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re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:11
by bloodthirsty_viking
Fresz wrote:"Added field dressings to civilians"
Will this effect helping insurgents? How would it work?
I bet its becuase they said (have not tried it yet) That medic kits dont heal yourself anymore, So the civi's need a way to heal themselfs now.
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:21
by K4on
everthing is good - but the fog / viewdistange of shija should stay as it is =(
give infantry a chance!
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:25
by Yosik
Nice hotfix, would be nice if there would be small patches every now and then with some features instead of yearly patching.. Kinda upset the French aren't in the patch although they look pretty complete from their progress page(
this) and even better then the rest of the factions, if it won't be in this hotfix I hope it will be in a little patch not long after this, instead of waiting a few months again

re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:26
by AFsoccer
Nemes1s wrote:Is the OOB Timer for Jets on Quinling and Iron Eagle fixed for this release?
Yes, but with Iron Eagle we want your feedback. We're trying a new thing where the out of bounds for
jets only is 2000m past the map edge in all directions. Pilots will have to zoom their minimap or set it while in bounds. If they center it while out of bounds, then the minimap will show their out of bounds location.
This is good and bad.
Good: It shows where they are in relation to the map edge so it's less likely that you'll get lost out of bounds.
Bad: Pilots may not be able to see the target location on the map if it's too far away.
In all cases, you'll still have the chevron placed by your SL showing up on the compass so you can fly in that direction, then when closer re-center your minimap.
We made this change only on Iron Eagle so we could get feedback. If you like it then we'll make the change on other jet layers. If you don't, then we'll probably have to keep the jet's out of bounds timer at 10 seconds unless we can figure out how to change EA's hardcoded OOB.
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:27
by AFsoccer
K4on wrote:everthing is good - but the fog / viewdistange of shija should stay as it is =(
give infantry a chance!
The fog
distance hasn't changed.

I just reduced the density a bit (especially vertically) so the UAV could actually see the ground.
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:29
by Zulnex
Very nice features. Thank you.

re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:31
by Loller
Great to see some fixes, i realise it doesnt detail it in the changelog but has Gaza Beach Skirmish spawn point issues been addressed and fixed yet? its a spectacular map to play skirmish on.
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:36
by AFsoccer
Loller wrote:Great to see some fixes, i realise it doesnt detail it in the changelog but has Gaza Beach Skirmish spawn point issues been addressed and fixed yet? its a spectacular map to play skirmish on.
Yes
Gaza skirmish and AAS got a complete make-over. I think you're going to like it. We also fixed the issue where civi cars would explode on map start (you probably heard them blowing up while on the countdown screen). lol
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:41
by Yosik
Don't you think that decreasing the RPG damage against APCs just makes them more OP? With the new bulletdrop barely anyone can hit the APCs at insurgency and even if you hit it usually only damages the APC...
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:43
by Loller
[R-DEV]AFsoccer wrote:Yes
Gaza skirmish and AAS got a complete make-over. I think you're going to like it. We also fixed the issue where civi cars would explode on map start (you probably heard them blowing up while on the countdown screen). lol
Thanks for clearing that up appreciate the very quick response , hopefully not too much of a makeover as it was wonderful beforehand apart from the whole not being able to spawn thing ( yeh we'll sidestep that one ^^) and a few other things. Huzzah!
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 18:53
by fillsson
"Reverted unguided AT weapon muzzle velocities back to pre 0.96 settings"
So does this mean that RPG 7 is back in action?

re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 19:01
by Nixy23
Very nice. Thank you devs for bringing a (bug)fix patch so soon!
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 19:02
by Jafar Ironclad
Out of curiosity, is my harrier code work in this build?
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 19:22
by =]H[= Apollo
awesome guess this was meant to be a 0.96 release thanks for the fixes devs

re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 19:34
by blackfish_
great news, keep up the good work!

re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 20:50
by goguapsy
Awesome!
Why were the CROW rotating sounds removed, tho? Bugged?
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 21:06
by BloodyDeed
They do not make any sound IRL
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 21:17
by mockingbird0901
Yosik wrote:Don't you think that decreasing the RPG damage against APCs just makes them more OP? With the new bulletdrop barely anyone can hit the APCs at insurgency and even if you hit it usually only damages the APC...
Reverted unguided AT weapon muzzle velocities back to pre 0.96 settings
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re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 21:29
by TheComedian
How bout a healing spell instead of 12 bandages?
re: PR: BF2 v0.97 Features List
Posted: 2011-08-20 21:48
by karambaitos
^healing spell is stackable, field dressings arent, its a balance thing i guess, also without the self healing bag, i play a bit more realistically as medic, and dont run into fire (as much)