FAQ THREAD FOR v0.95 CHANGES

General discussion of the Project Reality: BF2 modification.
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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: FAQ THREAD FOR .95 CHANGES

Post by masterceo »

Slightly higher than RPG for HEAT rounds, 9m kill radius and 18m wound radius for HE-Frag rounds

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H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: FAQ THREAD FOR .95 CHANGES

Post by nedlands1 »

LeChuckle wrote:whats the damage like on the SPG?
From the feature list thread:
Added 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.
EDIT: ninja'ed
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: FAQ THREAD FOR .95 CHANGES

Post by Herbiie »

Q: Is it Nedland in SillySavages Boxing Ring Video?
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: FAQ THREAD FOR .95 CHANGES

Post by Silly_Savage »

Nope, it's [R-DEV]Crazy.










...And he sucks horribly at PR.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: FAQ THREAD FOR .95 CHANGES

Post by dtacs »

LeChuckle wrote:whats the damage like on the SPG?
A little bit above an RPG, but accurate.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: FAQ THREAD FOR .95 CHANGES

Post by hiberNative »

More than anything it'll be for role playing or severe desperation.
i love this. every feature doesn't need to have a practical use. it's cool if it's just there. nice one.
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-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: FAQ THREAD FOR .95 CHANGES

Post by -.-Maverick-.- »

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. :lol: :lol:
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: FAQ THREAD FOR .95 CHANGES

Post by Rissien »

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?
Rifleman kit varients only
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.
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MA3-USN Former

クラナド ァフターストーリー
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: FAQ THREAD FOR .95 CHANGES

Post by Silly_Savage »

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.
Added ticket loss when going wounded.
Edit: Damn...
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: FAQ THREAD FOR .95 CHANGES

Post by Chuc »

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

Post by Zoddom »

[R-DEV]Jaymz wrote:The deviation added from turning (moving your mouse) was significantly lowered.
what? so there was a deviation when turning all the time?? with sniper rifles too??
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
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: FAQ THREAD FOR .95 CHANGES

Post by killonsight95 »

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
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: FAQ THREAD FOR .95 CHANGES

Post by Cossack »

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
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Joined: 2006-10-21 14:11

Re: FAQ THREAD FOR .95 CHANGES

Post by Tartantyco »

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. ;)
Wounded, in this case, means killed but revivable.
Make Norway OPFOR! NAO!
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DeltaCommando
Posts: 112
Joined: 2008-05-23 04:38

Re: FAQ THREAD FOR .95 CHANGES

Post by DeltaCommando »

I think by wounded it means the downed "WOUNDED" state, when you die but can still be revived.
WhatMan
Posts: 128
Joined: 2010-01-30 22:13

Re: FAQ THREAD FOR .95 CHANGES

Post by WhatMan »

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?
dbzao
Retired PR Developer
Posts: 9381
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Re: FAQ THREAD FOR .95 CHANGES

Post by dbzao »

@DeltaCommando: correct.

@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
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: FAQ THREAD FOR .95 CHANGES

Post by goguapsy »

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?
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.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: FAQ THREAD FOR .95 CHANGES

Post by Hunt3r »

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.
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

Post by Nitneuc »

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.
Many thanks to everyone involved in the making of the best videogaming experience ever !
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