Hence the "something like that"...Stemplus wrote:That wouldn't work on ins
PRBF2 v1.0.0.0 Changelog (First Beta)
-
saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
-
Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I remember in .75 you needed to knife the rallysZoddom wrote:the old rallies in 0.8 and even before could also be overrun.
-
My_Self
- Posts: 70
- Joined: 2008-02-20 17:26
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Yeah, v0.8 was the first patch where rally could be overrun by a few enemies.
-
dodek96_pl
- Posts: 45
- Joined: 2010-11-19 15:14
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
SOLDIERS: New Ragdoll system by Furrealz_22
If you think something is impossible, let someone who doesn't know that do it 
-
Raccoon
- Posts: 110
- Joined: 2009-06-11 00:36
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Yes please. Been waiting for those since the video was uploaded.dodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22

-
Banok
- Posts: 62
- Joined: 2012-02-04 05:07
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
"The Battle of Kringen (Slaget ved Kringen) took place in August 1612, just downstream of Dovre" Dovre - Wikipedia, the free encyclopediaHjid wrote:MAPS: Uploaded Norwegian Valley map (aka Dovre) for pleym. We still need the full editor folder but the map is still WIP. Testers please check for bugs so map can be lightmapped and finalized. (afsoccer) 170
seems legit.
-
SkinnyM
- Posts: 14
- Joined: 2010-10-15 19:03
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
That is Nice!dodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
-
hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Ahhh I'm gonna miss the times when you could tell you'd killed someone by their body popping updodek96_pl wrote:SOLDIERS: Nxw Rxxxxxl sxxxxm by Fxxxxxxxxxx
SOLDIERS: New Ragdoll system by Furrealz_22
Seriously though, great addition and will make for much more tense situations where the squad will actually have to check for dead bodies instead of watching them pop when killed, which will allow for some rather nice ambush scenarios methinks

-
PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Where's the video of the new ragdolls you guys talk about
? I'd like to see it
In-game: Cobra-PR
-
hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Here you go man, I'm guessing they've sped it up a bit since then but idk:PatrickLA_CA wrote:Where's the video of the new ragdolls you guys talk about? I'd like to see it

-
PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
-
Brooklyn-Tech
- Posts: 127
- Joined: 2012-08-22 23:00
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
DEV's please improve gameplay by giving all kits their bino's except for the sniper.
hell, you could even take their scopes away. make em have iron sights.
(not srs)
(maybe srs)
(srs)
EDIT: so crewmen will not have binos?
unless you can make a "turn off engine" button, it will be a big turn off
hell, you could even take their scopes away. make em have iron sights.
(not srs)
(maybe srs)
(srs)
EDIT: so crewmen will not have binos?
unless you can make a "turn off engine" button, it will be a big turn off
-
Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Brooklyn-Tech wrote:DEV's please improve gameplay by giving all kits their bino's except for the sniper.
hell, you could even take their scopes away. make em have iron sights.
(not srs)
(maybe srs)
(srs)
EDIT: so crewmen will not have binos?
unless you can make a "turn off engine" button, it will be a big turn off
How does it improve gameplay? I know I find myself more often yelling at the random pubbies in my squad to stop staring at the tank with their binocs, than them being used in a useful manner. Limiting the binocs to the officer, medic and specialist would be just about what my dreams have always been about.
PS: For god sake, please, please, plllleeeeaaassseeee, make sure the HAT doesn't have binoculars.
-
Unhealed
- Posts: 365
- Joined: 2012-09-15 16:33
-
lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I beieave there was something about "Returned binos to crewman kit" chnage in the changelog, not sure though and im too busy to go through it 
EDIT: Found it
KITS: Gxxe cxxxxxn hxs bxxxxxxxxs bxxk (afterdune) 16514
EDIT: Found it
KITS: Gxxe cxxxxxn hxs bxxxxxxxxs bxxk (afterdune) 16514
Last edited by lucky.BOY on 2012-09-15 19:33, edited 1 time in total.
-
40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Glad to see it.lucky.BOY wrote:I beieave there was something about "Returned binos to crewman kit" chnage in the changelog, not sure though and im too busy to go through it![]()
I was thinking about having two crewman kits, one with binoculars, and a radio, and one with neither, an officer, and a grunt crewman kit, because the crewman DOES NEED binoculars, or that's robbing the game of some tactics. Of course you couldnt just have it for SLs, because not all SLs drive, and not all drivers are SLs, further you couldnt make it unlimited. I do think a radio would be a nice addition, and realistic for a tank squad, best thing would be an officer crewman with binos, and radio, and regular with a pair of binos as well.
-
Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
oh god those ragdol animations give me a chill.... oO
and I myself think that the crewman doesnt need binocs. It jsut sucks the way it is now. Either remove the Binocs or add an "engine start-up" delay for the tank driver. so they jsut cant get out and in again and drive away in a blink of an eye....
and I myself think that the crewman doesnt need binocs. It jsut sucks the way it is now. Either remove the Binocs or add an "engine start-up" delay for the tank driver. so they jsut cant get out and in again and drive away in a blink of an eye....
-
Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
For the crewman issue, they could add the 4th position, wich is the "open up" from the commanders position, that would place the guy up through the hatch on the left side of the 50.cal. I do believe there is an "unused" hatch there on most if not all of the tanks. So, as in switching from F1 to F3, you would go to F4 and get to use your equipment, wich is binocs aswel and the engine would be off without leaving the tank. Chrouching also avaliable, if possible.
Little bit of a suggestion, but wth.
Little bit of a suggestion, but wth.

Orgies beat masturbation hands down. - Staker
-
hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Damn you I spent all night thinking about how to do that! Bloody ninjaArnoldio wrote:For the crewman issue, they could add the 4th position, wich is the "open up" from the commanders position, that would place the guy up through the hatch on the left side of the 50.cal. I do believe there is an "unused" hatch there on most if not all of the tanks. So, as in switching from F1 to F3, you would go to F4 and get to use your equipment, wich is binocs aswel and the engine would be off without leaving the tank. Chrouching also avaliable, if possible.
Little bit of a suggestion, but wth.![]()

-
Onil
- Posts: 1232
- Joined: 2007-08-19 09:50
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
PYTHON: rallypoints no longer expire. Overrun takes now x enemies within xxm. No delay between setting rallies. Rxxs #xxx (bloodydeed) 16401
Non expiring RP's that only get overrun if more than one enemy passes within less than 100 meters... Squads will no longer care as much about FOB's as long as they have their secure RP behind the lines, which means reduced teamwork.
One step backwards? -_-
Non expiring RP's that only get overrun if more than one enemy passes within less than 100 meters... Squads will no longer care as much about FOB's as long as they have their secure RP behind the lines, which means reduced teamwork.
One step backwards? -_-



