Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Tartantyco »

It's back up.
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Curry »

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.
Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Fir3w411 »

Reduced Civilian ROE time from 2 to 1 minute.
Is this the time needed to become a civi?
Heavy assets and long distance kills no longer generate intelligence points.
YES! Finally you can't camp a cache from out of view distance and get all the intel points needed to acquire all caches!
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"Sometimes you just gotta use torture tactics."
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Curry »

Fir3w411 wrote:Is this the time needed to become a civi?
Yes exactly. It's now easier again to become a civi.

Curry.
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by mries »

With what distance it becomes a long distance kill?
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by K4on »

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.
Last edited by K4on on 2015-02-07 17:49, edited 2 times in total.
Souls Of Mischief
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Joined: 2008-05-04 00:44

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Souls Of Mischief »

This sounds fucking baller.
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
Barbrady
Posts: 121
Joined: 2013-04-03 12:07

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Barbrady »

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 ...
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Mats391
PR:BF2 Lead Developer
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Mats391 »

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
Major_Cookie
Posts: 26
Joined: 2014-03-19 12:34

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Major_Cookie »

[R-DEV]Mats391 wrote:
Enemies close to cache should disable cache
Yeah. Thank you for this change. And then kill with one grenade 17 people ;)
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Mats391
PR:BF2 Lead Developer
Posts: 7643
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Mats391 »

Following changes have been made for the next map:
Revealed caches no longer get their spawnpoint back
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Daniel
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Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Daniel »

'[R-DEV wrote:K4on;2055043']Following changes have been made for the next map:
Updated Intel System - long range kills grant Intel Points again
Who's idea was it in the first place to remove intel points on long range kills?

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.
baltimore
Posts: 623
Joined: 2012-08-27 09:30

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by baltimore »

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! :D
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Curry
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Joined: 2011-01-10 22:39

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Curry »

We are on it, the server will be back up in a couple of minutes!

Curry.
YAK-R
Posts: 335
Joined: 2012-07-07 15:04

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by YAK-R »

[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!
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)

I mean, who would put a cache at a6 on fallujah?

But, that said, no more shitty karbala caches!!
Curry
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Joined: 2011-01-10 22:39

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Curry »

Server is back up and on Fallujah. Rejoin!

cheers,
Curry.
borisko
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Joined: 2009-01-26 13:10

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by borisko »

qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by qs-racer »

!r Too many body on ground : fake video :)
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by Mouthpiece »

Thank you for trying to fix insurgency! This looks awesome by the way. Good luck with testing and implementing!
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

Post by K4on »

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
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