well, cant wait for it, great jobs to all involves in make it, but..
i really would miss the specops kit especilly since that:
- Added (not by choice

) new consequences for picking up enemy weapons. Now if you pickup an enemy kit, you will also pick up their helmet, mag pouches and gear.
can explain me why you going remove it[as if it cause noobs take it to be leet, than they will probaly do the same with engineer kit now, and that change would be funny when you come near a corner after stealing enemy specops kits, than killing an enemy who didnt look at your body, giving you few more seconds to kill the **** out of him:>]
another change that annoy me is civilians, first spawn times will change[didnt go thourgh the fuel log yet, i will do it tommarow

]?
also why when they with the medic bag[nice] and epipin[on insurgents, not like, make them feel much more as militya, really the biggest change i hate, but i will survive with it] they will be shotted, also some of them will take it, hold it for a minute and than come in fire of apc or something, as happend in 0.75, i say they should be shotted for 2 minutes if they hit US/british soldier or act aggresive[IE dropping stones in the way of the US/British or when they binucolers are out, but make them 2 seconds after weapon switch still killable with no penalty, so no "oh shot a me i got a medic bag in my hands"[quickly switch to rock][getting headshot][british/US soldier got kicked from server for killing too many civilians]
also qinling as AAS v3, with changed flags? can hardly see places that are good out of the places allrdy are[maybe only the hills in the b2 area]
also will kashan desert training will be changed[again im sure that one is in the log, but dont have time to fuely read it

]
also shovel for cell leader? again thats will bring some less teamwork going on, but well, if the GL goes out+pistol with taliban kit i guess it will be at least as consolation prize
+is the wrench will change into another look, since it will be stupid to cut things with it-.-[hmm the traps and trips]
also[wow i need to stop writing also and learn another word in english that say the same] found that one:KITS: Rifleman AA, Anti-Tank and Crewman classes all given 6+1 mags because Eddie is a whiny little ***** (jaymz)
lol but still nice[though not really needed]
anyway, really good job for all the people who work for it, really hope you guys win the modDB prize

hope all changes will work better than they sound on the paper
few more lols that i quickly found from log:
DEPLOYABLES: Razorwire updates from Fox (jaymz)
DEPLOYABLES: Removed new razorwire because it was causing the game to instantly crash as soon as the "create" button was clicked. (jaymz)
DEPLOYABLES: Razorwire fixes from Fox (will need texture update) (jaymz)
DEPLOYABLES: Fixed razorwire objects. Looks like it doesn't have a wreck geometry... spawning with 0 hitpoints but it just stays the same. It will just "bleed" out for 5 min until it disappears. (dbzao)
DEPLOYABLES: Even newer razorwire from Fox (jaymz)
DEPLOYABLES: Fixed razorwire objects... again... (dbzao)
DEPLOYABLES: Updated razorwire meshes. (dbzao)
DEPLOYABLES: Fixed razorwire materials order. (dbzao)
long post, sorry
