FAQ THREAD FOR v0.95 CHANGES
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masterceo
- Posts: 1914
- Joined: 2008-08-25 23:00
Re: FAQ THREAD FOR .95 CHANGES
Slightly higher than RPG for HEAT rounds, 9m kill radius and 18m wound radius for HE-Frag rounds
Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Re: FAQ THREAD FOR .95 CHANGES
From the feature list thread:LeChuckle wrote:whats the damage like on the SPG?
EDIT: ninja'edAdded deployable AT for Insurgents and Militia: SPG-9 Recoiless Rifle. HE-FRAG has a 9m kill radius, 18m wound radius. HEAT is a little more powerful than a regular RPG round.

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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: FAQ THREAD FOR .95 CHANGES
Q: Is it Nedland in SillySavages Boxing Ring Video?
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: FAQ THREAD FOR .95 CHANGES
Nope, it's [R-DEV]Crazy.
...And he sucks horribly at PR.
...And he sucks horribly at PR.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: FAQ THREAD FOR .95 CHANGES
A little bit above an RPG, but accurate.LeChuckle wrote:whats the damage like on the SPG?
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hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
Re: FAQ THREAD FOR .95 CHANGES
i love this. every feature doesn't need to have a practical use. it's cool if it's just there. nice one.More than anything it'll be for role playing or severe desperation.
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-.-Maverick-.-
- Posts: 361
- Joined: 2009-06-07 17:14
Re: FAQ THREAD FOR .95 CHANGES
Are there any severe changes in the skirmish mode, because my clan is probably playing one this upcoming Sunday, two days after 095 gets released and I don't want any nasty suprises.


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Rissien
- Posts: 2661
- Joined: 2008-11-07 22:40
Re: FAQ THREAD FOR .95 CHANGES
Rifleman kit varients onlyQ: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
Are there any severe changes in the skirmish mode, because my clan is probably playing one this upcoming Sunday, two days after 095 gets released and I don't want any nasty suprises
Now starts with 150 tickets, upon losing a flag that was fully yours lose 10 tickets, wounded lose a ticket, death, lose another ticket.
MA3-USN Former
クラナド ァフターストーリー
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: FAQ THREAD FOR .95 CHANGES
Increased starting ticket count from 100 to 150.
Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.
Edit: Damn...Added ticket loss when going wounded.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Chuc
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
Re: FAQ THREAD FOR .95 CHANGES
hiberNative wrote:i love this. every feature doesn't need to have a practical use. it's cool if it's just there. nice one.
Yknow with this melee you can actually interrogate someone with yer fists..
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: FAQ THREAD FOR .95 CHANGES
what? so there was a deviation when turning all the time?? with sniper rifles too??[R-DEV]Jaymz wrote:The deviation added from turning (moving your mouse) was significantly lowered.
i noticed it with the sniper in 0.8 but then after 0.9 there was no deviation for me anymore... and with LATs, i never ahd deviation oO
what the
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: FAQ THREAD FOR .95 CHANGES
Will CAS now be extremely hard due to not having accurate markers to fire onto? however i can now see the good point of having a spotter in a CAS squad for this change
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Cossack
- Posts: 1689
- Joined: 2009-06-17 09:25
Re: FAQ THREAD FOR .95 CHANGES
About medic stuff... When the guy gets wounded, team lose tickets? Better add when the guy get black and white, then lose ticket, because any light damage will cause ticket lose? Its kind lame from my view point, but will see in the field. 

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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: FAQ THREAD FOR .95 CHANGES
Wounded, in this case, means killed but revivable.Cossack112 wrote:About medic stuff... When the guy gets wounded, team lose tickets? Better add when the guy get black and white, then lose ticket, because any light damage will cause ticket lose? Its kind lame from my view point, but will see in the field.![]()
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DeltaCommando
- Posts: 112
- Joined: 2008-05-23 04:38
Re: FAQ THREAD FOR .95 CHANGES
I think by wounded it means the downed "WOUNDED" state, when you die but can still be revived.
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WhatMan
- Posts: 128
- Joined: 2010-01-30 22:13
Re: FAQ THREAD FOR .95 CHANGES
Can someone answer this
Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Re: FAQ THREAD FOR .95 CHANGES
@DeltaCommando: correct.
@WhatMan: it's said RIGHT ON THE CHANGELOG MESSAGE. I can answer valid questions, but not stupid ones.
@WhatMan: it's said RIGHT ON THE CHANGELOG MESSAGE. I can answer valid questions, but not stupid ones.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: FAQ THREAD FOR .95 CHANGES
You can only take Rifleman variants, such as Rifleman, Rifleman Specialist, Rifleman AP and Rifleman AT. Not sure if there is any other. And not sure if it works with insurgent kits.WhatMan wrote:Can someone answer this
Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: FAQ THREAD FOR .95 CHANGES
Just wondering, why would the Spandrel and TOW Humvee have to wait around 7 seconds to launch their missiles? I understand that the Bradley IFV cannot keep it's TOWs ready to be fire once it stops due to the launcher design, but the TOW Humvee and Spandrel only need to be below a certain velocity to be able to launch their missiles, or am I mistaken?
My hope is for the Spandrel and TOW Humvee it just lets you launch as soon as the vehicle goes below a defined velocity, and the Bradley will begin to have the countdown timer to the launcher's readiness once it goes below the defined velocity. The max velocity at which one can move while not resetting the timer should be at about 6 mph.
My hope is for the Spandrel and TOW Humvee it just lets you launch as soon as the vehicle goes below a defined velocity, and the Bradley will begin to have the countdown timer to the launcher's readiness once it goes below the defined velocity. The max velocity at which one can move while not resetting the timer should be at about 6 mph.
Last edited by Hunt3r on 2010-10-10 18:15, edited 1 time in total.

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Nitneuc
- Posts: 490
- Joined: 2007-09-16 08:39
Re: FAQ THREAD FOR .95 CHANGES
I have a quick question also.
When you pick-up enemy rifleman kit, do you still get its "geometries" (helmet, kevlar...) just like it is since 0.85 or did you guys managed to fix this (thanks to new kits geo) ?
Thanks for answering.
When you pick-up enemy rifleman kit, do you still get its "geometries" (helmet, kevlar...) just like it is since 0.85 or did you guys managed to fix this (thanks to new kits geo) ?
Thanks for answering.
Many thanks to everyone involved in the making of the best videogaming experience ever !







