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05-31-2008, 11:21 PM
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#226 (permalink)
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Join Date: Apr 2007
Location: On your six
Posts: 4,295
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Re: PR Dev Journal.
Quote:
Originally Posted by Mix0lydian
skud-->USAF?
good decision
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yuppers.
But no USAF in game yet
Not enough chairs to sit around in.
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|TG-6th|Skud
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06-01-2008, 02:38 AM
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#227 (permalink)
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Join Date: Mar 2007
Location: Canada
Posts: 2,040
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Re: PR Dev Journal.
If there is gonna be a USAF there has to be a RCAF. Only fair.
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Do you really want invincible bears running around raping your churches and burning your women?
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06-01-2008, 07:28 AM
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#228 (permalink)
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Join Date: Jan 2008
Location: leicester, england
Age: 19
Posts: 1,963
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Re: PR Dev Journal.
there'd have to be RAF aswell then
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06-01-2008, 09:47 AM
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#229 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
Or no AFs at all... (please dont hurt me)
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|TG-6th|Google
"I'm not playing this abortion of a map" -Charity Case
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06-01-2008, 10:23 PM
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#230 (permalink)
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Join Date: Aug 2007
Location: New Jersey, USA
Posts: 346
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Re: PR Dev Journal.
don't think there will be air force-only maps unless we get 1324334x13442q5423 km sized maps
it's assumed that the jets on future US Army maps (ie Kashan) will be representative USAF
likewise with the brit army+RAF on Qinling
seems like only the USMC is able to hold on to its owned fixed-winged assetts
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06-02-2008, 05:17 PM
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#231 (permalink)
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Join Date: Apr 2007
Location: On your six
Posts: 4,295
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Re: PR Dev Journal.
The USAF will never have a role in the game. I was only kidding. It's an "assumed" role like Mix mentioned.
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|TG-6th|Skud
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06-02-2008, 05:57 PM
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#232 (permalink)
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Join Date: Jan 2008
Location: Prince Edward Island, Canada
Age: 18
Posts: 93
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Re: PR Dev Journal.
Quote:
Originally Posted by gijoe
If there is gonna be a USAF there has to be a RCAF. Only fair.
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Sure, though the mod will have to go 40 years back in time
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06-02-2008, 09:39 PM
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#233 (permalink)
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Join Date: Jan 2008
Location: Connecticut.
Age: 15
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Medic updates!
http://www.realitymod.com/forum/f196...-dynamics.html
Yay! New features for the medic class! These ideas are great! I love the new Give up button and the extended revive times!
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06-02-2008, 09:47 PM
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#234 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
Pretty cool, perhaps I wont have to nervously say "15 seconds" any more.
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"I'm not playing this abortion of a map" -Charity Case
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06-02-2008, 09:48 PM
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#235 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
That looks very promising.
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06-03-2008, 03:09 AM
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#236 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
Posts: 1,628
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Re: Medic updates!
Quote:
Originally Posted by pwn3ge106
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Thx for the headz up.
I 'll quote here:
Quote:
Originally Posted by [R-DEV]dbzao
Here is some work regarding the medics and healing dynamics we are working on.
The medics will probably get:
6 field dressings (up from 5)
4 smoke grenades (up from 2)
10 charges for defribilator (up from 6)
All good, but the next change is the big one here. In previous releases, in order to revive someone, you have to be extremely well coordinated and on the ball. Being able to identify when a squad member goes down, identifying what took them out, doing the right action (fall back, surpress the enemy, pop smoke & wait, then move in and revive) BEFORE the wounded time runs out is such a strong demand that it makes the class very very difficult, specially when more than one soldier is down at the same time.
The change involves bumping the respawn time to 60 seconds (for now) so the medics have a bigger interval to revive his team members. But wait, no need to panic. When down, the SUICIDE button changes to GIVE UP that the player can click to go from critically wounded to the killed state. The timer is then switched to the normal spawn time of 30 seconds (plus other penalties) minus the time the player has already waited.
Players who are killed straight out (headshot, died in a vehicle, died by explosion, etc) won't get the extended critically wounded time and will go directly to the standard killed time of 30 seconds (plus other penalties).
So if you don't have a medic around, you can bypass the extended time and go to the normal spawn time we already have today. But if your medic is still up, you may want to not give up that soon and that may save your squad from moving all the way from main base again or something like that.
Another change was to reduce the health after revived to the "black vision" state, so it won't be a good idea to jump up and run away. Let the medic get you the first aid and after your vision comes back to normal it's ok to move to a safer location. Just a more "realistic" behavior we want from soldiers coming out of a critical wound.
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I often play as a medic and all I can say is AWESOME... it 's hard enough to find the bodies let alone revive them with the bugged hitboxes.
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|TG-6th|GhostDog
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06-03-2008, 08:08 AM
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#237 (permalink)
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Join Date: Mar 2007
Location: freaking out!
Posts: 3,329
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Re: PR Dev Journal.
Quote:
Originally Posted by Mix0lydian
don't think there will be air force-only maps unless we get 1324334x13442q5423 km sized maps
it's assumed that the jets on future US Army maps (ie Kashan) will be representative USAF
likewise with the brit army+RAF on Qinling
seems like only the USMC is able to hold on to its owned fixed-winged assetts
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If they ever put in that wake island remake thats like 4 times the size of kashan and mostly water and planes, then it'd make sense to have an entire team as an air force
These medic changes could be the biggest gameplay change in next version if you consider all those normally lost tickets because medic class is such a pain to play.
I got to say I hate medics who 'steal' my kills by reviving my victims, though its nice when they are added to the death toll
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06-03-2008, 10:12 AM
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#238 (permalink)
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Join Date: Oct 2007
Posts: 1,140
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Re: PR Dev Journal.
I wish people had more than 2 "I need a medic" calls...it's hard to find them after that.
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06-03-2008, 06:09 PM
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#239 (permalink)
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Join Date: Mar 2007
Location: Canada
Posts: 2,040
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Re: PR Dev Journal.
Yeah but then here comes the I NEED A MEDIC spam....
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Do you really want invincible bears running around raping your churches and burning your women?
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06-03-2008, 09:30 PM
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#240 (permalink)
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Join Date: Jul 2005
Location: Moron Valley, Southern California
Age: 23
Posts: 509
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Re: PR Dev Journal.
Quote:
Originally Posted by oldirti
I wish people had more than 2 "I need a medic" calls...it's hard to find them after that.
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Quote:
Originally Posted by gijoe
Yeah but then here comes the I NEED A MEDIC spam....
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I think he is referring to the fact that you can call for a medic when you are critically wounded (by left clicking), only twice, while you are in that state.
It also helps, because when they click to call for the medic, the medics in the near vicinity recieve a symbol on their maps to guide them to the wounded player (on the occasion that you didnt know exactly where the player went down, or as sometimes happens, the player's dot on the map dissapears).
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