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Posted: 2007-02-16 23:25
by Tipsi
Haha, this is simply a recepie for making falluhja and other carrier maps more impossible for the USMC.
I dont understand why devs are making heliopters even more useless?
Posted: 2007-02-16 23:32
by 77SiCaRiO77
You must hold the trigger for 3 seconds before the weapon will fire the projectile.
I

YOU
Desertfox wrote:Is it still 2 hits to down a cobra?
same question here.
Posted: 2007-02-16 23:35
by luizinhuu
Quartermaster System:
- No AA or AT from Rally Points
IMHO i think this is not a nice step for teamwork purposes, REALLY
Posted: 2007-02-16 23:42
by Clypp
luizinhuu wrote:IMHO i think this is not a nice step for teamwork purposes, REALLY
With a commander you can request a supply crate. Without one we are all screwed. Tanks will get more powerful which is a good thing IMO.
Posted: 2007-02-16 23:49
by luizinhuu
a supply crate takes 4 minutes to fall on earth. 'till there the tank is gone
i was liking very much being able to ask for these kits on RPs, it improved the teamwork
Posted: 2007-02-16 23:56
by Mekstizzle
Think about it like this.
MBT's/Air vehicles can only spawn at mainbase. So it's only fair for there most dangerous threats to only be able to "spawn" at the mainbase too, right?
But then again, you still have supply crates and APC's. So now it doesn't sound that bad.
PRDT Nothing Like EA
Posted: 2007-02-17 00:09
by AMT
Awesome! I can't wait for the release. Also, I went through and made a cleaned up change log for everyone (spelling fixes, grammar fixes, easier to read).
Additions
- Added 10s timer that will kill a player that stays in a vehicle position with the wrong kit, or not on the same squad as the player that "owns" the vehicle.
- Added AAS_CONQUEST configuration variable so you can run AAS2 as conquest.
- Added defend messages on AAS2.
- Added server configuration variable for disabling the vehicles damage system.
- Added server configuration variable for disabling the damage exiting vehicles at high speed.
- Added server configuration variable for disabling the damage exiting critical damaged server vehicles.
- Set rally points to be destroyable by about 40 to 50 rounds of small arms fire (previously immune to small arms fire).
Changes
- 10% boost to damage of Type 95 variants to reflect the 5.8mm round (previously using the 5.56 damage template).
- 25% boost to tank hit-points for all tanks except the T62 (T62 could not be changed on server-side)
- 50% increase in shoulder fired AA weapon damage.
- 75% increase in damage done to helicopters from AA cannons (ZPU4, M167).
- Boosted heavy AT damage to rear of tanks.
- Boosted 120mm HE damage to jeeps by 30%.
- Changed rally kit request settings to turn them on and off. The script will determine the correct rally points for squads to request from.
- Changed rally request interval to 60 seconds (previously 180 seconds).
- Changed Heavy-AT to have an initial 20s delay to use so you can't bypass the reload timer and also to have a 3s delay when firing the weapon. You must hold the trigger for 3 seconds before the weapon will fire the projectile.
- Corrected issue where the BTR-90 and WZ551 APC cannons were overheating faster than they should.
- Optimized kit request system by allowing squad members to request kits only from their own rally point (or commander rally point - future release).
- Players now receive an additional team points when a vehicle is destroyed.
- Reduced heavy AT damage to tank treads.
- Removed time limit for requesting officer kit after death.
- Removed the ability to request heavy AA and AT kits from rally points.
- Significant bug fixes, optimizations, and improvements to AAS v2.
- Significant code clean up and optimizations as a result of performance profiling and code restructuring.
- Slight increase in 120mm HEAT damage to jeeps and APCs.
- Slight reduction in Heavy AT damage to tanks.
- Updated AAS code to only rebuild the objectives when a CP changes status (performance increase).
- Updated AAS code to let you finish neutralizing/capping a flag even if that CP it's not your objective anymore.
- Updated Co-Op to use AAS2 as Conquest.
- Updated some of the flag cap logic so you can defend flags that are not your objective.
- Updated the MEC kit request location to include the BTR90 as a non-vehicle so you can request it from the side doors instead of the back.
- Vehicle Drop timer reduced to 5 min (previously 10 min).
Fixes
- Corrected error with penetration settings for weapons.
- Fixed AAS flag cap logic to only allow to capture/neutralize when the attacker has 200% of the defenders.
- Fixed an error where no points were given if a vehicle was instantly destroyed.
- Fixed bug when exiting disabled the tank cupola gunner position.
- Fixed bug where AAS displayed incorrect CP group to attack/defend when out of order.
- Fixed bug where team damage points are given for shooting wrecks (game may display message though).
- Fixed errors with Fallujah 16 player CP names in AAS messages (may not display correctly on client).
- Fixed issue on core that would keep players with isInsideVehicle true when changing maps.
- Fixed single-player issue where players are unable to request kits at certain CP's.
- Fixed team-locking issues on Landrover, Landrover Support, Harrier, BMP3, Apache, Z8 that caused server crashes.
- Removed disabling of the chain gun on heavy attack choppers so you don't get stuck in the position.
- Andrew
Posted: 2007-02-17 00:20
by huleboeren
AMT wrote:Awesome! I can't wait for the release. Also, I went through and made a cleaned up change log for everyone (spelling fixes, grammar fixes, easier to read).
- Andrew
Mommas boy
Posted: 2007-02-17 00:29
by Saobh
Wow, thats a lot of work in there.
Btw to whom do we owe the AASv2 update from AASv1 ?
Posted: 2007-02-17 00:33
by [PR]AC3421
we really cant request AT and AA kits anymore from rally Points?? This is no bueno my friendo. Not good at all. especially with Helos being beefed up even more.
Posted: 2007-02-17 00:44
by RikiRude
Everyone who is complaining about not being able to request AT and AA kits from rally points, just keep an eye on your APCs and you should be fine. Make sure you have a commander as well.
It's better that way because right now the HAT kit can take out tanks like NOTHING. With the zoom they are a devastating weapon. So now you are either smart and keep an APC hidden and ready. Or keep a HAT kit in your squad at all times.
I think when a tank first shows up on the battlefield it should be quite devastating until reinforcements are brought up.
Posted: 2007-02-17 00:44
by mattcrwi
'[PR wrote:AC3421']we really cant request AT and AA kits anymore from rally Points?? This is no bueno my friendo. Not good at all. especially with Helos being beefed up even more.
I agree. Yes tanks should be a threat on the battlefield and they are right now in .5. I think the other side of this is game play and making tanks more powerful than they are now will hinder gameplay for all the infantry that are on the front lines. Remember in vBF2 when the tank would sit by the crate and get 50 kills? ... yeah I dont want that happening to PR and I think it might with limiting AT kits.
Posted: 2007-02-17 00:46
by Mekstizzle
Well not really AC3421241342:
Round starts
Choose whether you hate Air or Ground more
Choose respective anti-air/ground kit based on decision at main flag/APC
Just stay alive until you see said air/ground unit - take it out using a little thought. Even scaring off the Air power with the AA is good enough, or making the MBT retreat for repairs will be good enough. Do it enough and they won't come back and you've just cleared an area of MBT/Air threat.
These kits should be more of a "4 lyf" kit rather than the pop and drop kits they are right now.
Playing H-AT imo is really fun, it's basically anti-everything. Especially at the Anti-Sniper role. You know how they love cranes and tall buildings...i'd be more than happy to play it the whole round if i had a decent ammo supply.
And huleboeren that was uncalled for.
Posted: 2007-02-17 00:48
by AMT
huleboeren wrote:Mommas boy
You don't have to insult me for helping. It took all of 10 minutes to restructure that list.
Also, the fact that helicopters are more vulnerable to AA, its probably a good thing that the AA kit is not available at rally points.
- Andrew
Posted: 2007-02-17 00:50
by luizinhuu
'[R-DEV wrote:Riki_Rude_BTYC']I think when a tank first shows up on the battlefield it should be quite devastating until reinforcements are brought up.
yeah, thinking this way, totally true!
i knew it was a mistake to disagree of any dev's decision

Posted: 2007-02-17 01:16
by fuzzhead
Mekstizzle wrote:
These kits should be more of a "4 lyf" kit rather than the pop and drop kits they are right now.
Couldnt have said it better myself, mekstizzle.
Heavy AT and AA kit can still be requested from: Supply crate, APC and Mainbase.
I dont know about you guys, but have you TRIED to play in a tank lately???? Anyone with half a brain can take out a tank like it was no big thang, and the tank is helpless. Sure you can kill one HAT gunner, maybe two, but they will keep coming at you, More and more, until eventually one of them gets you. Heavy AT is a devastating kit right now. When I have the heavy AT kit, on a map like EJOD for example, its not uncommon for me to get 60-90 kills and under 5 deaths. Its that easy. It should require a bit more skill, and we are making changes to deal with this.
Thanks for the re-wording AMT.
Posted: 2007-02-17 01:26
by Gyberg
mattcrwi wrote:I agree. Yes tanks should be a threat on the battlefield and they are right now in .5. I think the other side of this is game play and making tanks more powerful than they are now will hinder gameplay for all the infantry that are on the front lines. Remember in vBF2 when the tank would sit by the crate and get 50 kills? ... yeah I dont want that happening to PR and I think it might with limiting AT kits.
Dont you remember EJOD yesterday-ish? I picked off every single Tank and APC with your help and the Heavy AT kit.
But you might be talking about L-AT and in that case I agree completely, in real life when facing an enemy that might have armour support there would be ALOT of light AT weapons in the squads. Right now I think its fine with the L-AT I see one or MAYBE two of those kits in every squad which I think is realistic!
Posted: 2007-02-17 02:13
by ReaperMAC
Now it takes longer to fire when in the Heavy AT kit?!?!

Posted: 2007-02-17 02:13
by lunchbox311
Gyberg wrote:
I agree completely, in real life when facing an enemy that might have armour support there would be ALOT of light AT weapons in the squads. Right now I think its fine with the L-AT I see one or MAYBE two of those kits in every squad which I think is realistic!
Agreed. I am one of those AT people. I love having the light AT just in case a vehicle comes along or there is someone (or groups of people) snug in a building. I have saved my squad many times with it, not to mention it makes tanks and APC's back up. My biggest problem is keeping ammo up on it, there are so many tactical uses for light or heavy AT that I blow through rockets like candy.
Posted: 2007-02-17 02:13
by ReaperMAC
Good changes with the other stuff though.