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Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 10:22
by Karpo-Pappa
OK, when does the FDF come in? :p

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 10:24
by [twl]Lan
Snazz wrote:When we've got new 4x4km USMC/GB maps like Jabal 2 or Sangin we'll likely see the Harrier finished, right now it would be kind of overkill on Qinling since there's already a Tornado and Typhoon.

It's a case of lacking large enough maps to use all the jets rather than a prejudice towards the assets.

Although fighter jets dogfighting over a 4x4km space containing 2 opposing airbases is one of the less realistic aspects of PR.
Also, check the number of AA's one can place in 0.9 - Flying will be interesting to say the least if the opp team really makes a effort in putting up all those AA's. In a 4x4 km square there isn't many places left to hide. One Fob should be able to cover most of a square km and now we can build 6 plus mainbase defenses of course...

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 10:31
by General_J0k3r
TuOuF wrote:Really dissapointed with rally point system
no, no, no! did you play the betas? it is pure awesomeness without rallies. i was a sceptic too but i have been totally converted and can't even stand the spamminess on servers with rallies anymore ;) but that's probably personal taste.

this, imho, is the best change in the new version apart from the other obviously awesome stuff :)

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 10:57
by Snazz
'[twl wrote:Lan;1251460']Also, check the number of AA's one can place in 0.9 - Flying will be interesting to say the least if the opp team really makes a effort in putting up all those AA's.
Mmm, it does seem kind of odd it supports up to 12 even though you should only be able to place a max of 6 (1 per FOB).

I guess you can exploit it by destroying the FOB and leaving the AA intact then going to build a new FOB and placing an additional AA.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:10
by General_J0k3r
Snazz wrote:Mmm, it does seem kind of odd it supports up to 12 even though you should only be able to place a max of 6 (1 per FOB).

I guess you can exploit it by destroying the FOB and leaving the AA intact then going to build a new FOB and placing an additional AA.
this doesn't work in .87. i don't think it'll work in .9 ;)

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:16
by KeksTerror
I read every listed change :p And I can't wait to see the Canadian Forces on the battlefield :mrgreen:

Great work guys.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:21
by Snazz
General_J0k3r wrote:this doesn't work in .87. i don't think it'll work in .9 ;)
I don't attempt to find such exploits so I wouldn't know. Perhaps you have a theory on why the limit is 12 not 6?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:29
by General_J0k3r
Snazz wrote:I don't attempt to find such exploits so I wouldn't know. Perhaps you have a theory on why the limit is 12 not 6?
actually i noticed not when i tried to find an exploit but when i built a new fob and couldn't put HMG's coz the old ones at a previously destroyed FOB were still up.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:38
by Northwest Fresh
Thanks for showing the RKG-3 love.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:51
by =ice=deltasniper
NICE!!! caint whait so many change!!!

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 11:55
by Meow
Im surprised no one has done this yet, so obligatory...

Image


Will take some time to grasp all the changes but sounds delicious.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 12:08
by MikeDude
Thats ACE! I just finished reading it all~!

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:10
by motherdear
'[twl wrote:Lan;1251450']Now that is a damn nice feature in itself. That will make a lot of moviemakers happy. Sweet doesn't even begin to cover this feature! :) :) :)

Huntermed, hope you've seen that bit!

Could that have been the secret robot thingie with a antenna on the head maybe in the movie? :)
that would be our beloved PR bot yes

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:19
by Shooter90
Can't wait to try the new Blufors...especially the CF.

Nicely done...

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:25
by [twl]Lan
[R-DEV]motherdear wrote:that would be our beloved PR bot yes
I am guessing it will be a visible object?

This will enable us to do real time recording ingame of videos we want, instead of running through the whole battle rec, which is a little timeconsuming in itself. :)

"Ok guys, nice moves. Let's do it again and this time, I want the red smoke nade inside the bunker and not bouncing off. Scene 5, take 9....ACTION!"

The mind is ablaze with the possibilities. :)

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:40
by Dorkweed
delicious!!

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:45
by sharpie
galeknight1 wrote:Most enjoyable wall of text ever.
Oh yes.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 13:54
by KeksTerror
btw: no fastropes yet? :D :D

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-02 14:09
by A_Grounded_Pilot
Chuc, are you still the only animator?