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Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 11:24
by K4on
Shovels to remove grenade traps? Cant see the logic and makes combat engineers less valuable than they already are other than for cache removal, which I gather the Breacher can do anyway?
sure

see the use of the shovel more as a technical reason.
using the knife to diffuse/cut the grenade traps makes more sense ofc.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 11:48
by Donatello
zloyrash wrote:Can someone explain this? Examples?
Like we can drive but cant shoot? Or we can shoot but cant drive?
bump :roll:

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 11:56
by Heskey
[R-DEV]K4on wrote:sure

see the use of the shovel more as a technical reason.
using the knife to diffuse/cut the grenade traps makes more sense ofc.
Why not use the bayonet then? And I do worry about the creeping redundancy of the Combat Engineer ever since they were no longer able to repair bridges (understandable) and vehicles. All they can do now, that's special, is place and remove mines?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 11:56
by simeon5541
'[R-DEV wrote:AncientMan;1923907']SP/COOP
  • Added ESAI support (Enhanced Strategic AI) (by Void).
Will bots laze targets for CAS ?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:01
by melonmuncher
simeon5541 wrote:Will bots laze targets for CAS ?
Thought about it, but in the end I couldn't decide if I wanted to add it or not so left it as is. Maybe in the future though.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:06
by hobbnob
Heskey wrote:Why not use the bayonet then? And I do worry about the creeping redundancy of the Combat Engineer ever since they were no longer able to repair bridges (understandable) and vehicles. All they can do now, that's special, is place and remove mines?
Maybe the new damage system will disable engines more often, in which case there will be an amazing use and possibility for a proper logistics/transports/REME squad

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:40
by simeon5541
[R-DEV]melonmuncher wrote:Thought about it, but in the end I couldn't decide if I wanted to add it or not so left it as is. Maybe in the future though.
But you want to say that is actually possible to implement that feature in BF2 engine ?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:41
by Kerryburgerking
Updated Commander markers; can now be placed rapidly.
Updated UAV system; it now takes only five seconds to redeploy while on station.

I just came buckets

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:49
by Spook
Yep Kerryburgerking, I will have a really good time as CO now. Could be OP though, if used together with very good CAS. But CAS got nerfed anyways so it should be good.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 12:56
by Kerryburgerking
Spook wrote:Yep Kerryburgerking, I will have a really good time as CO now. Could be OP though, if used together with very good CAS. But CAS got nerfed anyways so it should be good.
See you on the battlefield then ;)

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 16:43
by kgjerding
>> Updated the max number of Civilians you can't kill before being arrested within a 10 minute timeframe to 4. After this timelapse, your kill history is cleaned up. <<

Say what? Doesn't make sense man..

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 16:54
by Spook
I think it means that you get killed/arrested if you kill 4 civis within 10 minutes. After those 10min your civi kill history is cleaned.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 17:24
by Harvester
Guys, why are not prepared Fuchs 1A8 and Fennek for the German army???
Fuchs 1A8 https://www.realitymod.com/forum/f388-p ... 8-wip.html
Fennek Project Reality: Dutch Armed Forces - Fennek VWWRN - YouTube

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 17:25
by Oddball
So I want a clarification on this...
This AA that is shown here
PR:BF2 Mod v1.0 Trailer - YouTube

Has NOT been in any version i've ever seen, and that goes a few years back...
So whats the deal here?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 17:33
by Rudd
Type 95 SPAAA - Wikipedia, the free encyclopedia

it's the chinese AA vehicle, we've moved away from AA vehicles with cannons, however China hasn't had their AA replacement built yet, so they get to keep theirs :)

- but it's got a kickass digital cammo pattern now :)

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 18:06
by Donatello
If flares for aircraft are improved does it mean that personal AA weapons (Stinger etc) are useless in 1.0 ?

Seriously, it was pain in the *** to shot helicopters with stationary AA in 0.98. More pain if you used Stinger.
And now with advanced flares ... :-(

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 18:10
by Rudd
Donatello wrote:If flares for aircraft are improved does it mean that personal AA weapons (Stinger etc) are useless in 1.0 ?

Seriously, it was pain in the *** to shot helicopters with stationary AA in 0.98. More pain if you used Stinger.
And now with advanced flares ... :-(
there is a video that k4on made on silent eagle demonstrating the best ways to shoot helis down with handheld AA, but I can't seem to find it

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 19:17
by K4on
Donatello, maybe you wanna read the Weapons Changes aswell? That should skip your worries.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 19:22
by Donatello
Well,

"Updated AA Missile speeds and damage system, balancing the AA's vs. Air units gameplay and being non effective against all other units."

sounds shady for AA users. "Updated" is equal to "increased"?

My worries - thats what increased :smile:

Re: PR:BF2 v1.0 Feature List

Posted: 2013-08-01 20:01
by Pvt.LHeureux
Heskey wrote:I
Reduction of field dressings to medics. Can they heal themselves using medic bag, or are the patches supposed to be for their own personal use?
The "ressucitate" hands are more powerfull now. Also they reduced the field dressings on the medic to reduce the number of times where medics would drop a field dressing on a wounded soldier, then revive him with the epipen. The revived soldier could sprint as soon as being revived because of that, which is totally unrealistic.

Now medics will use field dressings for themselves and medic bags to heal friendlies.