PR:BF2 v1.3.7.0 Changelog

The changelogs for recently released Project Reality versions
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: PR:BF2 v1.3.7.0 Changelog

Post by blayas »

Great job devs !, expect to see the system of realistic traverse turrets return coming soon ... without the inertia problem.
Flippybear
Posts: 6
Joined: 2014-01-11 22:21

Re: PR:BF2 v1.3.7.0 Changelog

Post by Flippybear »

That's just unbelievable, whiners won.
ZektorSK
Posts: 243
Joined: 2015-10-30 08:41

Re: PR:BF2 v1.3.7.0 Changelog

Post by ZektorSK »

Hahaha nice !!!
Rageguy
Posts: 7
Joined: 2014-03-09 22:51

Re: PR:BF2 v1.3.7.0 Changelog

Post by Rageguy »

Removed realistic traverse and elevation speeds until better implementation can be found.

THEREEE IS A GOOOOD!
Cmdr_Titan365
Posts: 28
Joined: 2015-06-04 01:54

Re: PR:BF2 v1.3.7.0 Changelog

Post by Cmdr_Titan365 »

I feel like there was a problem with the turrets traversal. It just slid way to much then it probably should've. Like if you wanted to aim at 30 it'd aim you at 40 or 45 cuz of the big slide. It also had a slight delay when you moved it. Like it would take a second or two after you moved the mouse to move the turret. I do understand the turrets have a slide in real life, but I don't feel like it has that much slide.
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: PR:BF2 v1.3.7.0 Changelog

Post by DonDOOM »

Flippybear wrote:That's just unbelievable, whiners won.
The change was mostly made based on an internal vote, also it's still being worked on to find a 'smoother' system.
OriginalWarrior wrote:Any word on the silent SPG technical / RPG LAT kits?
Fixed unguided AT weapons effects not being synchronized across clients.
Image
Trekkie
Posts: 103
Joined: 2014-03-07 07:59

Re: PR:BF2 v1.3.7.0 Changelog

Post by Trekkie »

I never knew there was a dev team like this before. Never found some software with a dev team like this before.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: PR:BF2 v1.3.7.0 Changelog

Post by Raklodder »

Trekkie wrote:I never knew there was a dev team like this before. Never found some software with a dev team like this before.
What do you mean?
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.3.7.0 Changelog

Post by Roque_THE_GAMER »

'[R-DEV wrote:Mineral;2105325']
VEHICLES:
  • Removed realistic traverse and elevation speeds until better implementation can be found.
YES!!!!111 Armored wrat will back with full power!!!

[align=center]Sorry i cant into English...
[/align]
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR:BF2 v1.3.7.0 Changelog

Post by doop-de-doo »

Still no underground bunkers for Kashan North/South outposts.

:'(

:evil: B4TM4N :evil:
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: PR:BF2 v1.3.7.0 Changelog

Post by Scubbo »

thanks for making the game fun again :P !

DONATED.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: PR:BF2 v1.3.7.0 Changelog

Post by Cavazos »

[R-DEV]Mineral wrote:Removed realistic traverse and elevation speeds until better implementation can be found.
God damnit.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: PR:BF2 v1.3.7.0 Changelog

Post by W.Darwin »

The only experience I had with the new Turret mechanic was Inside a deployable TOW. And I got nothing to complain about. The sensitivity felt great and the maneouverability was still at the point. You simply need to be careful with your mouse.

Bunch of people compaining about changes. The PR community is hard to deal with sometimes
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.3.7.0 Changelog

Post by Roque_THE_GAMER »

Image
Last edited by Roque_THE_GAMER on 2015-11-08 22:27, edited 1 time in total.
[align=center]Sorry i cant into English...
[/align]
TheAndrew1987
Posts: 32
Joined: 2014-02-02 17:39

Re: PR:BF2 v1.3.7.0 Changelog

Post by TheAndrew1987 »

Unarmed Civilian wrote:How do you explain the mechanics of the stationary anti-tank guns in maps such as Dragon Fly?
thats pretty much what i was referring to,but on tanks
one guy suggested that you use WASD for fast traversal and arrow keys for precise movements,which sounds great really because the only issue i have with the at guns is that its a bit finicky in that youd have to make multiple adjusting moves in order to get your target where you wanted but that seems to be realistic enough to me. irl its how it would be done except with a joystick, you wont be able to have the precision of the mouse that you find in most video games that feature playable tanks but thats ok because this is meant to be a realistic game
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: PR:BF2 v1.3.7.0 Changelog

Post by Scubbo »

Roque_THE_GAMER wrote:Image
QFT!!!!
sjkimber
Posts: 6
Joined: 2014-07-06 15:59

Re: PR:BF2 v1.3.7.0 Changelog

Post by sjkimber »

Forgot which layer but Marlin is missing repair bay for French.
KingFish-v-
Posts: 34
Joined: 2013-03-08 09:16

Re: PR:BF2 v1.3.7.0 Changelog

Post by KingFish-v- »

Thanks Dev! A small question:

What does "cerberus" mean in "sounds" section
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: PR:BF2 v1.3.7.0 Changelog

Post by =-=kittykiller »

thanks for the unfuck regarding armour
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