Page 1 of 8
So I read the changelog...
Posted: 2007-04-29 21:04
by Expendable Grunt
My feedback
*I like war vet dropping the G3, and getting the AK47, but I think he should retain his body armour -- I'm sure he scavenged after some battle and kept it as a souvenir!
*Nice move making Grenader limited.
*Are you evening up the ammo for the support? AFAIK, PLA support got a bit more ammo, which was kinda nice.
*Is the pilot smoke less of a red poof and more like the officers grenade?
*Do the signal grenades DO something now?
*Why does the civilian have 12 field dressings, and the fighters do not? And why does he have a wrench? Does it fix, or just swing?
*Good move giving the insurgent class the ammo.
*Ambusher class -- that's not going to get whored much...
*No doctors for insurgents? No mechanics? Guessing they're losing their tanks/apc's?
*Nice 2 mag boost on the light AT/ eng /AA class.
*Shouldn't the crewman have less ammo? I don't think he's going to carry more than 2-3 mags for something he's "not supposed to use"
*Can the militia be a more "generic" instead of specifically Chechen? It would allow more maps to use them, possibly even outside of the Chechnya area.
*Any new weapons? The G3 with UGL, etc?
Maybe more to come...I gotta read up on the new maps.
Posted: 2007-04-29 22:51
by danthemanbuddy
Ambusher needs to be limited or pickup.
Have it at least 6 pickups around the map.
v.6 is going to be amazing.
Posted: 2007-04-29 22:55
by l|Bubba|l
Expendable Grunt wrote:*Why does the civilian have 12 field dressings, and the fighters do not? And why does he have a wrench? Does it fix, or just swing?
*No doctors for insurgents? No mechanics?
Don't you see a connection?
Posted: 2007-04-29 22:57
by bosco_
^
Right Sherlock

Posted: 2007-04-29 23:16
by eddie
Why would you have mechanics when the insurgents have no real armour?
Posted: 2007-04-29 23:20
by Blackhawk 5
stolen and outdated armor

I woundnt be surprised if i saw a sherman driving by

Posted: 2007-04-29 23:22
by Leo
Which change log is this?
Posted: 2007-04-29 23:23
by Mongolian_dude
Expendable Grunt wrote:
*Why does the civilian have 12 field dressings, and the fighters do not? And why does he have a wrench? Does it fix, or just swing?
*Good move giving the insurgent class the ammo.
*Ambusher class -- that's not going to get whored much...
*No doctors for insurgents? No mechanics? Guessing they're losing their tanks/apc's?
The civ is there to simulate how the colaborating civilian population would assaist insurgens in everything but fighting. Really, how many doctors and mechanics do they get to go out with AKs and help with ambushes? I also doubt the realism of your average Omah being able to drive a tank because he took a course in motorcycle mechanics at the university of Lahgdad.
As for the ambusher, considering his loadout, im sure he wont be so whored. not like the old Hunter class.
...mongol...
Posted: 2007-04-29 23:23
by Fullforce
Mechanics usually fix cars IRL, you know. Not just tanks.
Posted: 2007-04-29 23:23
by eddie
r t4libna gt tnx?11111111
Posted: 2007-04-29 23:24
by youm0nt
Leo wrote:Which change log is this?
The 0.6 work in progress changelog
Posted: 2007-04-29 23:25
by Leo
Thanks Youmont
Posted: 2007-04-29 23:27
by $kelet0r
I'm a little disappointed that the spec ops kit and the shotgun as a primary weapon are still going to be ingame

Posted: 2007-04-29 23:30
by eggman
keep in mind that's WIP.
Spec Ops is the 'nilla noob "welcome to PR" class. Only base class without body armor. Going with different #s of base classes across Insurgents versus Militia versus Conventional armies is a pita. So we settled on 4 base, everything else Quartermaster or Weapon caches.
The cat herding that is designing the class system in PR is pretty much baked for v0.6, just a few minor tweaks coming to what is n the change log (aka save your redesign post typing efforts for when you have played it in game and not on the forums).
Posted: 2007-04-29 23:33
by eddie
I love the new Insurgent classes

Posted: 2007-04-29 23:38
by Bob_Marley
Special forces "rifle with optics"? Does this mean they're losing their carbines and will simply have the same weapon as riflemen? Or will they have Reflex sights on rifles? Or will they keep thier carbines and have battle or reflex sights?
I take it the e-tool are for hitting people over the head with. Which brings the question: Why do the limited kits still have knives (SF I can understand, but why grenadiers and the like)?
Also, I cant say I'm happy about the lack of a more combat oriented insurgent with a boom stick.
Posted: 2007-04-29 23:39
by eggman
eddie wrote:I love the new Insurgent classes
Spec Ops is still an Insurgent Class, but ONLY for SLs of 4+ (might even be full squads, can't remember) and they look like the Indigenous population now. Kit is requested at spawn cars. I think maybe some other vehicles, can't recall atm.
Conventional Forces SFs still use Carbines, Insurgent SF has the UGL.
Entrenching tools are used to build structures and the like. The Engineer and "your typical grunt" (Rifleman) carry shovels. Still a few tweaks there, just finalising them now.
Insurgents and Militia have a bunch of kits at weapon caches and such.
Posted: 2007-04-30 00:13
by [DVB] TRIggS
What does the civilian use his entrenching tool for?
I saw Bi Ming on the map list. Does that mean night maps are back on?
Posted: 2007-04-30 00:31
by Expendable Grunt
Please don't take away knives from the conventional forces' soldiers.
Posted: 2007-04-30 00:34
by DirtyHarry88
I notice for the Basrah map it says GB vs Insurgents.
Surely the British aren't ready yet?