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FAQ THREAD FOR v0.95 CHANGES

Posted: 2010-10-10 05:25
by Jafar Ironclad
Disclaimer: I invite and encourage moderators and developers to edit this post directly, rather than posting answers below, for the convenience of people seeking them. Once this is understood, delete this disclaimer.

Many of the following answers are the official authorship of the development team and mod contributors:

Q: Can you elaborate on the "30 ticket loss" clause for losing flags to the enemy on AAS maps? Does this also happen when a flag we control goes neutral, or when we neutralize a flag that the enemy then recaptures?
A: Your team will lose 30 tickets when both these conditions are met at a given flag:
-Your team was the prior owner of the contested flag.
-Your opponents have fully captured it.

This means that a flag that started neutral in the round will not cause ticket loss once first captured, nor will a contested flag cause ticket loss when it becomes neutral; only when a flag is neutralized from one side's control and subsequently captured by the other will there be ticket loss.

Q: Pilots get pistols again? Does this mean we can do awesome spec-ops paradrops from transports like in the old days?
A: No. If you have a pilot kit you can not be a passenger in an air vehicle now.

Q: Can you explain the new (old) mechanic being introduced to attack helo missiles (and maverick missiles)?

A: When you click somewhere; the missile goes there. If you want to update that target in flight you click again on the new target and your missile will redirect. This means you can only fire one missile at a time.

Q: Who can spawn on a Commander Rally Point?
A: Anyone on your team.

Q: I'm getting a migraine attempting to sort out the new 3D marker system. What is the level of information given with respect to range? Does it apply to everyone?
A: If you are more than 125m away from your squad's objective marker, you don't ever get a 3d marker, but you do get a 2d carat on your HUD compass that shows you the bearing to your squad's objective. If you are a squad leader or if you are in a mortar you can open your map to see the distance to your squad's objective marker with an accuracy of 50m.

Q: Molotovs were awesome! Why are they being removed?
A: They were buggy and also presented some unwanted side effects like burning occupants in realistically fire-proof vehicles, through walls etc.

Q: There's an unarmed melee attack now? Sweet! Can I karate-chop people to death in one shot?

A: No, you need to get about 5-6 direct hits to kill will the unarmed melee. More than anything it'll be for role playing or severe desperation.

Q: I heard that there's going to be some new movement science involved in using missile weapons mounted on ground vehicles, such as TOW Humvees and Bradleys with TOW launchers. What constitutes correct use, will it cause a catastrophic misfire if ignored, and which vehicles does it affect?
A: Pending.

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?
A: Rifleman, Rifleman Specialist, Rifleman AT and Rifleman AP.

Q: I'm eager to get some more jet action; wouldn't mind some attack helos too. Which of the new maps/layers will include what air assets? I also noticed Russia has a Su-25 variant now too; does this mean Silent Eagle will have it?
A: Assets will be revealed in time. Don't worry too much. -JaFaR Ironclad

Q: Close Support Bridges? How do they work?
A:

Q: Mortars sound exciting, yet super complicated. Does there exist a video explaining their operational instructions?
A:

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 05:35
by dtacs
Q: Close Support Bridges? How do they work?

Read the thread and dev post on the subject.

Q: Mortars sound exciting, yet super complicated. Does there exist a video explaining their operational instructions?

Really? (edit: joe provided it below....)

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 05:36
by joethepro36
Does this mean we can do awesome spec-ops paradrops from transports like in the old days?
No unless the pilot/gunner of a chopper bails out. Pilots can only be a pilot/gunner now.
Who can spawn on a Commander Rally Point?
Whole team.
Molotovs were awesome! Why are they being removed?
Buggy and overpowered. Molotov fire should not go through walls 2m thick or be used as area denial since it's extremely gamey and unrealistic.
I'm getting a migraine attempting to sort out the new 3D marker system. What is the level of information given with respect to range? Does it apply to everyone?
Squadmates see 3d marker to 125m but SL/mortar crew sees it all the time. When not 3d it is 2d to the squadmates represented within the compass and not onscreen. 3d markers are also only accurate to 50m increments I think.
There's an unarmed melee attack now? Sweet! Can I karate-chop people to death in one shot?
Assume yes as all melee weapons one-shot and are bloody difficult to use so that hit better count.
Close Support Bridges? How do they work?
Mortars sound exciting, yet super complicated. Does there exist a video explaining their operational instructions?


Read a lot here on the forums including entire changelog thread and changelog. Cannot confirm 100% on the molotov, marker and commander rally but strongly suspect.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 06:21
by dtacs
Assume yes as all melee weapons one-shot and are bloody difficult to use so that hit better count.
Wrong. Current IDF melee attack often takes two shots to kill.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 06:27
by joethepro36
Current IDF melee attack often takes two shots to kill.
It's been one for me. Most likely you missed due to engine/hitbox **** in a similar way that stabbing someone with a knife can generate a puff of smoke but not kill them.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 07:40
by Chuc
Savage, post your boxing ring video please.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 08:07
by Silly_Savage
[R-DEV]Chuc wrote:Savage, post your boxing ring video please.
Very well.


Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 08:16
by Nitneuc
This is the funniest addition so far. :lol:
Can't wait to see people requesting unarmed and punching silly snipers to death.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 08:17
by Conman51
Silly_Savage wrote:Very well.

i hear people bleeding but dont see the effect....but this change will be fun

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 08:25
by nedlands1
Silly_Savage wrote:Very well.

OMG you broke the first two rules of fight club.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 08:33
by CBT02
32 players VS 32 players ROYAL RUMBLE tournament match !!!
Image

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:02
by Spec
Conman51 wrote:i hear people bleeding but dont see the effect....but this change will be fun
You don't see a compass either ;) HUD was turned off. :)

Also, lol at the video, awesome stuff ^^

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:29
by Sniperdog
Edited first post with straight-forward answers to those questions. If you guys are confused about any of the changes feel free to say so.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:31
by Silly_Savage
Spec_Operator wrote:You don't see a compass either ;) HUD was turned off. :)
Someone has an eye for detail.

;)

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:36
by Jafar Ironclad
Thank you, Chuc and Sniperdog! Sniperdog, I edited a few words in your answer to the 3D marker question so its clearer what's showing up for the player: a carat on the HUD compass showing the bearing to the objective point. Correct me if I'm wrong.

As more questions crop up from the excited masses I will post the new questions on the topic post if you guys haven't already. Might also be a fun idea to sticky this thread until the .957 manual is released.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:37
by dtacs
Does the marker completely vanish @ 125m, or slowly fade as it normally does at ranges exceeding 2000m?

Can SPG's be deployed anywhere, or do they have to be near a dogbox?

If so, what is the range required?

How many can be deployed?

How much damage are we looking at them doing? In the changelist it says 'deployable AT's standardized', along with the decrease on TOW direct hit damage. Does this include the standardization of the SPG9, meaning it could kill a Warrior/Stryker/Lav in one shot?

Does the FAL have 20 or 30 round magazines? Is its damage and recoil the same as the G3?

The British get a shotgun as the primary specialist weapon on conventional maps, why not in Insurgency?

Does the M4 marksman for HAMAS have its damage modified to be on par with other marksman rifles? IE the ability to kill in one shot?
Reduced AT mine and Proximity IED damage to critically damage Tanks instead of completely obliterating them. They'll still destroy them in one hit but there'll be a delay before the tank explodes.
Does this mean it will put the tank on fire instantly, or black smoke which will progressively lead to on fire?

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:39
by cyberzomby
Lutefisk wrote:I'm honestly really confused about this 2d and 3d marker thingys you guys are talking about!
Could anyone post some pictures explaining what the difference between a 2d and a 3d marker?
And do we have this 2d and 3d marker system in game already???

HELP
I have seen in a screenshot posted by an R-DEV that the 2d marker is a chevron on top of the compas. Say the SL put the marker directly to your east than you will have the chevron above the E. But you dont see it in your screen if its more than 250 m away. The sword symbol or arrow symbol only appears in your screen within 250m.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-10 09:41
by Ford_Jam
Do barrel launched ATGM's (EG: T90, BMP 3, Merkava?) suffer the same added restrictions as vehicles with TOW-style launchers (Bradley, TOW Humvee) in that they have to be stationary for a short time before firing?