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PR:Falklands General Discussion General discussion of the Project Reality Falklands modification. |
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2012-06-10, 03:50 | #31 | |
Join Date: Jul 2011
Posts: 1,490
China
Location: ChangSha(長沙)
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Re: Falklands Testing Feedback
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I do feel flag layout needs to improved, massive of land area are out of combat. Talk about balance, it's just okay. But I am confused, why GB lost the first 2 rounds. | |
2012-06-10, 07:12 | #32 | |||
Retired PR Developer
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Re: Falklands Testing Feedback
Cheers guys
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For the Argentinians what I may do is give them a max of two UH-1H Iroquois to spawn on that single spawn point, with a 10min respawn as it was in this test, so that a, the spawn time of it is generally shorter since its not 10mins from when you die, its 10mins from when you take off, and two you have a maximum of two choppers being present for the Argentinians, if you can keep them alive. As for the Brits, they have a Wessex spawn on the carrier, which has a max of two spawns and only a 5min respawn timer. The problem is that no one really seems to be taking advantage of this chopper, although quite a lot of the time getting it into the combat is flying it from the carrier to the shore line. On top of that, the Brits have a Chinook spawn on the Atlantic Conveyor, which has a 10min delayed spawn time, with a max of 3 choppers spawning there. The thing here is that the Argentinians can destroy the Atlantic Conveyor, effectively taking out the Chinook spawn, which after they have done that means no more Chinooks for the Brits. As for Jets vs choppers, I haven't flown the choppers with enemy jets about yet, will try and do that sometime today but from what I've seen, the jets are normally far too busy trying to kill each other to worry about the choppers but that's only from watching choppers fly about from being on foot, although I have taken out the odd one when flying a jet, but only if I stumble across him and no other targets are around Quote:
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My concision is mainly down to a very dug in defense of goose green and Argies having too many tickets. Last testing, no one seemed to defend Goose Green, which now I think was possibly mainly down to player counts and more attractive to capture flags than to defend, so this time I added a logi truck there, but that's made it too easy to defend The other is the Argies can too easily get onto Douglas from Mt. Malo at the start of the round. | |||
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2012-06-10, 07:43 | #33 |
Banned
Join Date: Jul 2008
Posts: 4,116
Slovenia
Location: Cerkno
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Re: Falklands Testing Feedback
Played a round or two yesterdays yes.
Very nice, very nice. Dont like the night layert too much, though it isnt bad at all. So, the map being big is good, veiwdistance is also good, but the lack of cover and interesting terrain, coupled with long viewdistances is a bit of a shame, but hey, thats how the islands look, what can you do about it... Oh and night layer is exploitable with brightness and gamma increase... i wont do it since i play for immersion not kills but everybody does it pretty much... |
Last edited by Arnoldio; 2012-06-10 at 09:31..
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2012-06-10, 09:59 | #34 |
Retired PR Developer
Join Date: Sep 2010
Posts: 1,604
Portugal
Location: Porto
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Re: Falklands Testing Feedback
I think the night layer is perfect for this map. CQB and tracers. It should definitely be an alternative option - as long you change the sky map as it is too pixelated, but I'm sure you know that already.
I'm not too sure what the other part of the island is there for - or rather, "the other" island. Other than people building AAs there it seems pretty obsolete. What are your ideas for that, Rhino? |
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2012-06-10, 13:05 | #35 |
Join Date: Mar 2008
Posts: 2,968
Netherlands
Location: Bergen op Zoom / Utrecht
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Re: Falklands Testing Feedback
I'm suprised no one mentioned this but the Quad on Goose Green can be quite game breaking in the initial phase of the round. It can easily shoot at the ridge the Brits have to use to get out of their main/San Carlos. If a semi-compotent gunner is using it he can destroy the trucks/land rovers and possibly the Scimitar if it's not very smart.
Since the Scimitar is both vulnerable to the Quad and is on a delayed spawn it can be really hard for the Brits to move on to Goose green. The Quad can not only shoot the ridge they have to come over but in fact the entire flat region surrounding Goose Green to the North-North-East, North and everything from North to South-West. Now I understand the Quad to be a somewhat effective Anti-Infantry weapon but in it's current state it's a bit ridiculous, perhaps limit it's ability to aim down by a few degrees? |
2012-06-10, 13:10 | #36 |
Banned
Join Date: Dec 2009
Posts: 375
Canada
Location: Ottawa
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Re: Falklands Testing Feedback
Night made my eyes hurt and isn't as good as Tad, and I liked how I didn't drop thru the ground constantly.
Also if you insist on night layout change the Argentina placeholder to militia or something because Brits have an unfair advantage regarding camoflauge. |
2012-06-10, 15:30 | #37 |
Join Date: Sep 2011
Posts: 272
Argentina
Location: Buenos Aires
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Re: Falklands Testing Feedback
I loved the night layer, I know you cannot see shit but it's all about that, if you can see everything in the night, why making a night map?
I love the night layer, and mostly because of the infantry |
2012-06-10, 17:23 | #38 | |
Join Date: Mar 2008
Posts: 816
United States of America
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Re: Falklands Testing Feedback
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2012-06-10, 18:38 | #39 |
Join Date: Jun 2012
Posts: 10
Russian Federation
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Re: Falklands Testing Feedback
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2012-06-10, 18:53 | #40 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: Falklands Testing Feedback
You are trying to download the old version I think. here for the new version:
download link:http://realitymodfiles.com/rhino/lev...ands_v0-14.zip Swiss mirror: http://mirror.bloodydeed.ch/prbf2_falklands_v0-14.zip . filepassword: killerpenguin info:This is a new build from last week, last week was PR:F v0.13, this week is PR:F v0.14 so anyone who downloaded last weeks build will also need to download and install this weeks otherwise you will CTD on map load. Installation: Simply extract the "pr" folder from the zip file into your C:\Program Files\EA GAMES\Battlefield 2\mods\ (dir might not be excatly the same, depending on your system and where you installed it) folder, overwriting all previous files. This won't affect normal PR in anyway. |
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Tags |
falklands, feedback, testing |
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