v0.6 - Kits/Weapon changes.. ?

General discussion of the Project Reality: BF2 modification.
Grasli
Posts: 162
Joined: 2007-02-13 18:05

v0.6 - Kits/Weapon changes.. ?

Post by Grasli »

Hey.. Can you give us some information about the changes you are doing to the kits/weapons in v0.6?
I know something, but is it correct?
1. Anti-Personnel Kit removed, and the claymores/binoculars are being put into the Engineer kit?

2. Grenade Launchers changes... What changes?

3. And, is it any changes to the Anti-Tank kit (RPG etc)? I think the RPG is to inaccurate right now (in v0.5)..

Thanks =)
paco
Posts: 218
Joined: 2007-04-02 18:46

Post by paco »

The claymores would be fun if they weren't remote detonated and the little friendly markers had an indication of what direction they blast. I'm also sure someone at some earlier point came up with the idea, "hey, you could make the claymores remote detonated".
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

paco wrote:The claymores would be fun if they weren't remote detonated and the little friendly markers had an indication of what direction they blast. I'm also sure someone at some earlier point came up with the idea, "hey, you could make the claymores remote detonated".
NO WAY ! If claymores will detonate on moving targets , noobs will spam them just in the way of vanilla bf2
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

There was a reason for removing the claymore auto explosion.
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Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Isnt L-AT becoming limited in v0.6? Or am I imagineing things again?
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

I think the AP-Rifleman will be replaced by civilian kits, and hopefully they will make the Spec-Ops limited, the Light AT should stay unlimited
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

Maxfragg wrote: Light AT should stay unlimited
They already decided , It will be limited
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Post by =Romagnolo= »

Not limited, you just need to get the kit at a flag/rally point/supply creat/apc. I think the same could be done with the GL kit...
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WNxLT7
Posts: 351
Joined: 2007-03-27 13:59

Post by WNxLT7 »

Too many L-AT whores on basrah and what not so removing them and making them a request kit.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

cant say anything at this time, wait for an update frm the Devs
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BaDbLiTz123
Posts: 55
Joined: 2007-03-25 15:06

Post by BaDbLiTz123 »

I saw a video of some japanees guy on 0.5 firering a javalin anti armour missile but in never hit the target will itbe out on 0.6?
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Grasli
Posts: 162
Joined: 2007-02-13 18:05

Post by Grasli »

DEVs, any information on what you are changing with v0.6?
robbo
Posts: 1159
Joined: 2006-10-25 15:14

Post by robbo »

Movement detonated Claymores should make a return in the AP rifleman BUT as a request kit, would be awesome and people would actually play as him.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Also, policeman has been removed from insurgents for 0.6
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Image
Many thanks to [R-DEV]Adriaan for the sig!
Lothrian
Posts: 795
Joined: 2006-10-02 12:46

Post by Lothrian »

!!! Who will provide the ammo? (other than the ammo dumps of course)
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

Bob_Marley wrote:Also, policeman has been removed from insurgents for 0.6
Good, I always thought that was a strange one.
The IED Master 8-)
AppleJuice4u2
Posts: 63
Joined: 2007-02-10 16:05

Post by AppleJuice4u2 »

I Imagen there will be more requestable heavy at then? Id like that
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