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Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 13:45
by masterceo
Slightly higher than RPG for HEAT rounds, 9m kill radius and 18m wound radius for HE-Frag rounds

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 13:47
by nedlands1
LeChuckle wrote:whats the damage like on the SPG?
From the feature list thread:
Added deployable AT for Insurgents and Militia: SPG-9 Recoiless Rifle. HE-FRAG has a 9m kill radius, 18m wound radius. HEAT is a little more powerful than a regular RPG round.
EDIT: ninja'ed

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 13:50
by Herbiie
Q: Is it Nedland in SillySavages Boxing Ring Video?

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 13:55
by Silly_Savage
Nope, it's [R-DEV]Crazy.










...And he sucks horribly at PR.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:02
by dtacs
LeChuckle wrote:whats the damage like on the SPG?
A little bit above an RPG, but accurate.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:03
by hiberNative
More than anything it'll be for role playing or severe desperation.
i love this. every feature doesn't need to have a practical use. it's cool if it's just there. nice one.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:07
by -.-Maverick-.-
Are there any severe changes in the skirmish mode, because my clan is probably playing one this upcoming Sunday, two days after 095 gets released and I don't want any nasty suprises. :lol: :lol:

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:13
by Rissien
Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
Rifleman kit varients only
Are there any severe changes in the skirmish mode, because my clan is probably playing one this upcoming Sunday, two days after 095 gets released and I don't want any nasty suprises


Now starts with 150 tickets, upon losing a flag that was fully yours lose 10 tickets, wounded lose a ticket, death, lose another ticket.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:14
by Silly_Savage
Increased starting ticket count from 100 to 150.
Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.
Added ticket loss when going wounded.
Edit: Damn...

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:36
by Chuc
hiberNative wrote:i love this. every feature doesn't need to have a practical use. it's cool if it's just there. nice one.

Yknow with this melee you can actually interrogate someone with yer fists..

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 14:37
by Zoddom
[R-DEV]Jaymz wrote:The deviation added from turning (moving your mouse) was significantly lowered.
what? so there was a deviation when turning all the time?? with sniper rifles too??
i noticed it with the sniper in 0.8 but then after 0.9 there was no deviation for me anymore... and with LATs, i never ahd deviation oO
what the

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 15:29
by killonsight95
Will CAS now be extremely hard due to not having accurate markers to fire onto? however i can now see the good point of having a spotter in a CAS squad for this change

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 15:55
by Cossack
About medic stuff... When the guy gets wounded, team lose tickets? Better add when the guy get black and white, then lose ticket, because any light damage will cause ticket lose? Its kind lame from my view point, but will see in the field. ;)

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 15:58
by Tartantyco
Cossack112 wrote:About medic stuff... When the guy gets wounded, team lose tickets? Better add when the guy get black and white, then lose ticket, because any light damage will cause ticket lose? Its kind lame from my view point, but will see in the field. ;)
Wounded, in this case, means killed but revivable.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 15:59
by DeltaCommando
I think by wounded it means the downed "WOUNDED" state, when you die but can still be revived.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 16:00
by WhatMan
Can someone answer this

Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 16:01
by dbzao
@DeltaCommando: correct.

@WhatMan: it's said RIGHT ON THE CHANGELOG MESSAGE. I can answer valid questions, but not stupid ones.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 16:28
by goguapsy
WhatMan wrote:Can someone answer this

Q: Some dropped hostile kits will cause you to black out and die if you hang on to them, right? What dropped kits can I safely pick up without penalty?
You can only take Rifleman variants, such as Rifleman, Rifleman Specialist, Rifleman AP and Rifleman AT. Not sure if there is any other. And not sure if it works with insurgent kits.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 17:45
by Hunt3r
Just wondering, why would the Spandrel and TOW Humvee have to wait around 7 seconds to launch their missiles? I understand that the Bradley IFV cannot keep it's TOWs ready to be fire once it stops due to the launcher design, but the TOW Humvee and Spandrel only need to be below a certain velocity to be able to launch their missiles, or am I mistaken?

My hope is for the Spandrel and TOW Humvee it just lets you launch as soon as the vehicle goes below a defined velocity, and the Bradley will begin to have the countdown timer to the launcher's readiness once it goes below the defined velocity. The max velocity at which one can move while not resetting the timer should be at about 6 mph.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 17:50
by Nitneuc
I have a quick question also.
When you pick-up enemy rifleman kit, do you still get its "geometries" (helmet, kevlar...) just like it is since 0.85 or did you guys managed to fix this (thanks to new kits geo) ?
Thanks for answering.