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Posted: 2006-11-29 04:47
by TheCaptn
'[R-DEV wrote:eggman']What were you thinking of here?
Well I was thinking we probably wouldn't see any major changes until 0.5 (or whatever the next version will be). I was only expecting balance tweaks in 0.41, so it's a pleasant surprise.

Posted: 2006-11-29 05:19
by eggman
TheCaptn wrote:Well I was thinking we probably wouldn't see any major changes until 0.5 (or whatever the next version will be). I was only expecting balance tweaks in 0.41, so it's a pleasant surprise.
er.. no sorry what I meant was what were you thinking wrt the target indicator for spotted vehicles?
I had thought about adding the laser guided missile style target indicators that define friend or foe, but I am not sure if that's realistic.
Posted: 2006-11-29 06:12
by TheCaptn
The idea was that when a teammate spots an enemy vehicle it appears in the attack chopper MFD (gun and missile) with one of those little boxes around it, but only for the duration that it is spotted.
It would give the ground troops a powerful anti-armor capability if they're cooperating well with the chopper crew, and give the chopper an ability to engage targets from 'beyond visual range' as long as they get that support.
It was the best mid-point I could think of between realistic gameplay for the attack helicopter, and the work involved in implementing a laser designator.
Posted: 2006-11-29 06:29
by OverwatchX
TheCaptn wrote:
It was the best mid-point I could think of between realistic gameplay for the attack helicopter, and the work involved in implementing a laser designator.
With all due respect, I prefer no mid points...just realism. So, if the MFDs had boxes in reality, then they should have them in the mod.
The new patch sounds awesome. I like what you all have done in the changelogs. My only minor complaint is in regards to anti-armor kits. They can become way too plentiful. Does the quartermaster system limit the number of kits that are on the battlefield at any one time? If so, thats awesome.
Posted: 2006-11-29 06:46
by dbzao
Of course, that's why he exists - to limit the number of kits per team.
But right now PR only limits the heavy AT, not the light AT.
Posted: 2006-11-29 06:48
by <<502nd>>Genocide
JohnDoeGamer wrote:With all due respect, I prefer no mid points...just realism. So, if the MFDs had boxes in reality, then they should have them in the mod.
Being able to laser guide a hellfire missile on a top down attack from miles away is bit extreme even for a game that promotes realism. (
http://video.google.com/videoplay?docid=-6612565235151834301&q=cobra+helicopter)
Sacrifices have to be made for gameplay's sake. TheCaptn's proposal is a reasonable mid-point.
Posted: 2006-11-29 07:55
by TheCaptn
JohnDoeGamer wrote:With all due respect, I prefer no mid points...just realism. So, if the MFDs had boxes in reality, then they should have them in the mod.
The simple fact is you can't have realism in BF2... In most maps you can't see more than 500m in front of you, as opposed to the many kilometers you can see in real life on an ordinary day. In real life helicopters can use that stand-off distance and powerful camera equipment to engage targets on the ground miles away, and they'd never know what hit them.
My idea is just a way to add that long-range capability back to the choppers in a way that promotes teamwork, but isn't god-like in power.
Posted: 2006-11-29 09:10
by eggman
I don't know of a way to implement that.
Posted: 2006-11-29 11:53
by Infidel
In real life can't they use spotters (special forces) to shine a Laser Designator on a target for the aircraft/missiles to destroy?
Or maybe just give squad leaders the ability to mark targets for air support to annihilate because it's too easy to team kill when attacking with Apache or A10
especially in PR v0.4 because the aircraft are literally death-traps and you cannot afford to hesitate if you spot a target.
In fact I hope you adjust/fix things a little because you have to be a suicidal maniac to get into an aircraft in v 0.4.
Posted: 2006-11-29 12:53
by [502nd] Tonitrus
Hey Guys, Just to say. I fully appreciate the work you guys are doing. It seems to me you hate losing 1 on 1's to players that seem to take 20 to 30 7.62mm rounds and shoot you once. I reprisent a tactical clan that is just finding it's feet in this run n' gun world of BF series. We're all for realism and cant wait until the infantry weapons kill effectively.
Regards,
.Maik.
Posted: 2006-11-29 17:22
by G.Drew
Infidel wrote:In real life can't they use spotters (special forces) to shine a Laser Designator on a target for the aircraft/missiles to destroy?
Or maybe just give squad leaders the ability to mark targets for air support to annihilate because it's too easy to team kill when attacking with Apache or A10
especially in PR v0.4 because the aircraft are literally death-traps and you cannot afford to hesitate if you spot a target.
In fact I hope you adjust/fix things a little because you have to be a suicidal maniac to get into an aircraft in v 0.4.
1. The spec ops has this
2. squad leaders T spot for arty, but i dont see y not
and also, tghe only vehicle i probably like just now is the blk hwk
Posted: 2006-11-29 21:11
by MadTommy
just about the 1.41 patch..... does this require 0.4 PR being reinstalled?
Posted: 2006-11-29 21:14
by Rhino
MadTommy wrote:just about the 1.41 patch..... does this require 0.4 PR being reinstalled?
no. You just update BF2 with the new patch and play the mod

Posted: 2006-11-29 21:38
by MadTommy
sweet see you on the 04/1.41 battlefield.
and errr what does 1.41 change when it comes to PR?.... anything?
Posted: 2006-11-29 21:46
by Mongolian_dude
solodude23 wrote:Don't you get tired of doing that?
yes, mostly.
I got it down so quick now it dones rly matter anymore
...mongol...
Posted: 2006-11-29 21:52
by Rhino
MadTommy wrote:sweet see you on the 04/1.41 battlefield.
and errr what does 1.41 change when it comes to PR?.... anything?
ummm no. Apart from maybe reduce server crashes (with any luck). thats all the patch really dose...
Posted: 2006-11-29 22:01
by Mongolian_dude
'[R-DEV wrote:eggman']
- added zoom to chain gun and Hellfire class missiles, about 3.5x zoom; use the "C" key to toggle camera zoom levels
- positioned hellfire camera to be slaved to the sensor bubble, same as the chain gun camera
- set ammo for chain gun to realistic round counts, single mag
- prevented medic healing ability automatically working in pilot or gunner positions
- added 2 x AIM-9m class AA missiles to Pilot control
- added new Pilot HUD to show Sidewinders
- set Attack Helo rockets to real world velocities and damage equivalents
- set hellfire type missiles to real world velocities
- set FFAR rocket loadouts to real world count
- set proper damage attributes for 20mm and 30mm chain guns
- slight increase to armour on attack Helos
What would be groovy for the future (if possible) is to give some kind of display as to what the gunner can see. Or his own little zoom so he dont feel so left out
Thx for the groovy update
...mongol...
Posted: 2006-11-29 22:08
by Mekstizzle
Ahahahaha nice change. Take that you F**king dolphin diving, prone spamming, camping, noob toobing infantry whores that want things to be as easy as possible!
It's a shame that the most popular EU PR server (IGI) is no vehicles except transport, though...

Posted: 2006-11-30 02:53
by OverwatchX
TheCaptn wrote:The simple fact is you can't have realism in BF2... In most maps you can't see more than 500m in front of you, as opposed to the many kilometers you can see in real life on an ordinary day. In real life helicopters can use that stand-off distance and powerful camera equipment to engage targets on the ground miles away, and they'd never know what hit them.
My idea is just a way to add that long-range capability back to the choppers in a way that promotes teamwork, but isn't god-like in power.
Copy that. ok
Posted: 2006-11-30 04:01
by Michael_Denmark
Looking forward to those new tank zoom options. Sounds great. And if only the heavy at weapons can take out a tank - the infantry gotta be better in its teamwork.
It would be great though, if it was possible to immobilize a tank.