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4128376
Re: PR 0.7 Released
Coca-Cola
January 2nd, 2008 05:07 AM
Quote:
Originally Posted by NCOL View Post
Long spawn times, loooong walking distances, takes a while to get into the fight, and when you get there, you're either killed by your own team or...killed by your own team. Mind you this is from personal experience, but they went a little too deep with (and it hurts me to say this...) realism and killed all the fun, least-annoying parts of BF2.
To be fair though, the running "meter" lasts longer than before. As much as I hate to say it, I've enough of being killed upon spawning on squad leader as well from being put into a situation in front of someone's gun and or backwards to the enemy. But getting rid of the APC as a spawn point...meh. I think in this new version, they're showing a lot more of their true colours and unfortunately it shows how little games(of this era; I'm not holding my breath) can portray reality.
4128402
Re: PR 0.7 Released
Real-BadSeed
January 2nd, 2008 05:22 AM
I wont be interested in PR until its more about actual combat than waiting for combat. I prefer a larger scale scenerio, depicting more combatants fighting. So you have fast respawns, and there's a constant flow of players actually fighting. And a simulated front line. Not the small engagement thing they have with PR, where its like a platoon that travels for an hour to attack a small outpost. You never get the feeling of a big battle in PR. And waiting for a half hour, to have a 30 second firefight is boring..
4128412
Re: PR 0.7 Released
Coca-Cola
January 2nd, 2008 05:27 AM
Quote:
Originally Posted by Real-BadSeed View Post
I wont be interested in PR until its more about actual combat than waiting for combat. I prefer a larger scale scenerio, depicting more combatants fighting. So you have fast respawns, and there's a constant flow of players actually fighting. And a simulated front line. Not the small engagement thing they have with PR, where its like a platoon that travels for an hour to attack a small outpost. You never get the feeling of a big battle in PR. And waiting for a half hour, to have a 30 second firefight is boring..
That's the thing, a 30 second fight in Basrah isn't realistic. Maybe Basrah at the moment isn't the best example but the have hypothetical battles with Britain and China...surely China won't field 32 guys to defend their civilization and country. Until you can get enough guys all these massive spawn times and relatively higher tactical training is really wasted in the big picture. Why don't they move on to Arm:A or something. For now they're just filling a massive void...
4128421
Re: PR 0.7 Released
Real-BadSeed
January 2nd, 2008 05:34 AM
Well that was my point, you can simulate huge battles with what seems like hundreds of soldiers, by having fast, close respawns. So there is nearly always 64 players fighting. Not 3 or 4 fighting, and the rest waiting for 2 minutes to respawn. That makes a battle, in any scenerio, seem small.
4128553
Re: PR 0.7 Released
torenico
January 2nd, 2008 06:42 AM
Bi Ming a night map, there is a greta combat, bridges, APC's, closing in etc.

The Spawn on APC was cool and funny, because you was losing, so you start looking for it, you find itr, you blow it and thats all

Now, nobody uses the APC, because they known, the APC in 0.7 its totally stupid, ddint change any course on the map, nobody can spawn, and the map its soo big, so you can get killed on the spawn
4129058
Re: PR 0.7 Released
foodmaniac2003
January 2nd, 2008 10:09 AM
.6 was the best balance imo between realism and gameplay. I loved .6

This has gone a little too far, I mean, .5 second delay on opening the map?

I really think an engine like Armed Assault or OFP would be better for this type of game.
4129190
Re: PR 0.7 Released
Hawk_345
January 2nd, 2008 10:59 AM
I like some of the new features, but all in all they killed it, its still fun in some aspects, but the removal of SL spawn and the spawn points in vehicals is just messed, if they just did not take the Sl spawn off it might be beter suited for gameplay, the min map removal is also a big mistake.
4129356
Re: PR 0.7 Released
FactionRecon
January 2nd, 2008 12:18 PM
Taken from the PR forums in response to complaints about the lack of Spawn on SL:

"SL Spawn... ummm, dont die, stick with your SL, and get an RP down fast. If not, pay the consequences. Not to be a dick, but it makes for much better firefights. Want to win a fight? Easier now than it was. Before you HAD to get the SL, or the rest would just spawn on him. Now it actually matters that you ALL stay alive, rather than just having the SL stay back and be a movable spawn for his squad."

I love the "don't die" part. What assholes.
4129928
Re: PR 0.7 Released
OkitaMakoto
January 2nd, 2008 05:18 PM
Quote:
Originally Posted by FactionRecon View Post
Taken from the PR forums in response to complaints about the lack of Spawn on SL:

"SL Spawn... ummm, dont die, stick with your SL, and get an RP down fast. If not, pay the consequences. Not to be a dick, but it makes for much better firefights. Want to win a fight? Easier now than it was. Before you HAD to get the SL, or the rest would just spawn on him. Now it actually matters that you ALL stay alive, rather than just having the SL stay back and be a movable spawn for his squad."

I love the "don't die" part. What assholes.
Hi, that was quoted from me. I'm not here to troll, and I'm not here to be an "asshole", because really, I'm not. What I'd like to ask you is this:

In what game is the objective to die? I dont really see how my suggesting that you dont die is such a terrible thing to suggest.

The SL spawn was removed partly because of the inclusion of the RP spawning. if your SL is effective and places a Rally Point back a little bit from the action, then you have a safe, close place to spawn and help your squad. Or, your squad has a close, effective place to regroup and request kits before moving back out into the fighting.

PR .7 brought about major changes. I really fear using "brought" because thats past tense and its only been out to the public for 2 days. TWO days! It was in testing for months. Every time I played a testing round it was nothing but amazing improvements in gameplay. Now, Im not saying there arent problems with gameplay. There are. And I can assure you that they are being worked on as we speak.

I'm not here to divide between FH and PR, but I would hope that those of you representing PR, and I see some of you have names similar to those seen on our own forums, would give the latest .708 release more play time than 2 days before you make a final declaration of absolute hatred for it.

Keep in mind that with every release, as Im sure as seen in FH2 and every other mod out there, there are new players who are unaccustomed to the particular gameplay of the mod in question. Over time, these players become acquainted with the changes and become veterans who can teach new players in the future. And even with the veterans, it is still a new release, and there are MANY new gameplay changes.

I said it on the PR forums, and Ill say it again here, but please give it some time before you bash it as a total failure.


Thank you and happy gaming wherever you decide to do it,
OkitaMakoto
4130273
Re: PR 0.7 Released
SEAN CONNERY
January 2nd, 2008 08:38 PM
Okita dont apologize! It's true the new spawning system is a bitch sometimes but atleast it forces you to stick the hell together! Last night i had an entire insurgent squad behind wall in village hoping not to get blown up! While the challenger and apc's just kept pummeling the already derelict structures.

We stood still for maybe 10 minutes barely moving an inch until squad 3 could get past the schmitar patrolling the outside of the city not letting anything in or out, They finally got him with a co-ordinated rpg strike and saved our asses by blowing up the challenger and apc, It was one hell of an adrenaline rush!

The longer spawn time is there to stop people from running off in the middle of a firefight! And it works! In PR we have this unofficial saying.

The Squad that stays together lives.

I dare anyone to find a similar Teamwork experience in Fh2, Not trying to start anything but i have only had a few good experiences in the 2 weeks that fh2 was released, While i've had more teamwork and more fun these past 2 days in .7!

I know i sound like a PR fanboy but thats because i am one! But not one that constantly distorts the truth to suit his own agenda as many other people do here. But one who praises the thing he likes because it brings him joy when doing it.

I admit i do like FH2 aswell. But i've been teamkilled already 5 times for sniper rifle in the past week, And i cant recall how many times for field dressings.


Long story short.

PR is for teamwork to a degree unachievable in Vanilla.

FH2 is for a fun time unachievable in Vanilla.

(Although i have to admit Fh2 is a bit more fun then PR if there is teamwork involved, Not everyone getting a sniper kit or Assault to rape the enemies base for kills)

Btw dev's if you're reading this take a page from PR make it so if you tk someone for their kit you automatically die! I swear to god being tk'ed for your weapon get's really fucken annoying after the 10th time on the same server because you wont tell a noob where to get sniper kit.



Also The best FH2 server for teamwork was Tactical Gamer. Alot of PR players played there and i had an awesome time.
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