PRBF2 v1.0.0.0 Changelog (First Beta)
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Aimpoint instead of EoTech methinks.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I see, that's kind of lame..
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doggreen
- Posts: 109
- Joined: 2007-12-20 03:25
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
WEAPONS: Added Mxxx SxR (chuc) 16295
WEAPONS: Added the Mk12 SPR (chuc) 16295
WEAPONS: Added MxxxB and GxxG sxxxxxxxxy wxxxxxs
WEAPONS: Added M240B and GPMG speciality weapons
WEAPONS: Added the Mk12 SPR (chuc) 16295
WEAPONS: Added MxxxB and GxxG sxxxxxxxxy wxxxxxs
WEAPONS: Added M240B and GPMG speciality weapons
This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning
Winston Churchill
Winston Churchill
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SGT.MARCO
- Posts: 341
- Joined: 2010-07-08 03:01
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I wasn't bagging on Brazil or U.S i was simply defending the U.S on a certain issue. I think the Brazilian forces are great. I am not saying they are useless. any new faction would be great in PR. Canada is a important ally to both British and u.s forces. They are in no way a puppet to any country. I am not here to argue about what factions are the best. just taking a break.milosv123344 wrote:I understand your logic but you cannot seriously make decision of what army will be in PR based on the army's might. Talibans, militia, they dont have the numbers OR the weaponry OR technology and they still kick ***. Plus no one really heard of any Canadian military acomplishments ,same as with Brazil, and they are still in PR. All Canada is, is a puppet state for the US to help when needed.
You could have added many conflicts, Syrian army vs the rebel mercenaries, some African conflicts, there is a lot of them going on in the world. You could have added Serbian army vs Albanian terrorist where serbs go cache hunting like Americans do on Korengal valley for example etc etc....
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SGT.MARCO
- Posts: 341
- Joined: 2010-07-08 03:01
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
sorry to work up an argument. I respect the Brazilian forces dearlySShadowFox wrote:First, I was talking about a light ground attack aircraft that the US made a contest to select the one to be used by the ANA, the EMB-314 Super Tucano won it, against the American Hawker Beechcraft AT-6, it wasn't only to the ANA, but the USAF was planning to use it as Light CAS, as an alternative to the A-10.
Second, the FX-2 program was a contest to select the next jet to the Brazilian Air Force, in which there were in the final contest, the Gripen, the Rafale and the F-18, not a program to create a new jet, the only jet that the Brazil created was in cooperation with Italy, the FX-1 which is a big sxxt.
Now lets stop talking about our countries' military.
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Banok
- Posts: 62
- Joined: 2012-02-04 05:07
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
why allow sniper to keep binoculars? surely without them he relies more on the spotter you've added, and discourages soloing the kit.Removed binoculars from all kits (except sniper, officer, spotter) of conventional armies (afterdune)
I wonder what the spotter kit will have. if its just fancy binoculars + normal gun, then why would anyone take it over the officers kit.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I was actually considering suggesting a spotter class a long time ago, and my idea included about 6 patches, and 3 epipens for the spotter, along with a rope, a rifle, radio, knife, GTLD. Subsequently squads with a spotter can not have a medic and/or specialist, and you can't build with the radio, so the specialist, medic, and officer arent replaced from time to time with the wrong classBanok wrote:why allow sniper to keep binoculars? surely without them he relies more on the spotter you've added, and discourages soloing the kit.
I wonder what the spotter kit will have. if its just fancy binoculars + normal gun, then why would anyone take it over the officers kit.
The idea was the sniper on his own is worthless, as he cant defend himself, cant heal, scale buildings, etc. Now the problem is that because PR is such a small game, having a full 4-6 man squad as sniper team had issues. Firstly, most sniper team leaders dont use their kit right, and often open sniper squads result in leaderless infantry just kind of wandering. SEcondly, even a well led 4 man team is a waste of resources, as most sniper work involves a lot of.. nothing for a 3rd and 4th man, who could be kicking *** otherwise. So we take the necessary supplementation (epi, rope, patches) stuff it into one class, and make it clear to the player that you really should go with a spotter, not yourself, and not with a full team as a sniper. A lot of good snipers in PR usually bring a medic with them, but that's a little silly, as a real combat medic operates with a platoon, or squad, not as a second man for a sniper. Now, conversely, the USMC scout sniper program does employ a 2 man system with a second man carrying a nice conventional assault rifle, and some extra tools to supplement the sniper, not too unlike what I describe.
To me, the sniper in PR is misused, and my guess is the spotter class attempts to fix this. I would go so far, if I were a dev to make it so that you can not request a sniper kit without a spotter in your squad. Further still, take away the radio, patches and GTLD for the sniper. This would make it very obvious that a sniper's role is a two man for reconnaissance, and long distance neutralizing. This would mean that the sniper's role of reconnaissance, could be solo'd with the spotter more effectively, but rarely misused, as spotting isnt favoured by lone wold smurfs or whatever, and additionally, the actual rifle would see less misuse as a solo marksman, because it would harder to acquire a sniper kit, and harder to operate alone.
Or it could just be a rifleman with a pair of binos and no ammo, to appease those who detest the loss of binoculars, which I found to not be catastrophic to gameplay in vietnam. Though I think the change would make life even more hell for insurgents on those certain maps.
oh and since this is only a first beta, feel free to consider my idea for the final release :3
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Banok
- Posts: 62
- Joined: 2012-02-04 05:07
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I like the idea, but I deem it extremely unlikely 1 kit will ever get that many goodies, it would be the kit of choice for any 1 man or 2 man squad. rope+epipen on one kit and you dont need 4 men in squad to get it? even just extra patches + rope = solo friendly.40mmrain wrote:I was actually considering suggesting a spotter class a long time ago, and my idea included about 6 patches, and 3 epipens for the spotter, along with a rope, a rifle, radio, knife, GTLD.
Seems more likely, which is sad. I was thinking there must be some sort of new fan dangle equipment which would warrant it as a separate kit.Or it could just be a rifleman with a pair of binos and no ammo, to appease those who detest the loss of binoculars, which I found to not be catastrophic to gameplay in vietnam. Though I think the change would make life even more hell for insurgents on those certain maps.
and yeah everyone having binoculars is something I liked about PR and want them to add in other games like planetside 2. some people already dislike playing insurgency & vietnam cause no scopes, and no binos makes it worse. but im sure PR team know what they are doing.
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theflidgeface
- Posts: 273
- Joined: 2008-12-18 05:09
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Uxxxxxxxd HxxxV=Uparmored HMMWV. I'm very happy that we get to see new HMMWV models.
The M15A3, weapon of the future
Semper Fi
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=HCM= Shwedor
- Posts: 432
- Joined: 2009-09-04 22:17
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
So what I read was:
1. There will be massive rushes for the single HAT kit during AAS games, probably resulting in multiple tks for the kit (gahhhhh!).
2. French forces (yay! Time for some VAB rushes Wargame:EE style. And a .50 cal Coax for an uber French MBT which will constantly overheat I presume to balance it out, consequently pissing off every tank gunner faced with infantry.)
3. X's will be added to PR. Lots of X's.
Hopefully the next Beta list will have a new word in all caps, GAMEMODE:
1. There will be massive rushes for the single HAT kit during AAS games, probably resulting in multiple tks for the kit (gahhhhh!).
2. French forces (yay! Time for some VAB rushes Wargame:EE style. And a .50 cal Coax for an uber French MBT which will constantly overheat I presume to balance it out, consequently pissing off every tank gunner faced with infantry.)
3. X's will be added to PR. Lots of X's.
Hopefully the next Beta list will have a new word in all caps, GAMEMODE:
shwedor
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
DShK and M2 Browning hxxd pxxxs (Taliban and USMC rxxxxxxxxxxy) for axxxxg ixxo xp sxxxxxxxxy pxxxxxxn vxxxs (chuc) 16565
Hmm. Pxxxs. Packs?
Hmm. Pxxxs. Packs?
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
ummm.=HCM= Shwedor wrote:So what I read was:
1. There will be massive rushes for the single HAT kit during AAS games, probably resulting in multiple tks for the kit (gahhhhh!).
No.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
On a certain server youre familiar with, maybe. On others, people that do this will be dealt with accordingly.=HCM= Shwedor wrote:So what I read was:
1. There will be massive rushes for the single HAT kit during AAS games, probably resulting in multiple tks for the kit (gahhhhh!).

Orgies beat masturbation hands down. - Staker
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Predator.v2
- Posts: 379
- Joined: 2010-01-26 13:49
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
CIA runs the dbmod with only 1 HAT and 6 LATs and there is no teamkilling and amok about the HAT kit. But it is quite annoying, if some noob takes it and runs around far from the battlefield.
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Didn't spot anything about BMP-1/2 being added, don't tell me they're not in 1.0 :<
Or whatever version it is now:
Or whatever version it is now:
GENERAL: I changed PR's version number to x.x, because I felt like it. (afterdune) 16430[R-DEV]AncientMan wrote:GENERAL: I cxxxxxd PR's vxxxxxn nxxxxr to x.x, bxxxxxe I fxxt lxxe it. (afterdune) 16430
Last edited by Stealthgato on 2012-09-12 11:40, edited 3 times in total.
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Stemplus wrote:"added firerate to blackhawks" makes almost no sense :/
Oh, Stupid me... I was thinking with "changed".

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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
LEVELS: Axxxd Wanda Shan back (ChallengerCC) 18653
I think you forgot it in your log but i added it for you.
I think you forgot it in your log but i added it for you.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Oh good, i got almost frightened they are throwing that great map out of the window...ChallengerCC wrote:LEVELS: Axxxd Wanda Shan back (ChallengerCC) 18653
I think you forgot it in your log but i added it for you.![]()
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Cant believe someone actually fell for thatlucky.BOY wrote:Oh good, i got almost frightened they are throwing that great map out of the window...

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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
pffthahahaArnoldio wrote:On a certain server youre familiar with, maybe. On others, people that do this will be dealt with accordingly.


