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Re: Project Reality 0.95 Features List

Posted: 2010-10-10 23:10
by ryan d ale
I'm really looking forward to the changes.

Personal issues:- renderer.drawhud (videos) and moltov (exceptional weapon and best way of ensuring 'the kill' cannot be revived).

Everything else I believe is truely amazing and has great intentions.

'Collective/Community/Player' issues:- Some of the game changes have obviously scared some of the people who do try to play as INS. I also believe it will scare many others.

Personally, I'm looking forward to playing as the insurgent team with my clan more than ever :)

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 23:14
by dbzao
T.Nightingale wrote:Im sorry but i dont see anything about fixing the texture CTD issues.
Is that problem solved (as in us not needing to lower our awesome gfx because of uncompatible coding)?
There has been a lot of texture optimization work done for this release, I guess it's not clear in the changelog.

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 23:49
by bsan89
LOL

PR 9.1 Limited Kit Scene 1:

"HEY WTF ARE U DOING WITH THAT HAT kit in Insurgency?!!!"

"I WANNA HAT SNIPE CIVI!!!!"
-Dies-
-Lose HAT KIT-


PR 9.5 Limited Kit Scene 2:

"HEY WTF ARE U DOING WITH THAT HAT KIT in Insurgency?!!!!"

"Its okay, they are too STUPID to use the kit if I lose it!!!"
-SPAM HAT-
-Dies-
-Pick up Kit again-

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 23:53
by wiklund
To all who says that AH's are nerfed now without markers, bear in mind that u now have IR vision that will not only show targets in bright white it will also give u a decent view-range boost (if that clip in trailer is correct). think AH's will be damn more dangerous now.

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 00:55
by Redamare
W O A H :D lol very very nice .... i would LOVE to see how you guys remember all the stuff you do lolol the kinds of notes you take must be extrordinary :)

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 01:00
by BrownBadger
ryan d ale wrote:I'm really looking forward to the changes.

Personal issues:- renderer.drawhud (videos) and moltov (exceptional weapon and best way of ensuring 'the kill' cannot be revived).

Everything else I believe is truely amazing and has great intentions.

'Collective/Community/Player' issues:- Some of the game changes have obviously scared some of the people who do try to play as INS. I also believe it will scare many others.

Personally, I'm looking forward to playing as the insurgent team with my clan more than ever :)
It shouldn't scare anyone, I prefer it and I'll play Insurgent more than ever. Why be afraid of playing as a team, and defending rather than running about on the map and giving away caches for free?

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 01:00
by sell
Updated IED's and Claymores to have primary and secondary group detonation options. Users can place multiples and choose which ones to detonate
i will have a lot of fun with this :33_love: :mrgreen: :twisted:

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 01:31
by mosinmatt
maarit wrote:yeah.
its odd that you just die if you keep the kit.
make it that you need just sit there on body 5 mins to get enemy kits.
but i understand this change fully.people die too much in this game so theres kits allmost alltime to have.
and if insurgent shots enemy on the ground what he do then?do he make some tactical move and go hiding or something?
no,he rushes on the enemy body to search leet weapon without fear and concern that he maybe gonna die on his way to the enemy kit.
but on some players that were fun factor to kill enemy and steal their kits and that bad for them.
(but now you can kill the sniper and boobytrap the kit :)
I think 5 minutes is a bit long for a kit change, haha. Even a few seconds would be fine. Just time to grab the vest off, and the rifle really.
But again...probably hardcoded.

I remember playing Red Orchestra, you had to not only pick up the weapon, but the ammo separately as well.

I reread the thing, and it seems that it is only certain kits. While I do not necessarily agree with it, it is done. I just hope we will not see any drive by C4s. Do you still need to be prone to use the C4?
This will definitely lead to new challenges not only for the Blufor, but also the INS.
One thing I would also like to see compliment...Backblast, haha. Probably not able to do that though.
Thanks for the updates Devs.

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 01:39
by ComradeHX
One more thing: How does the turning rate of BlueFor MBT compare to the speed that technicals (specifically the one with SPG9) can circle around the tank?

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 02:31
by ZephyrDark
ComradeHX wrote:One more thing: How does the turning rate of BlueFor MBT compare to the speed that technicals (specifically the one with SPG9) can circle around the tank?
Before a dev posts, I'll just have to say, that's what a .50 cal gunner is for ;)

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 03:09
by mat552
masterceo wrote:you're just being a tard now, hating the changes before you even tried them out. I'd expect a different attitude from someone who has over 500 posts and probably experienced different releases in the past, but i forgot that some people never change.

anyway, and this applies to everyone, if you don't have a constructive comment just don't post before you haven't actually played a game or 2 with these "game-breaking" changes. It seems to me that with every new release (since 0. 8) the community's attitude is a letdown for the devs, because fairly new players come here and start bitching.
Unfortunately, as with the rally point beta, portable GPS debate, really every other change, those of us attempting intelligent discourse are being shouted down by others who are enthused with the changes. I, and others, are raising serious, legitimate concerns about what these changes will bring to the mod as a whole, instead of enthusiastically wrapping our mouths around the proverbial gun barrel. Just because I have 500+ posts and 3+ years on the forum doesn't mean I agree with the devs on everything and support them because they can do no wrong and Rhino should have my babies. Etc. (<3)

I've seen a lot of changes since .4 transitioned into .5 and beyond, most of them good, really good. Good for BF2, good for PR, good for people who enjoy something less twichy than an arcade but doesn't take 6 hours to get to the combat zone. There are always changes which will negatively affect either the gameplay or community in general, sometimes these effects are more pronounced than others. It's fair to say that any intelligent comment is constructive, even if it isn't brownnosing the continued assault on the Squad in favor of the Team, and it's my duty as a fellow player to help people consider the less obvious problems that can crop up from a change.

The particular youtube post I replied with was just as short and silly as the youtube post I replied to, made in the same jovial spirit. We can have discussion without mean spirited argument here folks, differing opinions are what make the world work..in that dysfunctional family sort of way. The mod can't be ruined, even if it's totally reverted to a BF2 like quagmire of horse manure, there will still be people I can play with who understand the spirit of the mod, even if the execution makes that spirit seem very small, and very far away.

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 05:10
by killacure2
I am confused as to the changes with the 3D markers, does this mean that there will no longer be map markers that work over 125m, or that they just won't show up when you aren't looking at the map?

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 05:51
by Shrivey
Thanks for everything guys, what a magnificent job you always do. Much respect. :-)

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 06:01
by Shrivey
mosinmatt wrote:I partially agree. Since it is hardcoded, you cant really change it but picking up kits in the game is pretty unrealistic. One button press and you have all the items the guy had. gun, mags, etc etc.
I dont get what you mean about the INS point though. Anyone that has any experience with a gun will be able to reload an AK, or an M4. Same wit hthe opposite. Pick up an dAK, and you should be able to reload it just fine. It isnt rocket science. You push the mag release button and put a new mag in. slam the bolt and you are ready to go.
1-3 shots and it would be pointing at the sky? The AK (especialyl the AK74) has very little recoil, and is quite controllable. When the US troops are deployed they go through enemy weapon familiarization. So they will be more than capable of handling it.

What would make it more realistic is making it longer to actually pick up kits. That way you dont pick the guys kit up, and <1 second you have everything they had.

TIP: When you do pick up an enemy kit...remember to reload. Many times I picked up an enemy rifle, aimed at a guy and *click*
You didn't just tell us to make sure our rifles are loaded did you? Did you? Lol shamateur

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 06:40
by motherdear
killacure2 wrote:I am confused as to the changes with the 3D markers, does this mean that there will no longer be map markers that work over 125m, or that they just won't show up when you aren't looking at the map?
the markers will only show up on the 3d hud, within a certain distance. after that you will have to rely on the map and the new grid system to estimate the range to the target marker (that is still shown on the map)


In regards to the new weapons logic being introduced, it really is not as bad as some people seem to think.
The MA's actually wanted us to limit all enemy kits from being picked up (which i would have liked too), as zzez was saying when we were discussing this in the devs forums, was that usually grenades, bullets or other kinds of weapons, often hit the weapons destroying them and making them bad to use.
If a guy has been shot up with any kind of explosives, his gun will most likely not be in a good state.
Personally i would have liked it better with full restriction on picking up enemy kits, due to the fact that you still could pick up the weapon for 20 seconds and do a last stand with the enemy ak's or other weapons system, but you would not be able to exploit it and unrealistictly change to a US soldier walking around with an AK and all magazines etc.

No matter how you look at it, a trained soldier or unconventional fighter would not be picking up enemy weapons unless he was about to spray and pray it to survive, and this is what it adds to the game.

The new game logic was not added because of the player base and possible dumb players, but because it's inherently unrealistic to pick up any enemy weapons. Heavily specialized weapons are just harder to use than an ak though, which is why the change is like it is, and only applies to "heavy kits"

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 07:26
by T.Nightingale
[R-DEV]dbzao wrote:There has been a lot of texture optimization work done for this release, I guess it's not clear in the changelog.
That is great i got a 2nd hand 4870 and am excited to be able to play with no issues can you give me a success percentage guarantee?
But is this a change log or the Features?
When will we get a changelog or can we download it somewhere?

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 07:39
by ComradeHX
ZephyrDark wrote:Before a dev posts, I'll just have to say, that's what a .50 cal gunner is for ;)
These days, no one wants to be the 50cal gunner simply because the guy would be unable to get any action 90% of times (10% when someone tries to suicidebomb with a arty ied by sneaking up to the tank from the back).

Re: Project Reality 0.95 Features List

Posted: 2010-10-11 08:39
by Hotrod525
Why are people always complaine about some minor issue, i mean, before the changelog got released how often do you grab an enenmy kit ? even as insurgent ? Yeah every one know how to squeeze the trigger but in conventional warfare there is noway you would grab an enemy weapon, if i leave my C7 behind me, its cause im in deep trouble, wich mean ill also try to boobytrap it. Insurgent should not have the ability to grab and reload our kit... same as conventional faction. China use 5.8 how would it fit into a AR15 ? Or 5.45 into a G3... comon.

And for the Insurgent thing : im all for it. But just for tease you :D

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