And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.Steeps5 wrote:It seems like none of you have played on servers with the DBmod. Permanent rally points are not complete game changers. They will still expire if enemies overrun it even from 100m away.
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PRBF2 v1.0.0.0 Changelog (First Beta)
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Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: PRBF2 v1.0.0.0 Changelog (First Beta)

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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.

Orgies beat masturbation hands down. - Staker
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Alek-say
- Posts: 349
- Joined: 2010-11-27 20:17
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
The only thing I want - Project Reality.Arnoldio wrote:If you want to have more fear of life, less spawning options is better. If you want RP hunting and endless hordes of enemies, more spawning options is better.

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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
although I don't preliminarily agree with rally points not expiring at all, the fob is not made superfluous with the rally, only squad mates can spawn on rallies, and squad leaders can only have one at once. Further still, assets, crates, and such are important and come with fobs.Alek-say wrote:And what? I liked the idea of expendable rally points. FOBs were one of the most important parts in the game.
I prefer the 15 minute system myself, but claims of ruining game the game are rather reactionary.
Last edited by 40mmrain on 2012-09-13 18:31, edited 1 time in total.
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I remember how PR was when rallies didn't expire - nobody built FOBs and it was all about hiding and hunting that pile of bags.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
User Not_able_to_kill: "Frontliner, you like evil man who comes to family house during christmas, takes out tree because it's too happy, so they can be just as sad as you"
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
yeah TOW missiles will become useless as soon as a squad can spawn somewhere without crates, especially now with only one HAT per team.
just try not to be too reactionary, the game has changed quite a bit since whenever the hell it was rallies were unlimited. I still oppose rallies being unlimited in time, but still, it's not catastrophic.
just try not to be too reactionary, the game has changed quite a bit since whenever the hell it was rallies were unlimited. I still oppose rallies being unlimited in time, but still, it's not catastrophic.
Last edited by 40mmrain on 2012-09-13 21:37, edited 1 time in total.
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TeRR0R
- Posts: 451
- Joined: 2007-10-20 10:33
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I played serval years with perma RPs and the game flow was actually better.
RPs don't make FOBs obsolete. They still have a huge advantage.
I'm sure DEV's have a well thought out reason behind such a change.
Funnily, I remember a similar massive OMG drama when the perma RPs were removed
RPs don't make FOBs obsolete. They still have a huge advantage.
I'm sure DEV's have a well thought out reason behind such a change.
Funnily, I remember a similar massive OMG drama when the perma RPs were removed
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I can agree with that... and there were even two types of FOBs once....TeRR0R wrote: Funnily, I remember a similar massive OMG drama when the perma RPs were removed![]()
Last edited by Zoddom on 2012-09-14 15:15, edited 1 time in total.
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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
so if there is in future 128 player servers,bigger squads and also old rallys...
that would be bad...
there got to be something behind new rally system....
maybe officer kit with rallypoints can be only picked up from mainbase...maybe rallys have limited spawns like in arma pr....
that would be bad...
there got to be something behind new rally system....
maybe officer kit with rallypoints can be only picked up from mainbase...maybe rallys have limited spawns like in arma pr....
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Jamaican
- Posts: 184
- Joined: 2007-05-27 21:04
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
if it is perma rally, increase tickets alot higher. it would be more firefights more deaths, dont want it to end in 25 mins.
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Stealth Clobber
- Posts: 344
- Joined: 2007-02-14 23:48
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Yeah, they were called bunkers and IIRC, they were FOB's that you could set up within like 100m or so of the flag, while FOB's couldn't. And the bunkers were actual bunkers with sandbag walls and stuff.Zoddom wrote:I can agree with that... and there were even two types of FOBs once....

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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I miss those bunkers yeah. 

Orgies beat masturbation hands down. - Staker
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DoRn
- Posts: 206
- Joined: 2010-01-18 17:43
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
I just want to point two things out:
First, please remember it's a beta changelog, so nothing is written in stone yet and the Devs are constantly changing their mind
(nah, but they are always discussing to find the best solution for PR)
Second, something like RPs can easy edited by server administrators, like you see with the DB changes.
First, please remember it's a beta changelog, so nothing is written in stone yet and the Devs are constantly changing their mind
Second, something like RPs can easy edited by server administrators, like you see with the DB changes.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
OGT with those bunkers was pretty epicArnoldio wrote:I miss those bunkers yeah.![]()
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
The word you're looking for is 'arbitrary' gameplay. Dynamic gameplay is what we have right now.Zoddom wrote:i would welcome permanent rps again. it was just a much more dynamic gameplay back in the old days.
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NoNoZ
- Posts: 14
- Joined: 2012-07-24 21:21
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
.dxs is .ddsCOMMON: Added sxxxxxxxxx.dxs sxxxxxe texture, which is used on Tad Sae. (afsoccer) 16123
COMMON: Cxxxxxxxxd sxxe uxxxxxxxxxxd sky textures, used on kashan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dxxxxxxxxd.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
I know thats not hard, but I have to Help too
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Now its uncrypted?COMMON: Compressed size uncompressed sky textures, used on kokan and tad sae, save a few mb's (ancientman) 16260
COMMON: Added textures/sky/dusk_fixed.dxs which is used on Vadso City and may be useful on other maps. (afsoccer) 16339
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
Guys, PR won't go back to the old rallies, the old reallies never expired. I remember camping rally points and killing people spawning on them.
Now if enemies approach by 100m they get overrun so it won't be like in 0.8
Now if enemies approach by 100m they get overrun so it won't be like in 0.8

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
the old rallies in 0.8 and even before could also be overrun. but i hope the new rallies can only be set near a friendly flag or something like that.
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Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
Re: PRBF2 v1.0.0.0 Changelog (First Beta)
That wouldn't work on ins





