Great job devs !, expect to see the system of realistic traverse turrets return coming soon ... without the inertia problem.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 18:07
by Flippybear
That's just unbelievable, whiners won.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 18:42
by ZektorSK
Hahaha nice !!!
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 19:09
by Rageguy
Removed realistic traverse and elevation speeds until better implementation can be found.
THEREEE IS A GOOOOD!
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 19:27
by Cmdr_Titan365
I feel like there was a problem with the turrets traversal. It just slid way to much then it probably should've. Like if you wanted to aim at 30 it'd aim you at 40 or 45 cuz of the big slide. It also had a slight delay when you moved it. Like it would take a second or two after you moved the mouse to move the turret. I do understand the turrets have a slide in real life, but I don't feel like it has that much slide.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 19:33
by DonDOOM
Flippybear wrote:That's just unbelievable, whiners won.
The change was mostly made based on an internal vote, also it's still being worked on to find a 'smoother' system.
OriginalWarrior wrote:Any word on the silent SPG technical / RPG LAT kits?
Fixed unguided AT weapons effects not being synchronized across clients.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 19:41
by Trekkie
I never knew there was a dev team like this before. Never found some software with a dev team like this before.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 19:46
by Raklodder
Trekkie wrote:I never knew there was a dev team like this before. Never found some software with a dev team like this before.
What do you mean?
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 20:09
by Roque_THE_GAMER
'[R-DEV wrote:Mineral;2105325'] VEHICLES:
Removed realistic traverse and elevation speeds until better implementation can be found.
YES!!!!111 Armored wrat will back with full power!!!
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 20:11
by doop-de-doo
Still no underground bunkers for Kashan North/South outposts.
:'(
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 20:24
by Scubbo
thanks for making the game fun again !
DONATED.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 20:43
by Cavazos
[R-DEV]Mineral wrote:Removed realistic traverse and elevation speeds until better implementation can be found.
God damnit.
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 21:42
by W.Darwin
The only experience I had with the new Turret mechanic was Inside a deployable TOW. And I got nothing to complain about. The sensitivity felt great and the maneouverability was still at the point. You simply need to be careful with your mouse.
Bunch of people compaining about changes. The PR community is hard to deal with sometimes
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 22:09
by Roque_THE_GAMER
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 23:41
by TheAndrew1987
Unarmed Civilian wrote:How do you explain the mechanics of the stationary anti-tank guns in maps such as Dragon Fly?
thats pretty much what i was referring to,but on tanks
one guy suggested that you use WASD for fast traversal and arrow keys for precise movements,which sounds great really because the only issue i have with the at guns is that its a bit finicky in that youd have to make multiple adjusting moves in order to get your target where you wanted but that seems to be realistic enough to me. irl its how it would be done except with a joystick, you wont be able to have the precision of the mouse that you find in most video games that feature playable tanks but thats ok because this is meant to be a realistic game
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-08 23:45
by Scubbo
Roque_THE_GAMER wrote:
QFT!!!!
Re: PR:BF2 v1.3.7.0 Changelog
Posted: 2015-11-09 00:11
by sjkimber
Forgot which layer but Marlin is missing repair bay for French.