PRMM v0.3 Released

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  • Canuck

    #106
    Re: PRMM v0.3 Released

    Thanks for the reply, much appreciated.

    Originally posted by eggman
    2. your number of deaths; 1 second is added to your "you were killed" time for each death to a maximum of 30 seconds (for a total maximum of 60s of spawn time). We call the +1 second stuff "atrition" meaning if one side is careless and dying a lot, they will have less "reinforcements".
    A bit confused. 1 second is added to each of my deaths? or my teams deaths? because somethimes I when I got the 44-46 second spawn it was followed by 30 second spawns and I know I hadn't died 14-16 times. Or are you referring to when my timer hits zero and than restarts at 6 or 7 seconds?


    Originally posted by eggman
    Use the CTRL key & mouse to look around in the cockpit. All the views in PR are 1p views. Or are you referring to removing the nose cam?
    But that means I have to let go of the joystick. With the absence of the POV hat switch I find the camera views as the only alternative.
    Nose cam allows me to at least look around a bit, although not as much I could in reality, but at least it's something. I don't expect this to be changed so I just won't fly, no biggy.

    Originally posted by eggman
    (I myself am not in a clan and don't really play in tournaments and such, but do really like more tactical and team dependent play).
    I've been playing BF competitively since Oct 2002, in TWL and CAL. I almost never pub, since I prefer playing competitively in a team environment, so I know where your coming from.

    Again thanks for your replies.

    Comment

    • Mahoro

      #107
      Re: PRMM v0.3 Released

      I have problem connecting to the BF2 mod server...
      everytime it said it has a connection while
      While I can ping the server using the CMD in window.....
      and the ping is 106........

      Comment

      • eggman

        #108
        Re: PRMM v0.3 Released

        If you got a really long spawn, like 45 seconds, it may indicate you changed squads while dead, which gives you a +30 second spawn penalty.

        Also sometimes the BF2 engine determines that you cannot be revived (like a death in a vehicle). So you will not see a "critically wounded" period followed by a "you were killed" period, you'll just see a "you were killed" period that is the sum total of both. This is a BF2 characteristic.

        Normally, playing as a foot soldier, you should see a "critically wounded" period, followed by a "you were dead" period that corresponds to +1 second for each of YOUR deaths. You can be revived during the critically wounded period, you can't during the you were dead period.

        The thing about the long spawn timers is.... well... you *can* be revived for 30 seconds of that spawn period. We're trying to encourage balanced squads and team play, so if you have a Medic in your squad and you are staying close to the squad, ideally you can get revived.

        It might be too hardcore for "pubbing" but erm... well.. live and learn and we're gonna give it a try fer a bit (tho server admins can change these values).

        Thanks again for taking the time to post back, hopefully I've explained this properly and not confused the issue further lol.

        egg

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        • kingwahwah

          #109
          Re: PRMM v0.3 Released

          Originally posted by yUP|Patriots
          great mod, but unfortunately it's no fun because of the enormous amount of smacktards.
          I played tonight had my most friendly fire deaths for a while. I died with no enermy near me so real idiots.

          I was waiting for a heli and this guy starts shooting at me. so I kill him. the others waiting shot me. idiots.

          Enjoyed over all thou. The non-euros connecting are causing lag but that will stop i guess. its good server admins are not restricting high pings as yet.

          The evac needs to be tuned to play longer.Only a little. I played on a evac only server this afternoon and you only got 5min a round for 15 rounds.

          Comment

          • bigbossmatt
            Member
            • Aug 2006
            • 202

            #110
            Re: PRMM v0.3 Released

            Thank you.

            Comment

            • Yonni

              #111
              Re: PRMM v0.3 Released

              Originally posted by eggman
              The thing about the long spawn timers is.... well... you *can* be revived for 30 seconds of that spawn period. We're trying to encourage balanced squads and team play, so if you have a Medic in your squad and you are staying close to the squad, ideally you can get revived.
              Lol, I just saw a squad consisting of 6 medics :laugh:

              Btw, thanks for all the info eggman.

              Comment

              • solodude23

                #112
                Re: PRMM v0.3 Released

                Originally posted by Lobo[FH]
                I think you have decreased too much the running speed and the time the player can run.
                The time the player can run was extended in comparison to BF2. The speed however was made to more of a jog than sprint.

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                • Canuck

                  #113
                  Re: PRMM v0.3 Released

                  Ok I got the spawn thing figured out.

                  Played some big maps tonight and I think I spent over 2/3 of the game in spawn .

                  How can you tell who killed who?

                  Sometimes I see red but have no idea where I'm getting hit from, for some reason my directional sound don't work with this mod, and there is no mussle flash either, so it makes it very hard to know where I'm getting hit from.

                  Comment

                  • StevenNevets

                    #114
                    Re: PRMM v0.3 Released

                    I tried one of the PRMM verions awhile back and didn't realy like it.. but this seems more advanced so I'll give it a try

                    Comment

                    • Hedgemus

                      #115
                      Re: PRMM v0.3 Released

                      This mod has deffinately changed the way BF2 plays. It has given all the stock BF2 maps new life, plus all the custom maps included in PRMM that I have played so far have been awesome. The teamwork has also been stepped up it seems.

                      There is one thing that doesn't make sense though. The heavy MGs on the tanks and transports have a massive zoom option. While this is nice it makes them an auto matic sniper rifle pretty much. I would understand if they had some sort of optics that would allow them to zoom in but they don't. I think they should have the same level of zoom that the standard hand weapons have, the ones without sites.

                      Congradulations on a wonderful mod, Ill be looking foward to future releases.

                      Comment

                      • StevenNevets

                        #116
                        Re: PRMM v0.3 Released

                        I was enjoying USI earlier but to play all the maps I needed to have the terain on medium which gave me some other problems

                        Is PRMM fully functional with everything on low settings?

                        Comment

                        • solodude23

                          #117
                          Re: PRMM v0.3 Released

                          Originally posted by |D|-Crazycanuck
                          Sometimes I see red but have no idea where I'm getting hit from, for some reason my directional sound don't work with this mod, and there is no mussle flash either, so it makes it very hard to know where I'm getting hit from.
                          This could possibly be bleeding, but I assume you already know about that? If your health is at 40% or below you 'bleed', slowly losing your health until death or a medic gets to you.

                          If not, then its just the gameplay. About the muzzleflashes is realistic, as in real life it is very unlikley you will see much of a muzzleflash on most weapons. If your getting shot at, take cover immediatly. Don't try and find them while there shooting at you. All hte new players seem to do that, seen it a ton today already even though I didn't play for very long.

                          Comment

                          • TeLe-LoE-

                            #118
                            Re: PRMM v0.3 Released

                            I dont know why, but with this new version ive been getting bored after about a round of playing. The version before this I was having a blast with awesome infantry firefights, but now the some of the maps are fricken HUGE and when I reach a flag after traveling for 5 minutes, I get killed and have to do it all over again. It gets pretty lame after awhile. New game modes are nice but it still seems like everyones playing as it its regular conquest. Nice mod but ive lost interest during this new version.

                            Comment

                            • o=BlackJack=o

                              #119
                              Re: PRMM v0.3 Released

                              really hope this is worth the wait.....

                              Comment

                              • Copy_of_Blah

                                #120
                                Re: PRMM v0.3 Released

                                I've finally got a chance to play it. 1 1/2 days of it so far. It's actually brought fun back into BF2. It's an awesome mod. If I was at home I'd be spending my time on it right now.

                                Love the timers of the spawn ( both vehicles and infantry) . Enjoy most of the weapons. Classes are layed out very nicely and feel balaced.
                                I do hope there will be a bit more customization to individual classes,like what was talked about earlier, in the future.

                                There are couple of minor issues that are so small they are almost not worth mentioning. But still, 1) The supply bags are not getting picked up without grief. Additionally, no more of my other bags could be dropped past the first two. I've found that if I completely empty the magazine and reload next to an
                                ammo bag it'll get picked up otherwise it will not. But others seem to be having some difficulty figuring this part out.
                                That's about it. Kudos to the whole team for making a great mod.

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