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Old 2024-07-19, 22:37   #11
[R-CON]​CAS_ual_TY
PR:BF2 Contributor
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PR Server License Moderator

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Default Re: Public Testing of CnC Rework

base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs)
this is how much you inflict on the enemy. base bleed is 0.05 tickets per second. max modifier is 1.5

EDIT:

Since i keep getting asked, here even more details. But let me say this: Stop trying to cheese this. These values were chosen to result in roughly ~1h games. They werent chosen for any cheesing of maxing. As long as you have more fobs up than the enemy and your fobs arent too far away from the center you are winning.

average-bleed-modifier = the average bleed modifier of all your fobs
inside middle a fob has 1.5
up to 2nd circle a fob has 1.0
outside 2nd circle its less than 1.0
so this value is maximum 1.5

min(1.0, your-fobs / their-fobs) this part is dependent on fob amount

base-bleed this is 0.05 per second
the entire formula is how much you inflict on the enemy
if you have 0 fobs they dont bleed

EXAMPLE:
you have 3 fobs in the center (they all have max bleed modifier 1.5)
the enemy has 2 fobs around the outer circle, 1 with modifier 1.2, the other with 0.8.
The bleed you inflict on the enemy per second:
Code:
base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs) =
0.05 * (1.5+1.5+1.5)/3 * min(1.0, 3/2) =
0.05 * 1.5 * 1.0 =
0.075 tickets per second = 45 tickets per 10min
The bleed they inflict on you:
Code:
base-bleed * average-bleed-modifier * min(1.0, your-fobs / their-fobs) =
0.05 * (0.8+1.2)/2 * min(1.0, 2/3) =
0.05 * 1.0 * 2/3 =
0.0333~ tickets per second = 20 tickets per 10min


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Last edited by CAS_ual_TY; 2024-07-19 at 23:16..
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Old 2024-07-20, 23:31   #12
Menuen
Default Re: Public Testing of CnC Rework

In my opinion you should get rid of area attack completely or change it to mortar area attack with big radius and make new FOB building that will provide 360 degree cover from indirect hits (make circle with sandbags around fob).

Area attack counters FOB's that are made in the open area of the map, without risking own ticket's, and limits possible FOB locations.

The new FOB building will change nothing in AAS and INS, it will still die by area attack. But in CNC you will still get a chance to shovel it up under mortar strike, and if there is no one on fob or you get unlucky it will die anyway.
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Old 2024-07-21, 07:57   #13
DrDoomPK
Default Re: Public Testing of CnC Rework

So, I think there is still room for improvement and some things should be changed to make this game mode pub compatible. I will list some of them when I get some time free.
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Old 2024-07-21, 08:41   #14
SGT-Zaious

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Default Re: Public Testing of CnC Rework

I don't have any suggestions at the moment for this mod, but I'm actually waiting for it to become public as it will be more fun than other mods.
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Old 2024-07-21, 11:12   #15
Edi1314
Default Re: Public Testing of CnC Rework

Best gamemode ever. 24/7 CnC put it in the game , play it all the time . This is what PR is about. Good job CASualty
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Old 2024-07-21, 11:16   #16
Edi1314
Default Re: Public Testing of CnC Rework

CnC Is gonna be the dominating gamemode in PR for the years to come with this redefined CnC
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Old 2024-07-21, 11:18   #17
Edi1314
Default Re: Public Testing of CnC Rework

Quote:
Originally Posted by Wicca View Post
IMMA SIGN UP, where is the sign up button
Traitor !!!11!!!!1oneone!!111!!!!!!!!!!!!

Didn't see you @u777 event
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Old 2024-07-22, 10:48   #18
Catmouse
Default Re: Public Testing of CnC Rework

Feedback re the two games:

From the perspective of an INF SL in both games, I have to say that I had an a very positive gaming experience in an organised setting. I would wish for the game mode being available mod asap.

1. I experienced a very dynamic gameplay in regard to the balance between offenes and defense. More dynamic than in AAS based organised game events so far e.g. a) Defensive squad mission changed into an offensive setting after the loss of a FOB, b) squads were reinforced to prevent the capture and destruction of a partly overrun FOB position. Also, the lack of a linear progression widened the scope of strategic options, which I find very refreshing!

2. IMHO The more dynamic nature of the game mode rewards a functional SL layer even more and team work even more. SL Communication, XO moderation or even decision making in command hierarchy have a higher impact.

3. With 30 tickets, FOBs are a major asset and risk. The amount of tickets you can inflict on the enemy gives a nice incentive for attacking. Their placement needs to be weighted on the overall battlefield situation, as they are a priority target and in most cases, can not be left unattended. This dictates a delicate balance between offensive and defense - FOB placement and number needs to be adjusted to the situation - and it is less clear what is the right choice: having more offensive units, or reducing own bleed more but stay more static and defensive.
The FOBs feel like they are the main game driver. SLs need to learn the gamemode in order to incorporate that into their gaming behaviour. Not sure how much drama there is in the bushes when looking at Freekit SLs on public servers. Not sure if XO should be to block a FOB from being built in order to prevent bad placements.

4. The beforementioned point (#3) also leads to a reduced availability of front line FOBs. Given the short expiration of Rally Points and their unevitable loss in combat this leads to a more harsh experience when getting shot. At the end, this encourages careful infantry play and even more functional use of transport assets.

5. For public server games, I imagine there needs to be better onboarding towards the game mode, perhaps in the title / loading screen.You are right that one does not really need the formulas, but it should be clear to the players that there is a circle in the Center, and an outer circle, and what the proper strategy is for SLs in order to success: balance number of FOBs, organise with communication.

6. The area attack is definitely a very powerful tool on maps that do not offer any options to hide FOBs inside buildings or caves.

7. I have not figured out the overall meta game yet. So hard to say anything about ermerging strategies. From the looks of the game mode now (and IMHO) the meta game will be something around placement of 3±1 FOBS around the central location with defensive troops stationed around them, and a multi squad assault element plus recon.

8. Not sure if the centre circle should stay constant, or if there should not be different variations of it. Why a circle, why not a elliptic zone? The radius of the circles certainly seemed to be right for me.

9. Not sure if overall ticket number per team should not be a bit higher. Or perhaps there should be some variation to that for shorter and longer games.

10. It was hard for me to tell who was winning for some time.

As mentioned above, I believe that this mode is a far better replacement t to the original CnC mode. I think it needs to be implemented into the game, and tweaked on the go. Also, players need to be socialised: I would the servers run this game mode for half a weekend.

Thanks to developing and organising! +1
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Last edited by Catmouse; 2024-07-22 at 14:26..
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Old 2024-07-22, 12:01   #19
Marko.
Default Re: Public Testing of CnC Rework

literally one of the most fun game modes ever 24/7 CnC is a must-have in the game ill play it all the time, and it perfectly captures what Project Reality is all about fantastic job, CASualty <3
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Old 2024-07-22, 13:24   #20
Sad-Boy
Thumbs up Re: Public Testing of CnC Rework

Hello ....
after the event that U777 Server hosted of the rework of CNC this is my feedback. ( assets player feedback )
Game play : Playing INF layer was Very Fun and competitive , heard and saw enemy APCs a couple times which is was very scary , because of the low amount of APCs it had a high value , building FOBs and tows was very important and it Forced trans be very active .
every squad was sticked together and had to communicate to other squads , their is multiple objectives and u need to mix defense and offense u might get attacked and lose a FOB or destroy one , so u have to stay on your toes and be ready for a plan B .
commander rule was very useful and its one of the main reasons to win
you cant just solo play cnc , u have to be in a squad and follow orders and play as team .
structure : 400 and 500 tickets is a good amount to play a good 40 , 50 min game play ( it could be increased a little bit) but 40 min was enough to have a great and do alot of stuff unlike AAS or INS that you could play it for more than one hour easily which is kinda annoying because you dont get to play other maps or game modes as if we had CNC .
FOBS had High value and it was the main asset , and losing a FOB = -30 tickets which is more than enough to make u lose a game .
For CNC you cant really tell who is winning because the enemy still have a chance to destroy multiple FOBs at one time .
improvement:
i dont think having heavy assets will be fun for INF game play cuse i felt that CNC was INF focus , even tho u have 2 tows on FOB , a tank can shoot those to tows easily (a tank can take 2 hits or Tow on the front armor) as u know , Having APCs and light Apcs is better .
tickets are fine and you can add extra 100 or 50 tickets more .
honestly CNC is READY TO GO , and small improvements can be found later as we get more of CNC experience.
all thanks to the developers , and special thank to CAS_UAL_TY.
hope everyone is having a good day and i wish you the best
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