KoloWW2
Posts: 1
Joined: 2019-02-15 19:56

Re: PR:WW2 Status Update June 2018

Post by KoloWW2 »

The mod is awesome but omaha beach is not realistic at all
1.) There were no houses at the beach
2.)Cover(Czech Hedgehog,etc.) was spread out,not lined up
3.)Return omaha beach from the beta,it was much more realistic
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: PR:WW2 Status Update June 2018

Post by Rabbit »

KoloWW2 wrote:The mod is awesome but omaha beach is not realistic at all
1.) There were no houses at the beach
2.)Cover(Czech Hedgehog,etc.) was spread out,not lined up
3.)Return omaha beach from the beta,it was much more realistic
nigga what?
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AfSoccer "I just don't see the natural talent."
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sweedensniiperr
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Joined: 2009-09-18 10:27

Re: PR:WW2 Status Update June 2018

Post by sweedensniiperr »

woa rabbit, this guy is clearly an expert.
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