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re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 00:29
by Aleon
[R-DEV]AlonTavor wrote:Please make some videos so we can see what needs to be adjusted.
I'll get to you if I manage to reproduce it. Only happened when the lazed vehicle was really close (30-40 m?) and moving. The bomb hit literally in my face, far enough from the APC to not kill it.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 00:51
by Singh408
Kavelenko wrote: holding the laze on target? .
Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 04:11
by Psyrus
[quote=""'[R-DEV"]Arab;2175932']It's a vBF2 engine bug. Just tested it.
When someone places a mine (including a tripflare), and a player connects, it will be invisible for the connected player.
Not sure what we can do about it, doesn't rule out a possible solution though.[/quote]
I believe that is not the case:
[quote="DogACTUAL""]Invisible vehicle mines after the update.
Was on the server the whole round without interrution from the beginning.[/quote]
It seems to be a different issue, potentially. Hard to know without a way to repro.

re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 09:13
by Heavy Death
_MB_ wrote:Can you elaborate on this a tiny bit? Just interested, what is the actual speed, coz having 4 km map, the largest distance available is diagonaly over the square and to the other end and back it is 2*4*Sqrt[2] km = cca 11,3 km
You fail at simple maths. Its 5.65km.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 13:02
by Kavelenko
Singh408 wrote:Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
Well it might be an improvement for Deployment servers because humans don't have the ability to zero in on the spotter instantly but for COOP servers most of the armour especially the AAVs will destroy you from huge distances if you were to stand in clear view.
I understand the reason why the devs made this change due to lases sticking to vehicles even though they have taken cover, yes that does make sense, equally its not that realistic for a Bot to automatically turn and shoot the spotter from 500m+.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 13:06
by _MB_
Heavy Death wrote:You fail at simple maths. Its 5.65km.
No I dont, I counted the distance there and back, as I write in the comment.
Edit: the reason I did so was to estimate the largest timescale between you sending the laze and getting the info you lazed (eventhough using those 5.7 km could be more reasonable for how tha game probably works - it tells you you lazed when the laze impacts)
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 16:23
by blayas
[*]Updated commander system by removing any placed markers 10m after he/she resigns.
Devs, we often depended on the comander's ability to do multiple marks of mines, allowing the deployment of defensive mine belts, as I often did (I'll post some footage here later).
Could at least the mine marks be permanent? or giving the ability for engineers and sappers to make markings without limitations, would greatly assist in the construction of these defensive mine belts, including the use of specialized squadrons in it.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 16:42
by AlonTavor
Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 17:12
by blayas
[R-DEV]AlonTavor wrote:Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
oh, great
And about the possibility of engineers and sappers being able to make more marks, or without limitation of marks, or if the limitation is in the player's function and not related to the kit, SL can make unlimited marks, as I said would be interesting for specialized squads in mining and sabotage.
has this possibility already been discussed?
Edit: just a few examples hehe
meh, I lost my karbala super mine belt defense screen
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 20:49
by PeppeJ
[R-DEV]AlonTavor wrote:Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
Does it remove them even if you come back as commander after 2 mins?
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-10-31 21:25
by AlonTavor
PeppeJ wrote:Does it remove them even if you come back as commander after 2 mins?
No, timer reset on commander change.
re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-01 13:37
by bahiakof
The system that automatically eliminates the marks of a player who left the commander's position is very useful because he keeps the map without outdated marks.
A squad that wasted its time by move to an enemy FOB to attack, and this FOB was no longer active, it harms the whole team.
I look forward to more good news for the players who play as commanders.
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-01 20:08
by Mineral
Another small patch!
PR:BF2 v1.4.20.0 Changelog (2017/November/1)
-----------------------
GENERAL:
- Updated FOB spawning to prevent spawning in radio.
- Fixed issues related to the PRLauncher and Windows XP.
- Fixed BattleRecorder replay no longer working.
VEHICLES:
- Fixed Canadian CH-146 Griffon taking damage when landing normally.
- Fixed COOP variants of Mi-24 helicopters having no rotor sounds.
LEVELS:
- Xiangshan
- Fixed floating bushes and invisible collision at map borders.
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-01 21:07
by Teewurst
'[R-DEV wrote:Mineral;2176157']
[*]Fixed Canadian CH-146 Griffon taking damage when landing normally.
Thanks

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-01 21:08
by Luiibr
When is it going to leave the ww2?
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-01 21:54
by Lorfah
'[R-DEV wrote:Mineral;2176157']
VEHICLES:
- Fixed Canadian CH-146 Griffon taking damage when landing normally.
Might need to take a look at Chocktaw damage system as well.
I landed a bit hard on Baracuda with it, instantly caught fire. I've landed way harder before but still managed to get back to carrier.
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-02 01:41
by rPoXoTauJIo
Chocktaw along with multiple of other helis have a problem of too low back wheel. Will be fixed.
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-02 02:39
by tabascosquash
[s]um the changes across all three patches look fantastic, but I can't open the game. Using the launcher as usual just results in a Critical Error: symlinks not allowed. I've attached the log as the launcher tells me to.[/s]
Never mind, had to do with my Documents location.
Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-02 12:53
by DmitryPetrenko
We want 1.5

Re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog
Posted: 2017-11-02 23:00
by destructo2536
i cant play error 1201 can connect to download server GG
