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PR Wishlist

After playing a few rounds tonight, here is something I hope the devs put into PR in the future.

 

1/ Having limited kit availability determined by both player numbers AND the map they're playing on.

ie, infantry maps = NO FRIGGIN AT WEAPONS. Especially heavy AT kits in maps like Hills. I think photoshop got about 50 kills on hills tonight with the AT alone. Why do the Brits even get access to Anti Tank when there's no vehicles?! IMO it would also allow map and campaign makers more flexibilty in creating scenarios with a bit of flavour and variety. Imagine smaller city maps with no fear of RPG's and Noob tubes.

 

2/Having a Comms kit. Like a radioman kit where having a soldier in your squad allows for communication between Squad leaders. I don't imagine he'll have to hold a walkie talkie in his hand for it to work. Just have a Limited Rifleman kit which comes with a passive ability to allow his squad leader to talk to other squad leaders. Yeah, commanders are great but leave them for larger maps and give us some communication when the servers aren't full and you can't afford to lose someone on the battlefront.

 

3/Give the gunners position in the attack choppers more of a zoom. It's really friggin hard to see what your shooting at with your chaingun. A bit more breathing space would be welcome. It'd be awesome if you could switch to heat signatures in the gunners seat but I guess that'd be alot of coding work and I have no idea how realistic that would be anyways.

 

Feel free to add any other ideas you have in your head or that you've written down and put in a box somewhere. Or that the cat told you late at night after HE had been playing some Pr...

Here is a list of particularly awesome things:

dogs

sniping

very spicy chilli

cat claws on people (but still cool on cats)

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1) Dunno if it's possible. Probably hardcoded.

 

2) Any areas involving voip are inaccessible. With communication being such a big thing in this game, it would have been one of the first things they tried to implement. Long story short. Hardcoded.

 

3) Pretty sure the gunner for choppers will be getting a slightly increased zoom come next patch. That, combined with the fact that they have been able to make buildings, vehicles and infantry should make things easier.

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I'm the dominatrix!

Heat signatures for choppers could be as simple as using the NVG affect over the screen..?
Imagine smaller city maps with no fear of RPG's and Noob tubes.

 

I imagine people running round corners to clear ally ways because you can't call heavy ordinance up to the front and blast concentrated troop movements into submission. Realistic?

 

I will never understand why people complain about certain weapons when the same weapons are available to them. (exept of course Albasrah)

 

For the record, both the grenadier and light AT are being limited in v.6

You could offer your suggestions here: http://realitymod.com/forum/f18-suggestions.html

 

but in the mean time:

 

1) yeah..sounds like a good idea, but at lucid said, it's prolly hardcoded

 

2) this has been suggested in at the realitymod forums and the conclusion was, it's not possible.

 

3) Now this is a good idea. Suggest it in the realitymod forums :D

http://i35.photobucket.com/albums/d191/workingrobbie/Avvy/battlemonkey.gif
After playing a few rounds tonight, here is something I hope the devs put into PR in the future.

 

1/ Having limited kit availability determined by both player numbers AND the map they're playing on.

ie, infantry maps = NO FRIGGIN AT WEAPONS. Especially heavy AT kits in maps like Hills. I think photoshop got about 50 kills on hills tonight with the AT alone. Why do the Brits even get access to Anti Tank when there's no vehicles?! IMO it would also allow map and campaign makers more flexibilty in creating scenarios with a bit of flavour and variety. Imagine smaller city maps with no fear of RPG's and Noob tubes.

 

2/Having a Comms kit. Like a radioman kit where having a soldier in your squad allows for communication between Squad leaders. I don't imagine he'll have to hold a walkie talkie in his hand for it to work. Just have a Limited Rifleman kit which comes with a passive ability to allow his squad leader to talk to other squad leaders. Yeah, commanders are great but leave them for larger maps and give us some communication when the servers aren't full and you can't afford to lose someone on the battlefront.

 

3/Give the gunners position in the attack choppers more of a zoom. It's really friggin hard to see what your shooting at with your chaingun. A bit more breathing space would be welcome. It'd be awesome if you could switch to heat signatures in the gunners seat but I guess that'd be alot of coding work and I have no idea how realistic that would be anyways.

 

Feel free to add any other ideas you have in your head or that you've written down and put in a box somewhere. Or that the cat told you late at night after HE had been playing some Pr...

 

1/ is possible , quite easily so , but sadly while i agree it'd be nice , i can't honestly endorse the idea , as it would make PR alot less realistic. Fact of life is that RPGs , explosives , anti-tank weapons are commonly used in infantry battles.

 

2/ possible and i like the idea , but is it worth the hassle? IMO if they were going to do that id want a more complicated and indepth radio system.

 

3/ im infantry all the way so i can't comment on this one , only choppers i mess with are the little birds and blackhawks.

 

my only wish for PR at the moment is for them to give the USMC rifleman a ACOG so they can compete with bloody PLA riflemen already.

http://users.on.net/hindes/bigdy/valour.gifhttp://img205.imageshack.us/img205/5224/operationcrownribbon02py7.jpg

yeaaa booooy.

I may have gotten fifty kills but we still lost. Badly.

 

I liked that heavy AT tactic but I think to win that map we need to combine it with an assault on Radio Dugout instead.

 

My point is, what's wrong with using the Heavy At on Hills when your team's artillery destroys itself anyway. The map is supposed to be played with British artillery. This is why it's so hard.

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Artillery on that map would be very useful. Would get rid of the annoying snipers thats for sure. Either than or just less people who have no idea how to use the sniper kits and actually do some effective counter sniping.

Lolo wrote:

I will never understand why people complain about certain weapons when the same weapons are available to them.

 

Bishos is refering to our game on Mutrah city last night where the MEC were using RPGs extensively on single troops, sometimes from a few metres away. You don't need to be accurate and therefore its a cheap kill.

 

While light AT and Grenadier kits are available to both teams it seems to me that Noob squads are the first to resort to using them in large numbers.

 

When grenades start raining down in a constant barrage I start to feel like im in vanilla.

 

Like icehollowpoint, all I want is an M-16 with full auto and a scope to match the chinese.

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I wouldn't recommend posting these suggestions on the PR forums though. they'll probably crack the sh*ts for asking questions that have been asked before.

 

i would like to see larger armour maps with long range battles... i cant believe i'm actually getting it though. cant wait til the next patch :D

http://users.on.net/hindes/bigdy/squadleader.gifhttp://users.on.net/hindes/bigdy/helicopter.gifhttp://users.on.net/hindes/bigdy/valour.gif
Lolo wrote:

I will never understand why people complain about certain weapons when the same weapons are available to them.

 

Bishos is refering to our game on Mutrah city last night where the MEC were using RPGs extensively on single troops, sometimes from a few metres away. You don't need to be accurate and therefore its a cheap kill.

 

While light AT and Grenadier kits are available to both teams it seems to me that Noob squads are the first to resort to using them in large numbers.

 

When grenades start raining down in a constant barrage I start to feel like im in vanilla.

 

Like icehollowpoint, all I want is an M-16 with full auto and a scope to match the chinese.

 

Yeah..the rocket whoring and supa-n00b-t00bing has increased dramatically in the past month. Last night in EJOD I took to fighting fire with fire myself and wasting AT rounds on a single dick. I yearn for 0.6.

 

Oh..and as for auto scoped M16s... v.0.7. It's been promised.

http://i35.photobucket.com/albums/d191/workingrobbie/Avvy/battlemonkey.gif
we won't get automatic M16s , M16A4 is semi/burst , but yes we will get scoped M16s at least. Can always wait for them to add a US army faction if you want a team of full auto M4s.

http://users.on.net/hindes/bigdy/valour.gifhttp://img205.imageshack.us/img205/5224/operationcrownribbon02py7.jpg

yeaaa booooy.

I want iron sights on the M203 so you can aim with the leaf sight properly.

Aresnik [WC] Leiutenant

Braaaaaaaarp!

Or for any other grenade launcher for that matter. Shotgun sights too! 8)

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Hmmm, probably should have worded the first point better. Imagine it this way.

Hills map: Kit Availability

Chinese - SL, Spec ops, Medic, Rifleman, Support.

British - SL, Spec Ops, Medic, Rifleman, Enigneer, Grenadier, Marksman/Sniper.

(Bearing in mind Grenadier kits will be limited come v.06)

 

This obviously would change depending on the map but allows map makers to at least give some story to there maps apart from the obligatory loading description. ie, Chinese troops being low on equipment and troops as they prepare to defend against the last push of a British attack.

I doubt that it's hard to implement if they can use the limited kit system in the first place. And reality wise - you do realise that you can appear at the front of the battlefield as long as a certain mate of yours is there. How is that more believable than having the British AT not present on the battlefield?

Here is a list of particularly awesome things:

dogs

sniping

very spicy chilli

cat claws on people (but still cool on cats)

Bishos is refering to our game on Mutrah city last night where the MEC were using RPGs extensively on single troops, sometimes from a few metres away. You don't need to be accurate and therefore its a cheap kill.

 

While light AT and Grenadier kits are available to both teams it seems to me that Noob squads are the first to resort to using them in large numbers.

 

When grenades start raining down in a constant barrage I start to feel like im in vanilla.

 

Like icehollowpoint, all I want is an M-16 with full auto and a scope to match the chinese.

 

Yeah I guess that is a bit cheap. And I must admit in a pinch I will let loose a rocket if it will give me a chance of surviving. As for Gl's and nades, I always like to have a grenadier in the squad as the ability to smoke out at distance and rapid grenades on enemy positions is priceless.

 

I want iron sights on the M203 so you can aim with the leaf sight properly.

 

Or for any other grenade launcher for that matter. Shotgun sights too! 8)

 

Agree.

0.6 will fix these problems although. Who is going to take light AT after the patch? Is there going to be anything about it that will make it anywhere near as good as Heavy AT. I foresee that it is going to be the new AA rifleman kit that noone uses because it is nerfed to hell. But then again what could they do to make the light AT better anyway? I can't think of anything. :cry: :cry:
But then again what could they do to make the light AT better anyway?

 

A grenade? :lol:

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Portfolio Site

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As fair as I've read nothing about the light AT kit has changed in regards to its killing/stopping power other than a team no longer has access to as many of them as they have players, hardly nerfed in that regard.
http://i197.photobucket.com/albums/aa188/VisOne_Photo/Signatures%20and%20Banners/VisP.png

ACOGs for all assaults (coming I know...)

 

Yet more destructible buildings/assets. Retrofit them to some current maps if possible.

 

CS grenades for the USMC/GB factions when they face off against militia/insurgents! with attendant wobbly "bleed-out" effect but with only a small health damage.

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I'd love to see cookable nades in PR like they had in americas army. those things were awesome in CQB's. they even had a slight variation on the fuse times so that you were never quite sure how long you had to throw them. (i learned this the hard way btw) AA had no respawns, so if you died doing something stupid like cooking the grenade too long you had to wait till the end of the round. arrrrgggghh!!

 

actually thinking about it now, the no respawn rule added to the realism of that game in a huge way b/c when you died, you were out. that was it till the start of the next round. it certainly discouraged you from doing stupid shit.

 

Has there ever been talk of no respawn in PR? (it would only work on small maps with some sort of objective like capture a single flag with one team attacking and the other defending. (not AAS))

In america's army the round ended when either: 1) the objective was taken or 2) a team was completely killed.

 

the rounds went pretty quick (<5mins usually) and played the same map over and over, so there were no map load time issues.

 

I agree though, i don't think 'no respawn' would work with PR because the maps are way too big, rally points etc would be useless, and there are probably heaps of other issues as well. I was just saying that it really added to the realism when you knew that dying means a LONG wait.

no respawn has been talked about at length on the PR forums.

 

Not going to happen

 

Its still a game and people want to have some fun. There would be a mass exodius from the sever after 10 minutes each round

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yeah i kind of figured as much.

 

any comments on my original point of having "cookable" grenades? have you used them before? did you find them useful like i did?

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