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Re: PR Statistics / Useless Information

Posted: 2014-12-09 04:12
by Psyrus
fatalsushi83 wrote:Does the opposing team lose 30 tickets when you neutralize their flag or when you capture it?
Capture.

Re: PR Statistics / Useless Information

Posted: 2014-12-09 13:25
by fatalsushi83
Thanks. Heard different stuff over mumble and wanted to check.

Re: PR Statistics / Useless Information

Posted: 2014-12-09 17:20
by PricelineNegotiator
I thought it was lost 10 when neutralized and 20 when captured?

Re: PR Statistics / Useless Information

Posted: 2014-12-10 03:19
by fatalsushi83
PricelineNegotiator wrote:I thought it was lost 10 when neutralized and 20 when captured?
This is exactly why I wanted to get a reply from someone who knows the code (thanks Psyrus). You ask a question, whether in game or on the forums, and get a bunch of conflicting replies :shock: I guess it goes to show how deep and sometimes confusing PR is.

Re: PR Statistics / Useless Information

Posted: 2014-12-10 05:57
by Psyrus
fatalsushi83 wrote:This is exactly why I wanted to get a reply from someone who knows the code (thanks Psyrus). You ask a question, whether in game or on the forums, and get a bunch of conflicting replies :shock: I guess it goes to show how deep and sometimes confusing PR is.
Most of this stuff can be checked by oneself. In the PR directory, there's a /python/ subdirectory. Most are compiled .pyc files, but there are a few .py files for server config.

realityconfig_private.py is basically the same as the compiled public one, but you can actually view it.
Line 126 wrote: # Tickets lost when losing a flag (both neutralized and captured)
# Default is 30 tickets
C['TICKETS_CP'] = 30
Edit: For example, I didn't know that skirmish was only 10 tickets lost
# Tickets lost when losing a flag (both neutralized and captured)
# Default is 10 tickets
C['SKIRMISH_TICKETS_CP'] = 10

Re: PR Statistics / Useless Information

Posted: 2014-12-10 18:24
by PricelineNegotiator
[R-DEV]Psyrus wrote:Most of this stuff can be checked by oneself. In the PR directory, there's a /python/ subdirectory. Most are compiled .pyc files, but there are a few .py files for server config.

realityconfig_private.py is basically the same as the compiled public one, but you can actually view it.



Edit: For example, I didn't know that skirmish was only 10 tickets lost
So I'm wrong, but not completely wrong. Good to know. Thanks Psyrus.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 03:21
by TheMerchantOfMenace
****, didn't realize I hadn't refreshed the page over the last day or two.

Which goes to show the importance of rushing back to one's flag if it goes neutral. Oftentimes, only 1 or 2 friendlies in cap range can very seriously slow down their cap speed, giving the rest of the team lots of time to come re-enforce to prevent the enemy team from capping and robbing the team of a whole big 30 tickets.

When you consider the enemy capping three of your flags, reducing your team's tickets by 90, it's very significant. It takes a lot of kills to make up those tickets. A LOT of people don't realize or understand this, and those that do should be reminded from time to time, as they seem to be forgetting.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 03:33
by Nate.
That's correct Merchant.

Only flags fully capped by your team and then completely captured by the enemy result in a ticket loss for your team. This means in some instances it is actually smarter to let the enemy cap the flag before you do (for initially neutral flags on round start) and then drive them out.


-------------

Today I learned that on Kashan Desert, if Canada captures South Village, the CAS runway on the MEC main won't reload the aircraft anymore.

------------

The VN3 can swim and also can survive jumping from the bridge on Shijia into the water without problems.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 03:41
by TheMerchantOfMenace
[R-DEV]Psyrus wrote:Basically:
1) Use a squad leader attack marker on what you want to mark
1a) Push caps lock to see the distance to the target
2) Take out your radio (usually item 6)
3) Face the direction of the marker, push W once to align your character to the object
3) Right click to bring the radio up to your ear
4) Push and hold Q to bring up the commrose, click the "Set distance" -> Set this distance to the one discovered in step (1a)
5) Holding Q, navigate to the type of item you want to mark (infantry, tank) and click.

A red marker that represents the threat should appear on the map where your attack marker is.
Thanks, gonna try next time.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 04:01
by TheMerchantOfMenace
Murkey wrote:^Excellent summary - to see an (old) example - watch the first half of this- https://www.youtube.com/watch?v=Wf-zq0x ... 19083B79F4

Cheers, Murkey.
Nice work, too late now, but I'm going to get around to watching the three other vids you have on squad leading, the first one was too basic, but I watch anyway 'cause you never know what kind of basic info you might have overlooked.

I got a really good laugh when I was at the section at the beginning where you explain how the squad name should consist of the squad type, its role, and whether mic req'd or not, and just then, noticed your squad name in the background of the video: Boner. Does a Boner squad have mics? And what's their role?

And that little "extro" at the end of your vids is just genius... love it. Keep up the good work!

Re: PR Statistics / Useless Information

Posted: 2014-12-11 04:07
by TheMerchantOfMenace
Nate. wrote:That's correct Merchant.

Only flags fully capped by your team and then completely captured by the enemy result in a ticket loss for your team. This means in some instances it is actually smarter to let the enemy cap the flag before you do (for initially neutral flags on round start) and then drive them out.
Me like, me like, but that could be very risky on Pub servers where the team continually throws themselves at the enemy like lemming over a cliff... you'd lose a shitload of tickets and possibly not recap, but if working with a half-decent team, great way to knock 60-90 tickets outta the enemy.

Hehe... I just realized! That's probably what was intended on Marlin last time :-D

Re: PR Statistics / Useless Information

Posted: 2014-12-11 04:15
by TheMerchantOfMenace
[R-DEV]Psyrus wrote:Most of this stuff can be checked by oneself. In the PR directory, there's a /python/ subdirectory. Most are compiled .pyc files, but there are a few .py files for server config.

realityconfig_private.py is basically the same as the compiled public one, but you can actually view it.
I would advise anyone thinking about looking at some of those files to make certain to copy whatever files or directories they're interested in to somewhere else and then look at the copies. I thought I'd copy some of the map/menu/load music so's I could access them whenever I wanted for listening or background, and all I did was open the .zip file and copy some of the music files, didn't screw around with the .zip file, and then next time I fired up PR I got some error about the file being corrupt or something, can't remember now. So I suggest you copy the .zip file, and then open/look at the copied file instead of the original .zip file and save yourself headaches.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 09:32
by Murkey
TheMerchantOfMenace wrote:Nice work, too late now, but I'm going to get around to watching the three other vids you have on squad leading, the first one was too basic, but I watch anyway 'cause you never know what kind of basic info you might have overlooked.

I got a really good laugh when I was at the section at the beginning where you explain how the squad name should consist of the squad type, its role, and whether mic req'd or not, and just then, noticed your squad name in the background of the video: Boner. Does a Boner squad have mics? And what's their role?

And that little "extro" at the end of your vids is just genius... love it. Keep up the good work!
Thanks mate, as for the squad name, Boner squad specialises in either frontal or rear assaults :P

Cheers, Murkey.

Re: PR Statistics / Useless Information

Posted: 2014-12-11 21:06
by TheMerchantOfMenace
Murkey wrote:Thanks mate, as for the squad name, Boner squad specialises in either frontal or rear assaults :P

Cheers, Murkey.
LOL!!! Good riposte! Well now I know.

You realize that if I come up against your squad, it will be a fight to the death.

Re: PR Statistics / Useless Information

Posted: 2014-12-12 04:04
by fatalsushi83
I assume boner squad also specializes in tactical insertions, especially in heavily-vegetated areas.

Reminds me of the "tactical boner" squad I used to see every so often. Now that was a good squad name.

Re: PR Statistics / Useless Information

Posted: 2015-02-07 00:20
by RAWSwampFox
Good Evening,

Way too funny!!!!!!

Today on FCV on Fallujah I noticed one of the admins did a !kill command on a player in the ins main and he did not die. It appeared that since he was standing in the repair pad it did not kill him. I guess this is a result of the healing you get from the repair pad.

I had to test it, verified. If you are standing in the repair pad and the admins execute a !kill command on you, you will not die.

HAHAHAHAHA!!

Re: PR Statistics / Useless Information

Posted: 2015-02-07 18:21
by Jutsch
RAWSwampFox wrote:Good Evening,

Way too funny!!!!!!

Today on FCV on Fallujah I noticed one of the admins did a !kill command on a player in the ins main and he did not die. It appeared that since he was standing in the repair pad it did not kill him. I guess this is a result of the healing you get from the repair pad.

I had to test it, verified. If you are standing in the repair pad and the admins execute a !kill command on you, you will not die.

HAHAHAHAHA!!
This is quite sensitive information, hopefully trolls don't exploit it :/

Posted: 2015-02-07 18:40
by wrecker
Well if you can't be killed you can still be kicked

Re: PR Statistics / Useless Information

Posted: 2015-02-07 20:04
by RAWSwampFox
Good Afternoon,

What's to exploit? I understand what you are saying but there are way to many other avenues to take care of someone outside of the the singular !kill command for this to ever really ever be a factor that impacts the game in any way, ever. Just had to put one more EVER in there... :P

Re: PR Statistics / Useless Information

Posted: 2015-03-10 13:47
by RAWSwampFox
Good Morning,

Based on my calculations, just have 14 people standing around the fob ready to build it and they will build it within 4 shovels/digs. If you get more than this, it gets ridiculous.

>> Been thinking about the above, it's not accurate at all. Basically, start at 45 and reduce it by 20% with 2 people. with three people, it's 36 so reduce that by 20% with 3 people. Now it's at 28/29 so reduce that by 20% with 4 people. Continue on out until you reach the point where there is only a handful of shovels needed to build a FOB. A FOB asset is totally different as in (I state this in a subsequent post), just divide the total needed by how many are shoveling.

The FOB is the only asset, based upon my observation, that actually takes less shovels if more people dig it. Any other FOB asset takes the same number of shovels overall. While you may have 5 people building a FOB asset such as an HMG, it will still take 26 shovels/digs to build it.

If all the assets were like the actual FOB, you could build a super FOB with two squads within 10 minutes and almost be max'ed out on what you could build.