Project Normandy - Alpha feedback

General discussion of the Project Reality WWII modification.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Project Normandy - Alpha feedback

Post by Pvt.LHeureux »

Post feedbacks of what you liked and what you didn't liked.

Small suggestions can go here too.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Stockypotty
Posts: 31
Joined: 2009-02-07 03:02

Re: Project Normandy - Alpha feedback

Post by Stockypotty »

Firstly, I would like to thank all those involved in the making of this next update. You can clearly see how the mod has progressed and the hard work pays off.

I shall be giving my thoughts on a variety of issues that others might or might not agree on. I shall start on the things I liked.

Positive Points

- The revised Thompson is a dream to shoot. Great model, feels fantastic firing - 10/10

- The instant smoke pop (more on this later)

- Flax looks awesome when parachuting down

- The lighting on the night map is really good. You can tell it is a night map, yet you can still see!

- The whole system of parachuting is really fun, especially when in the plane model itself waiting to jump.

- American BAR is nicely revised, I enjoy the different speed of fire you can choose, sights work now etc

- The gun emplacement on easy point facing the sea on Overload is fantastic!

- Tanks are awesome! Panzers are beautiful

Areas of concern

- Sight for the Garand is too small. You can barely see out of the sight and have to practically guess where the enemy is when you fire. The carbine is a good example of being able to see well out of the sights.

- Main German rifle too OP. This gun is now devastating. It is practically a faster firing sniper rifle that one hit kills. I ran, stop and fired instantly and there was hardly any deviation effect, my shot was extremely accurate. Many times I died when a German saw me in a flash. Almost felt like COD style 'twitch' shooting.

- Smoke grenades are insanely OP. Smoke rounds pop instantly and cover a huge area. Riflemen get 2 of these, meaning they can cover a vast amount of area with instant smoke. Now consider having a 6 man sqd with 2 smoke grenades each. That's 12 smoke grenades that can be used. I guarantee this will turn into a smoke war, with people just bumping into each other in smoke clouds. I would suggest either only giving rifleman 1 smoke grenade, whilst turning down the smoke radius. Or, revert back to the old smoke grenades and have a certain kit have these 'pop' smoke grenades to help filter it all out.

- Background noise in night map. There is quite a lot of background noise that represents the planes coming overhead. Now I understand that this was probably the level of sound you had IRL, but gameplay wise it gets a bit annoying / caused me a slight headache. Maybe consider turning it down a bit? Depends on whether others had similar views on it.

- Bunker textures. I don't know if the new bunker textures are staying, but they are horrible. Outright horrible. The previous textures for the bunkers was perfect, especially the interior. There are also some new grass textures that just stick out like a sore thumb. I am sure these textures can be improved.

- Cannon on easy point facing west could be higher. Currently it is mainly looking at ground right in front of it and makes it pretty pointless. If it was raised so it could see all over the western ground, it would be much more effective.

- Put the machine gun emplacements back on the beach. This is especially true if you plan to keep the new smoke rounds. I never thought the emplacements were too OP if you had people suppressing the area, rockets firing into them, and general troop advancement.

I think that is it for the minute. Really excited to play this game with a full server. I gather around 420GB of footage from this event and I will edit it and upload it to this section when it is down :)

Thanks again,

Andrew
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Alpha feedback

Post by Pvt.LHeureux »

Noted.

Also the fixed MGs were removed because you can't be supressed when inside a "vehicle". MGs kits will spawn there instead.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: Project Normandy - Alpha feedback

Post by Kevokpo »

Stockypotty wrote: - Background noise in night map. There is quite a lot of background noise that represents the planes coming overhead. Now I understand that this was probably the level of sound you had IRL, but gameplay wise it gets a bit annoying / caused me a slight headache. Maybe consider turning it down a bit? Depends on whether others had similar views on it.
I agree with this, it was way too loud for me, if you don't speak loudly you cannot be heard by others or you could not hear gun shots sometimes, maybe turning it down as he said would be a good choice.

The tanks are a little tricky to get in, you have to jump like a rabbit to reach the top of it to get inside, I don't know if it is possible to make it easier to get in, of course, it is low priority.

Some houses walls are invisible from the inside with low graphic settings.
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Thats all I saw today
this mod is excellent I congratulate all the guys that are currently working on this. :-D
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Stockypotty
Posts: 31
Joined: 2009-02-07 03:02

Re: Project Normandy - Alpha feedback

Post by Stockypotty »

Pvt.LHeureux wrote:Noted.

Also the fixed MGs were removed because you can't be supressed when inside a "vehicle". MGs kits will spawn there instead.
Ah right ok, that sounds like a good idea.
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Project Normandy - Alpha feedback

Post by Moszeusz6Pl »

I don't play normal round yet, but saw some think during testing on local.

1. Sky in Operation Overlord night is too dark in my opinion, I can't saw any planes or they are flying too high.
View image: bf2 20120610 143946

2.Inside of bunkers is too bright imo.
View image: bf2 20120610 143839

3.I think that this barbwire is out of place, because it's blocking way to second bunker, and forcing Germans to take longer way.
View image: bf2 20120610 144410
View image: bf2 20120610 144414

4.AT guns sounds like they was shotting rocket, not shell.

Btw canon at ship look a little weird when shooting(I didn't supposed that you will use them as mortars).

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Pvt.LHeureux
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Re: Project Normandy - Alpha feedback

Post by Pvt.LHeureux »

Well sorry for people with low graphics but those problems are really because you have low graphics. The bright lights in the bunkers is because they're not lightmapped yet, means the lighting is not final on all maps.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Project Normandy - Alpha feedback

Post by lucky.BOY »

Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy - Alpha feedback

Post by Pvt.LHeureux »

lucky.BOY wrote:Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.
As in? :D

If you want to do it go ahead, would be really awesome :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17093
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Re: Project Normandy - Alpha feedback

Post by AfterDune »

lucky.BOY wrote:Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.
So true. But I don't have any modelling experience, so rely on others to step up and fix it for me. If anyone is able to do that, please contact me or Pvt.LHeureux.
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Moszeusz6Pl
Retired PR Developer
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Re: Project Normandy - Alpha feedback

Post by Moszeusz6Pl »

Another suggestion about barbwire.
View image: bf2 20120611 123055

I my opinion you should move 3 barbwires marked in red circle to blue line position, so they won't block entrance to AT gun. Map Road to St Lo.

You should also check entrances to bunkers and trenches at all maps, because sometimes you need to jump to walk throught.

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Ratface
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Re: Project Normandy - Alpha feedback

Post by Ratface »

I didn't really get to play much on the airdrop on overlord, but I was wondering if the "C47's" can be destroyed by flak at this point or not.

I know this may sound like a suggestion because it is I guess, but when you eventually get a model for the skytrain, it would be kind of cool to make it disabled after taking lots of flak round (instead of it completely blowing up) to give the paratroopers some time to jump out of the falling aircraft.

That and I want to watch the c47 crash into the ground over and over again ^^
Wadziu
Posts: 115
Joined: 2008-08-17 15:40

Re: Project Normandy - Alpha feedback

Post by Wadziu »

Yes, you can shoot them down, great stuff :D
Moszeusz6Pl
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Re: Project Normandy - Alpha feedback

Post by Moszeusz6Pl »

Bases at Road to St.Lo. are too exposed. Here is view at German main from church. View image: bf2 20120611 174352. As you can see, you can easily baserape from this position.

Another position outside DOD View image: bf2 20120611 174613, View image: bf2 20120611 174620. Also you can see many enemy vehicles.

Third one:View image: bf2 20120611 174742, View image: bf2 20120611 174745 also very easy to baserape, outside DOD.

I suggest moving main further east to place marked by red rectangle or even more, placing more bushes and trees from all sides.

View image: bf2 20120611 174851

USA base is also very visible, like from this position.
View image: bf2 20120611 175218
View image: bf2 20120611 175213
One player with AT kit can easily sneak to this house and kill every spawning vehicles.
I suggest moving base to the east to position marked by red rectangle and adding bushes and trees.

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AfterDune
Retired PR Developer
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Re: Project Normandy - Alpha feedback

Post by AfterDune »

Yeah, the bases need to be relocated a bit. Too exposed and too 'simple'.
Moszeusz6Pl wrote:Another suggestion about barbwire.
View image: bf2 20120611 123055

I my opinion you should move 3 barbwires marked in red circle to blue line position, so they won't block entrance to AT gun. Map Road to St Lo.

You should also check entrances to bunkers and trenches at all maps, because sometimes you need to jump to walk throught.
Agreed. Noted.
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iSmall
Posts: 82
Joined: 2012-02-26 23:23

Re: Project Normandy - Alpha feedback

Post by iSmall »

What i would like for German rifle is to make not a one shot one kill, but like one shot make enemy black n white, make a bigger recoil too.
AfterDune
Retired PR Developer
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Re: Project Normandy - Alpha feedback

Post by AfterDune »

It's already noted. But we'll first see if that's still necessary when we add more deviation and recoil. The K98 was a powerful rifle after all.
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sweedensniiperr
Posts: 2784
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Re: Project Normandy - Alpha feedback

Post by sweedensniiperr »

this is post for your improvement.

•huge increase in BAR recoil
AD: Noted
•transport ships could be aligned the other way[pic]
AD: Missing pic?
•should the BAR have it's bipod out in both fire modes?
AD: The animation is like that. Don't know if it's even possible to get them in. Noted anyway.
•the bunkers on ex-mortar pits are very i would like to see some more dug in bunkers and trenches. especially at the beach. however, quite low priority.
• is it just me or does the carbine have that "double shot" as the m14 had in the first release of vietnam?
AD: Noted
• **** animations on the grease gun..but nice on the mp40 :) also not so important..
•bigger recoil on gewher? it fired 7.92..
AD: Is already noted
•realismnerdnote: did all soldiers carry smoke and incendiary?
• more badass sound on the big boat guns?
AD: Those cannons are very WIP, not finished by far
• more spots in the halftrack?
AD: Noted.

EDIT:
AfterDune wrote:AD: Missing pic?
sort of like this
i don't know what was the deal irl but it's just an idea.
Last edited by sweedensniiperr on 2012-06-14 10:59, edited 3 times in total.
Reason: picture
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Moszeusz6Pl
Retired PR Developer
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Re: Project Normandy - Alpha feedback

Post by Moszeusz6Pl »

I always thought that Normandy have to much flags in play at once, but now it is definitely too much. View image: bf2 20120615 104105. 8 flags in play means that only 4 soldiers is fighting every flag.

And second thing. US paratroopers was standing in their planes when their entered Normandy, to make it easier to jump out, when plane was shoot down. In current version their are sitting whole time.

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AfterDune
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Re: Project Normandy - Alpha feedback

Post by AfterDune »

The beachflags cannot be recaptured by the Germans. If you can in the current version, then that's a bug.

Already talked about the standing animation. We don't have a good one yet, so first need one. Until then, this is it. Or maybe I'll use the animation as used in the LCVP.
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