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Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:27
by Wakain
read it all with increasing happiness, but this line really made my heart jump:
Updated SKS bayonet animation so it is folded in if not in use
(toyed with the thought of quoting it all

)
wow!
no new dragunov svd model though?
cheers!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:28
by 0331SgtSpyUSMC
Holy **** that's a lot of stuff

It is most definitely worth the wait

Thank you very very much
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:30
by hiberNative
Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time
duuude. 50 meters? that's massive. looking forward to see that in action and how it will balance.
Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc
great news to me!
Updated all Rifle Underbarrel Grenade Launcher ladder sights to a much improved and accurate version
as an avid grenadier, i'm looking forward to this.
Updated frag grenade and 40mm grenade explosion radii. 2m kill radius (up from 1.1m), 20m wound radius (up from 12m)
great improvement, although i think it could have been a bit higher, still.
Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits

this is beyond cool. now i don't have to run for more grenades in the middle of when my squad is about to advance to the spot i've been hitting.
loving the animation changes, too.
this should really be
1.0 imo. it deserves to be. it's filled with sharpened/optimized trademarks for what pr is to me.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:33
by darklord63
Guess what I'm preloading!!!!!!!!!!!!!!!!!!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:33
by Zrix
Now that's a long changelog
I have only skimmed it so far, but it looks good.
*Updated flare launch locations of all helicopters to be to the sides/back
*Updated "Heatobject" positions on all helicopters
How will this affect, if all, AA vs choppers?
*Fixed M1A1/M1A2 Abrams maximum speed
Up/down?
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:33
by Peeta
TLDR

Looks awesome!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:36
by matthavener
Incredible! Thanks for all your work
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:41
by Serbiak
Released YAY.
Looks like the shootable soccer ball is implanted as well

. Trailer 1:40.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:41
by Tinfoilhat
Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc
Me likey!
Will make firefights much more enjoyable, no more waiting for ages just cos you have to reposition slightly in a window, or something similar just to get a good firing angle.

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-01 23:59
by boilerrat
I just....idk what just happened.
Why isn't insurgents getting tandem warheads? We need more firepower to kill those tanks and APC's with.
Also, IEDs are more powerful?
let us pre-load it, release a password later

Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:02
by Guybrush
This changelog is simply overwhelming goodness, I smiled all the while reading it.
These are truly jawdropping features and bug fixes. In fact, the distance between my chin and my upper lip equals that of the changelog. Therefore I remain ever so respectfully silent considering that discussing it all is less time playing it.
Thank you so very much everyone involved.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:20
by DevilsMercenary
It' s finally here, and with more then my heart could desire... especially the CF... Hoorah can't wait... hopefully the elcan scope looks like that of what we use. But anyways, great job devs... I couldn't ask for any more of an awesome update.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:23
by ebevan91
Good lord nice update. Can't wait to download.
Need cliffnotes for that long post LOL.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:26
by Wallz
AMAZING!!!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:43
by NemeanHavoc
Glebaka wrote:Added LMG, Grenadier, Rifleman AT, and Marksman rifles with new Ironsight variants (All Factions)
SVd and QBU88 will have iron sights? interesting)
Yeah with so many iron sight abilities the pick-up kit list will be huge!
I wonder maybe the devs are going to use the EOD2 kit-system. They made magical code to use the unlock slots in the menu.
but i'm just guessing. well see!
Cant wait guys Awsome update!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 00:58
by G.Drew
F**king brilliant to say the least. Outstanding job guys.
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:07
by shrivaldo
Thankyou so much for all your hard work guys, its the best game in the world and its down to you people! I think i love you!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:19
by ReapersWarrior
i love the introduction of the claymores. they are accurately portrayed with their kill radius and such. I'm excited and can't wait until friday! woot!
Re: [Changelog] PR v0.9 Features
Posted: 2010-02-02 01:33
by Isidoorus
# Decreased maximum spawn penalty from 60 seconds to 45 seconds
# Decreased maximum spawn penalty from 30s to 15s
I believe this should be "minimum spawn penalty".