Re: PR:BF2 v1.3.6.0 Changelog
Posted: 2015-11-03 22:37
nice response time guys ,will you be fixing the turrets? they're pretty awful as is
Raklodder wrote:I ran the update utility through the launcher, joined a server and it crashed within ten minutes!

I have trained my patient bear well, he now knows patience, discipline and will gladly wait for the next hotfix.MaSSive wrote:[http://i959.photobucket.com/albums/ae73 ... IF_014.gif
1.3.7 INB4...
Its not possible to damage the Phalanx.sjkimber wrote:I believe you can crash the server if you damage the Phalanx enough.
the scoped ak-74m's have a different deploy animation to the unscoped in 1.3.5.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.
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?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?
Selecting a rally of another squad will spawn you in the nearest applicable spawn point (i.e. your squad's rally, an FOB)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?
I hope this means that in an APC I won't suddenly lose my driver anymore... because that shit gets awkward.'[R-DEV wrote:Mineral;2104004']
BINARIES:
- Fixed PR launcher related CTD that crashed certain players during gameplay.
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.MaSSive wrote:turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit.
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.Godskalken wrote:I'd love to help with feedback on crashes if someone can explain me how I do it.
AFAIK that's just not possible. #BlameDiceHadi wrote:Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?
Damn, I just updated to 1.3.6 10 minutes ago. Thanks Devs!'[R-DEV wrote:Mats391;2104287']PR:BF2 v1.3.6.1 Changelog (2015/November/04)
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LEVELS:
- Ulyanovsk
- Fixed vehicles not spawning.
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.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.