Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
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Tartantyco
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Curry
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
We fixed the issues for now, we are able to change stuff on the fly and are working on it. We apologise for any inconvenience. We will answer questions regarding the event in this thread.
cheers,
Curry.
cheers,
Curry.
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Fir3w411
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Is this the time needed to become a civi?Reduced Civilian ROE time from 2 to 1 minute.
YES! Finally you can't camp a cache from out of view distance and get all the intel points needed to acquire all caches!Heavy assets and long distance kills no longer generate intelligence points.

"Sometimes you just gotta use torture tactics."
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Curry
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Yes exactly. It's now easier again to become a civi.Fir3w411 wrote:Is this the time needed to become a civi?
Curry.
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mries
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
With what distance it becomes a long distance kill?
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K4on
- Retired PR Developer
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Following changes have been made for the next map:
Updated Intel System - long range kills grant Intel Points again
Updated Intel System - Reduced needed Intel to get the marker closer, to test some technical stuff (temporary change)
PS:
We will post a changelog with all the live changes below the first post.
Updated Intel System - long range kills grant Intel Points again
Updated Intel System - Reduced needed Intel to get the marker closer, to test some technical stuff (temporary change)
PS:
We will post a changelog with all the live changes below the first post.
Last edited by K4on on 2015-02-07 17:49, edited 2 times in total.
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Souls Of Mischief
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
This sounds fucking baller.
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
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Barbrady
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
The permanent spawn on the known is very bad, bluefor just camps it and insurgents spawn there again and again, live - die - repeat. Makes it too hard for bluefor and affects teamplay in a negative way (lots of Lonewolfs in for farming kills).
However, the idea of one cache at a time is good.
All in all I was very annoyed by the chaotic teamplay ...
However, the idea of one cache at a time is good.
All in all I was very annoyed by the chaotic teamplay ...
- Mats391
- PR:BF2 Lead Developer
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Following changes have been made for the next map:
Cache spawnpoints get disabled once it gets known to the enemy
Enemies close to cache should disable cache
Cache spawnpoints get disabled once it gets known to the enemy
Enemies close to cache should disable cache
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Major_Cookie
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Yeah. Thank you for this change. And then kill with one grenade 17 people[R-DEV]Mats391 wrote:
Enemies close to cache should disable cache

- Mats391
- PR:BF2 Lead Developer
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- Joined: 2010-08-06 18:06
Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Following changes have been made for the next map:
Revealed caches no longer get their spawnpoint back
Revealed caches no longer get their spawnpoint back
- Daniel
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Who's idea was it in the first place to remove intel points on long range kills?'[R-DEV wrote:K4on;2055043']Following changes have been made for the next map:
Updated Intel System - long range kills grant Intel Points again
And could you please run the next event on two servers? It's already full for 3 hours and nobody can join... I could also provide a server if needed.
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baltimore
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Was awesome as Blufor next to the fact that we got rapped a lot.Played until Ramiel thought, as medic you had like 1000+ point standard, you can imagine how many revives.
I think this stuff boots teamwork a lot if you implement it wise in 1.3
Good job!
I think this stuff boots teamwork a lot if you implement it wise in 1.3
Good job!
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Curry
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
We are on it, the server will be back up in a couple of minutes!
Curry.
Curry.
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YAK-R
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Yup - Seems like people will work out optimum cache locations, and they'll pretty much always be in similar areas. May lead to less varied gameplay (one of PR's strengths)[R-DEV]Mineral wrote:Only worry I have is commander moving cache to places where hard cache positions are all the time. Will make it much more important for insurgency maps to have balanced cache locations overall.
Looking forward to test!
I mean, who would put a cache at a6 on fallujah?
But, that said, no more shitty karbala caches!!
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Curry
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Server is back up and on Fallujah. Rejoin!
cheers,
Curry.
cheers,
Curry.
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borisko
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qs-racer
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
!r Too many body on ground : fake video 
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Mouthpiece
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
Thank you for trying to fix insurgency! This looks awesome by the way. Good luck with testing and implementing!
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K4on
- Retired PR Developer
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
To some comments here:
Remeber that everything is in Alpha guys, we are looking for the direction to go, hence why we are trying new stuff out. Don't exspect that every gameplay change works out right away!
BTW: we've made some more changes for tonight:
https://www.realitymod.com/forum/f376-p ... ost2054881
Remeber that everything is in Alpha guys, we are looking for the direction to go, hence why we are trying new stuff out. Don't exspect that every gameplay change works out right away!
BTW: we've made some more changes for tonight:
https://www.realitymod.com/forum/f376-p ... ost2054881






