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Thread: Project Reality v0.874C open gameplay beta - part 2

  1. Registered TeamPlayer
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    Project Reality v0.874C open gameplay beta - part 2

    Quote Originally Posted by R-DEV Jaymz
    The Project Reality Team has been conducting, during this month of November, a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod.
    You can read more about it in the previous news post.

    The feedback has been very constructive and we appreciate everybody taking the time to test it out and give their opinions. Now we want to try some additions to the previous changes.

    The changes that will remain the same are:

    1. Lowered the spawn penalty for death by 25% (maximum of 45 seconds instead of 60 seconds).
    2. Raised the maximum number of Forward Outposts available from 4 to 5.
    3. Forward Outposts can now be built with one supply crate instead of two (all other deployables still need two).


    The new additions in v0.874C are:

    1. Squad Rally Points expire after 30s from being placed.
    2. Rally Points cannot be placed with enemies close.
    3. Limited infantry kits require a squad of 3 to be requested
    (Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman).
    4. Forward Outposts can be built 200m apart (decrease from 300m).
    5. Other deployable assets (HMGs, AAs, Foxholes, etc) can be placed up to 200m from the Forward Outpost
    (increase from 150m).



    As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.

    But with these new additions, if your Squad Leader and one more soldier retreats away from the enemy after a harsh engagement, you can keep an extended presence in the area. If all fails, you will still have to depend on the placed Forward Outposts and your team's transportation, so be smart and keep those alive if you want to be successful.

    We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport.
    Always have a medic in your squad, and keep him alive, as he can keep your squad alive.

    Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:

    * Tactical Gamer - North America
    * Tactics & Teamwork - UK
    * GSA - BigD - Australia
    * 10th Community - Germany


    These servers will have the version "0.874C" in their server name during the test.

    We would like to encourage all our players to try and join these servers during the rest of November,
    and report their feedback in the appropriate forum areas.

    - The Project Reality Team

    Quote Originally Posted by R-DEV dbzao
    0) What's the interval between RP placement?

    Same as in 0.874, interval of 2 min between RPs. If we see the RPs being used in exploitive ways, like SL + 1 staying back and pumping out troops to die and repeat, we will consider increasing that number.

    1) How close do enemies need to be to prevent RP placement?

    Varies by map size and quantity of enemies, between 50-100 meters. My suggestion is don't think about a specific number, but move to a safe position, not the closest position you can go without the enemy being close.

    2) If an RP is placed and enemies approach, will it disappear as it used to or will it now re-require a knife?

    Yes, it will disappear by enemy presence if they approach it before the 30s have passed. That's another reason to not try to do it when you know they are too close. Fall back to safety.

    3) How many squad members are required to have an Officer kit?

    Same as in 0.874, a squad of 2 can get an Officer kit.

    4) How many squad members are required to place a RP and how close must they be to the Officer?

    Same as in 0.874, SL + 1 SM ~ 25m close.

    5) You say 3 SM's to REQUEST kits; does that also include spawning with the medic/Auto rifle squad?

    Yes, same limitation of a squad of 3 is required to spawn with the medic/saw kit.
    Check it out, it requires more teamplay without the rallies.

  2. Registered TeamPlayer
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    Re: Project Reality v0.874C open gameplay beta - part 2

    It makes for more piecemeal attacks.
    Short duration RP seem like a happy compromise and the increase in FOBs will be very welcome.
    Dropping the dist limit to 200m will make Asad Khal a lot more playable.

  3. Registered TeamPlayer Imisnew2's Avatar
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    Re: Project Reality v0.874C open gameplay beta - part 2

    I agree with these changes, but I want to know how long I have to wait until I can place another rallypoint after mine expires?

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    Re: Project Reality v0.874C open gameplay beta - part 2

    Quote Originally Posted by Imisnew2
    I agree with these changes, but I want to know how long I have to wait until I can place another rallypoint after mine expires?
    Just use one of Bravos 5 firebases

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    Re: Project Reality v0.874C open gameplay beta - part 2

    hmmm...pretty good idea.

  6. Registered TeamPlayer Imisnew2's Avatar
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    Re: Project Reality v0.874C open gameplay beta - part 2

    Quote Originally Posted by Talon2342
    Quote Originally Posted by Imisnew2
    I agree with these changes, but I want to know how long I have to wait until I can place another rallypoint after mine expires?
    Just use one of Bravos 5 firebases
    Har Har

    But seriously, I take it the RP is for those squaddies that have died by falling off a mountain or some such and want to respawn near the SL (kinda like spawn on green! They should seriously allow this, ONLY if you're not surrounded by enemies, JUST LIKE RP'S!)

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    Re: Project Reality v0.874C open gameplay beta - part 2

    Quote Originally Posted by Imisnew2
    I want to know how long I have to wait until I can place another rallypoint after mine expires?
    Quote Originally Posted by dbzao
    0) What's the interval between RP placement?

    Same as in 0.874, interval of 2 min between RPs. If we see the RPs being used in exploitive ways, like SL + 1 staying back and pumping out troops to die and repeat, we will consider increasing that number.

    1) How close do enemies need to be to prevent RP placement?

    Varies by map size and quantity of enemies, between 50-100 meters. My suggestion is don't think about a specific number, but move to a safe position, not the closest position you can go without the enemy being close.

    2) If an RP is placed and enemies approach, will it disappear as it used to or will it now re-require a knife?

    Yes, it will disappear by enemy presence if they approach it before the 30s have passed. That's another reason to not try to do it when you know they are too close. Fall back to safety.

    3) How many squad members are required to have an Officer kit?

    Same as in 0.874, a squad of 2 can get an Officer kit.

    4) How many squad members are required to place a RP and how close must they be to the Officer?

    Same as in 0.874, SL + 1 SM ~ 25m close.

    5) You say 3 SM's to REQUEST kits; does that also include spawning with the medic/Auto rifle squad?

    Yes, same limitation of a squad of 3 is required to spawn with the medic/saw kit.

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