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Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-03 22:37
by TheAndrew1987
nice response time guys ,will you be fixing the turrets? they're pretty awful as is

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-03 23:34
by Nate.
There is still an issue with Ulyanovsk, recommend not to run it.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-03 23:45
by sjkimber
I believe you can crash the server if you damage the Phalanx enough.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 00:29
by MaSSive
Raklodder wrote:I ran the update utility through the launcher, joined a server and it crashed within ten minutes!
Image

1.3.7 INB4...

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 00:34
by Raklodder
I have trained my patient bear well, he now knows patience, discipline and will gladly wait for the next hotfix.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 01:11
by Rhino
sjkimber wrote:I believe you can crash the server if you damage the Phalanx enough.
Its not possible to damage the Phalanx.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 01:22
by Diemarco
change the new model for vehicle turret movement and the ATGM's back to the old one. its not very "realistic" at all.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 02:29
by camo
piratepengu wrote:not true, the scope is just mounted so far back on the weapon that you can't see it when you fold the stock out.
the scoped ak-74m's have a different deploy animation to the unscoped in 1.3.5.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 02:36
by MaSSive
Well I had no crashes before and Ive noticed after playing about 5 rounds in a row that I had no issues, and server worked well too, so I guess its fixed what has been wrong in 1.3.5 - the big booms. Now for the rest, turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit. New guided weapons seek system is fine, I like it, cant be fired randomly needs to lock on a heat source if Im not wrong? And also it requires for the vehicle to be almost fully visible ( exposed )to launch.

Thanks devs.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 02:56
by Godskalken
Thank you guys! :)

I'd love to help with feedback on crashes if someone can explain me how I do it.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 03:20
by fatalsushi83
Hadi wrote:Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?
This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 04:01
by Fir3w411
Update fixed the CTD issue for me. Not a single crash today as opposed to two consecutive days of crashing each seven times.
fatalsushi83 wrote:This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?
Selecting a rally of another squad will spawn you in the nearest applicable spawn point (i.e. your squad's rally, an FOB)

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 07:04
by Snaiper
'[R-DEV wrote:Mineral;2104004']
BINARIES:
  • Fixed PR launcher related CTD that crashed certain players during gameplay.
I hope this means that in an APC I won't suddenly lose my driver anymore... because that shit gets awkward.

Good job, you impressed me, when I saw "v1.3.6.0 changelog" on the PR launcher, I was like "already?!".

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 07:07
by Atoli_Kusaka
Are you going to fix a gap (misregistration?) of ATGM and Grenade Launcher of IFV?

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 07:23
by Atoli_Kusaka
Here is the gap between gun camera/cannon and ATGM
https://gyazo.com/ccd1ec07a38131cd263bc199f4052943

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 09:48
by solidfire93
nice and fast reply to our feed back hope the new update will fix everything ! (there still going to be issue and bugs to fix)

just be patient guys everything is going to be ok there is not need to rage and cry or argue with each other like the Turret topic Drama.

GG

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 10:22
by UTurista
MaSSive wrote:turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit.
The whole purpose of the turret changes was to prevent the exploit of the mouse sensitivity. Now every player shares the maximum traverse speed, if your mouse(DPI) and your sensitivity tries to make the turret go any faster it will make a momentum that needs to be countered when stopping but the traverse speed will be capped at its maximum.

Godskalken wrote:I'd love to help with feedback on crashes if someone can explain me how I do it.
Unfortunately crashes are hard to debug (understand their reason) only a few do give a crash error, and those only give said error if you're not playing in full-screen. So the best way to help with crashes would be to play in window mode and get a error or by finding a pattern in the crashes and then reporting in the Bugs Sub-Forum.

Hadi wrote:Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?
AFAIK that's just not possible. #BlameDice

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 11:43
by Mats391
PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 11:51
by wretchedegg
'[R-DEV wrote:Mats391;2104287']PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.
Damn, I just updated to 1.3.6 10 minutes ago. Thanks Devs!

Re: PR:BF2 v1.3.6.0 Changelog

Posted: 2015-11-04 11:55
by Yrkidding
Diemarco wrote:change the new model for vehicle turret movement and the ATGM's back to the old one. its not very "realistic" at all.
I think there needs to be a change in the momentum part of it, but other than that the maximum turret traverse speed is very realistic actually. I did a little research and looked into the BMP-2 and the AAVP7 and found that the turret traverse speeds, then timed them in-game. For the BMP-2, real traverse speed is 10.35 seconds for 360 degrees. In-game it was in the late 10 seconds area, possibly as a result of me slightly messing up my mouse dragging. The turret traverse speed I could find for the AAVP7 was 36 degrees per second which means 10 seconds for 360 degrees. In-game timing was 10 seconds.

I'm sorry, but this is how armour is, we've just had it ridiculously easy until now.