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Guide to adapting to the v0.95 changes

Posted: 2010-10-13 16:26
by ZiRo
Hi Guys,

I'll be picking out important changes coming in 0.95 and looking at the consequences of them - trying to educate how people will need to adapt their gameplay to benefit (or avoid failing) in the new version.
Link to Change log

Things that affect Insurgency
  • Cache markers are now more reliable, they have a max deviation of 25-50m - therefore you can plan an assault more consistently now since you should be able to identify a block of no more than 4 buildings and find the cache.
    Updated Insurgency objective markers for coalition to be more precise (25-50m).
    What insurgents need to keep in mind to deal with this change:
    • It's now more important to stop BLUFOR from ever getting intel in the first place.
    • What that really means is you need to die less as an insurgent and/or get more civilians martyred for the sake of keeping intel low. Fight with a guerrilla mind, bait them into bad alleys, ambushes, and shooting civilians.
    • When the cache is exposed, you have no ability to wander around the cache; pull in really tight, and prepare to make your last stand to keep the cache safe.
    Credit to Celestial1
  • Caches are now (much) more resistant. You will need 3 incendiaries to blow up a cache - you're going to need a Combat Engineer kit or more than one person to blow up a cache. You'll probably also need to secure the area, since you can't just drop a single incendiary and move out.
  • Caches will now explode in half the time - you'll need to get out quickly after dropping incendiaries.
  • You can no longer pick up enemy special kits for use (only to obtain ammo and patches). Whilst affecting all teams, this will have the most impact on insurgency maps since the insurgents can no longer use the Coalition AT or AR kits. The list of kits you CAN pick up and use are: rifleman, rifleman specialist, rifleman at, rifleman ap
  • All insurgents get field dressings - use them!
  • Insurgent sappers now get 2 IED's thus making them more deadly.
General
  • Insurgents aside, your life is now twice as important - when you are wounded you will cost your team 1 ticket, when you die you will cost another ticket. Consider using caution in your advance, and guile in your assaults. Insurgents will have a huge benefit in terms of taking risks - since they are not governed by ticket count.
  • Losing a flag in AAS will now cost your team tickets - 30 to be precise. This is equivalent to taking 15 freshly-spawned team mates and blowing them up - or for more impact, under the current system it's equivalent to your entire team (30 players), dying once! Defend those flags guys, because they cost you A LOT.
  • Thermal imaging is on some vehicles now (not sure which) but I expect all APC's, IFVs, tanks and non-transport air vehicles to have them. For infantry, this means that you're going to need to avoid enemy APC's more frequently - since you'll stick out like a sore thumb peering over that wall/around that corner/through that bush. Also - attack chopper gunners will have no problem lighting you up with chain guns since it's much easier to see you now - before they had to rely on picking out your movement, which was quite difficult with the lack of view stabilisation.
  • Attack choppers now have click-to-lock firing, meaning they no longer need to guide the missiles to their target. As a result, expect attack choppers to be more accurate when deploying these missiles against ground targets such as static positions and ground vehicles.
  • Rally point respawn time is now 5 minutes, down from 10 minutes. This means they should be more useful for regrouping your squad.
  • Supply crates will now be destroyed if dropped from more than 5 meters. This prevents most fly-by-resupplying that occurs - especially over cities like Muttrah.
  • You can now undo badly placed assets. Use it rather than wasting incendiaries and making the noise that they generate!
  • Emplacements can now be resupplied with ammo bags. Use them to rearm well-used emplacements.
  • Snipers now get radios. if you're leading a sniper squad, use the radio to provide intel to the rest of your team - then people won't resent you so much!
  • Long range 3D markers are out - use the indicator on your compass for direction at longer range.
  • Without long range 3d markers - CAS will now be more difficult to provide. To help them help you, use those colored smoke grenades that the SL is given to mark your position for close air support attacks. I say mark your position since mostly the colored smokes are used for friendly pickups and prevents you running into the risk / visual obstruction / enemy moving problems of throwing a smoke at them - you can casually place it on your roof or flank. Make sure you communicate to the CAS you've done so though.
  • Grappling hook now lives much longer than before - therefore can be used as a semi-permanent access to or from a roof.
Oh, and the most important thing:
  • Bayonets were removed from all US weapons. This is the most major and important change that will affect your life in PR 0.95. Take note.
Just kidding ;) Hope this guide was helpful!

Edit: You are still able to pick up the enemy kits of the following types: rifleman, rifleman specialist, rifleman at, rifleman ap - Source: Change log

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 16:45
by goguapsy
EDIT:
AS OF October 8, 2010, the PR Manual https://www.realitymod.com/manual/pr_manual.pdf States that cache markers may be offset to up to 35m.

You were right, OP ;)


ZiRo wrote: [*]You can no longer pick up enemy kits for use (only to obtain ammo and patches). This will have the most impact on insurgency maps since the insurgents will no longer be able to make use of the Coalition scoped kits
Now THIS I'm NOT sure, but I think that, including insurgents, you can take rifleman kits variants (Regular Rifleman, Rifleman Specialist, Rifleman AT, Rifleman AP).


Good guide, keep it up!

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 16:47
by NyteMyre
# Cache markers are now more reliable, they have a max deviation of 25-50m - therefore you can plan an assault more consistently now since you should be able to identify a block of no more than 4 buildings and find the cache.
I think you need to RTFM first.
Its still 140m

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 16:51
by Spec
I can't source it now (too lazy) but from my understanding:
Cache marker accuracy HAS been increased
Unrelated, cache spawn locations have been changed to be further away from old caches

And, that I am sure of, Rifleman kits - all of them, including LAT and AP - can be picked up by insurgents.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 16:58
by Masaq
Sensible conclusions, good stuff.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 16:59
by Lange
goguapsy wrote:
Are you sure? I thought you only lost 1 ticket when you went out of action (example: die = less 1 ticket. Wounded = less 1 ticket. Wounder + Give Up = less 1 ticket).



Good guide, keep it up!
Yep according to the changelog -1 ticket for wounded and giving up so -2. A dev said in one of the threads die outright(in a emplacement vehicle etc) only -1 still.


NyteMyre wrote:I think you need to RTFM first.
Its still 140m
Way to be rude like you know it all. The manual has a few small outdated errors and that could be one of them in the changelog it specifically states that cache markers are now detailed to 25-50. Why not look into yourself before you swear and put down.
Spec_Operator wrote:I can't source it now (too lazy) but from my understanding:
Cache marker accuracy HAS been increased
Unrelated, cache spawn locations have been changed to be further away from old caches

And, that I am sure of, Rifleman kits - all of them, including LAT and AA - can be picked up by insurgents.
Not AA that is a special kit and NOT a rifleman variant, but rifleman and variants like basically anything that says rifleman in the name from what i've gathered. Your also right about the caches.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 17:12
by lucky.BOY
I smell confusion in this thread :D

This is how it is:
The cache marker is now far more accurate.
Updated Insurgency objective markers for coalition to be more precise (25-50m).
We need to distinguish between cache marker and cache position, which are two diferent things.

If you get crit. wounded AND give up, you cost your team 2 tickets.
(a DEV said this somewhere in changelog thread.)

@ NyteMare, with all respect to R-DEV Spearhead, the changelog is better source than the manual.

@ Spec Operator, the AA kit is NOT a rifleman variant, its the same category as HAT kit.

just my 2 pennys :)

-lucky

EDIT: Damn ninja

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 17:37
by Spec
Ah, AP is Rifleman, of course, my bad, got that mixed up.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 17:48
by Nagard
Just curious right now about that kitstuff...

First of all I would like to definately know, wether you can still pick up enemy rifleman variants.

If so: Which kits are included? Especially wether it includes the Automatic Rifleman...

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 17:56
by Rissien
Rifleman varients only can be picked up, Rifleman, Rifleman (ironsight/aimpoint/etc), Rifleman Specialist, Rifleman AP, Rifleman AT.

AR cannot be picked up by another team.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 18:03
by PLODDITHANLEY
1st Post in 0.95 FAQ thread:
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.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 18:10
by ZiRo
Thanks for some of the corrections guys - especially the kit pick up stuff, completely missed the fact you can still pick up rifleman kits!

I'm not going to comment on some of the other complaints! I'd appreciate it if the posters who did make a mistake in correcting to remove their arguments since they only add confusion to the mix!

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 18:23
by Wakain
You can now undo badly placed assets. Use it rather than wasting incendiaries and making the noise that they generate!
good point, but perhaps worth noting is that in .95 the insane incendiary sound will be decreased, especially the reach in which they can be heard has been tweaked drastically. Source:
# Reduced volume of incendiaries by 10% and lowered the distance they can be heard by 50%.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 18:39
by ZiRo
Wakain wrote:good point, but perhaps worth noting is that in .95 the insane incendiary sound will be decreased, especially the reach in which they can be heard has been tweaked drastically. Source:
Very good point, glad to know it - I hope you don't mind but I'm not going to put it in the thread because I don't think it fits with the topic, since it's not going to affect your approach to each game. It's more of a tip/change.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 19:08
by goguapsy
That's an interesting observatior there, Wakain, I think I skipped that when reading the changelog!

But I think that it is still better to "waste" the assets because the sound is still produced, and you never know when you're gonna need an incendiary on the run...

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 19:21
by NyteMyre
Lange wrote: Way to be rude like you know it all. .
How was I rude?
I just saw in the manual that cache-markers are 140m accurate. The manual was released after the changelog, so i assume that is true. Before I made the post, i looked it up. So yeah, I thought i know it all
Lange wrote: Why not look into yourself before you swear and put down.
Like i said, I did.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 19:22
by Celestial1
NyteMyre wrote:How was I rude?
I just saw in the manual that cache-markers are 140m accurate. The manual was released after the changelog, so i assume that is true.
No. The changelog is right.
The manual is changed based on the changelog.
The changelog is an internal document that keeps track of changes made, coming straight from the dev who made the change, therefore being more accurate.

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 19:24
by goguapsy
EDIT (Also edited on 1st post).

AS OF October 8, 2010, the PR Manual https://www.realitymod.com/manual/pr_manual.pdf States that cache markers may be offset to up to 35m.

You were right, OP ;)

Re: Guide to adapting to the 0.95 changes

Posted: 2010-10-13 20:23
by Tarranauha200
Cmon...whit these torture treads. Anyway, good guide. Lets keep it up.

Re: Guide to adapting to the v0.95 changes

Posted: 2010-10-14 01:08
by dbzao
I don't think the grapple hook time was changed, I remember the commit, but we discussed it more and reverted it, if I'm not mistaken.