Hi guys, as promised here is the first mini-update of things to come for PR:WW2. We will be making regular updates from now on to keep you on touch about general progress. Please have in mind that most of the things we're about to show are WIP (Work In Progress) and may not represent the final version.
Animations
MP 40 Reload by KaB
The past few weeks we have been lucky to count with the gentle contribution of KaB whose experience prior to this was little to none. He is the living proof that with a lot of determination and will anyone is capable of learning skills that from an outsider perspective seems too hard to attempt. The progress we have been achieving on this field has been great thanks to him and soon it will be nothing but a past headache that we've been struggling with for far too long.
Of course it would be unfair not to mention the worthy contribution of Develop that animated a few weapons, Glenn aka Lemon on the german grenade models as well as Pvt.Heureux on a few basic tweaks.
In general the weapons feel heavier, deadlier and more realistic than in previous versions. The animations of PR movements were also not forgotten and I have no doubt that it's going to be one of the highlights come release time.
This lovely model from lucky.Boy is one of the examples of how we intend to fill the gaps regarding weaponry and assets. The Panzerschreck was sorely missing in previous versions and it's going to give the Wehrmacht a more powerful tool against the Shermans. With an effective range of 150m it will prove to be a deadly threat that the US team will have to watch for.
The kit will be under an asymmetric gear system that we will get into more detail in the next update. What it means is that the STD and ALT kits may have different ammo rounds and even different secondary weapons. This system will provide more options for the player according to the gameplay and situation that suits him best. And while nothing is set in stone for the HAT german kit, it's likely that too is going to have slightly differences in gear for each version.
Have in mind that this video DOES NOT represent the final version. It's missing a few tweaks regarding reloading/aiming time, fov decrease removal and sounds.
Browning 1919 Deployment Feature
The Browning 1919 will be used as the MG kit for the US Army and I'm sure that many of you were already anticipating such a move. However, when the discussion came forward about its implementation and weapon balance, we came to the decision that something special had to be done about it. AfterDune therefore created a system that allows a non-Squad Leader kit (in this case, the MG kit user) to deploy a Browning M1919 without the need for a radio. The mechanism is simple and straightforward. The MG kit user only needs to select the Browning 1919 icon slot and then "fire" it (first click) to deploy it. The weapon will then pop up after a couple of seconds and it's ready to use. There is no dirt base below which deems the shovel not necessary in this case (and something we did for authenticity). The US MG kit user is the only one who can use the deployed weapon - any other will have a black screen) and can deploy as far as 7 times. To get more "weapons" the kit user will have to resupply in a nearby supply crate. The weapon per se have 4 rounds and can be reloaded with infantry ammo bags.
We expect the kit user to attempt to cover his team mates or defend critical areas under this system. Be it in a hedgerow, ruins or in a partially damaged house. And while it might be not be as mobile as the german MG weapons (which are using the typical PR deployment system), we came to the conclusion that this was the right decision upon verifying its real life use on the battlefield. This feature will emphasize how much impact these medium/heavy MGs had and recreate a contrast of their use on the battlefield in their respective armies.
This was it for now. We'll be back with more news soon.
Cheers
Last edited by Rabbit on 2014-10-21 13:58, edited 3 times in total.
ManslaughteR wrote:why zoom when aiming down the sights?
*sigh
It took me quite a while to understand what you meant by that and that's when it hit me. My mistake. I meant "aiming" not "zooming in" for the Panzerschreck. Don't worry, no one is going to be silly to do something like that.
EDIT: The sentence was corrected.
Last edited by Arc_Shielder on 2014-10-18 22:09, edited 2 times in total.
ManslaughteR wrote:I hope that no "magical" zoom is added to weapons that don't have scopes irl
Like AD said, there's not. We are not planning to add any kind of zoom in non scope weapons. We're going to keep it the PR way.
However, it seems that FOV decrease is present in the animation still. Something we thought that we had removed before. Thanks for alerting us to this fact. Unless paying close attention it's hard to tell. The sentence was corrected once again to alert readers about it.
The idea of making the .50cal a deployable asset is nice, and it would be even better if you could do 2 more versions of it with a medium and a high profile tripod to make it useable in entrenched positions, houses and others. Don't know if that's too much work but I think it'll pay off immensely in the end.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.