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12-05-2008, 12:52 PM
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#946 (permalink)
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Join Date: Dec 2007
Location: The Dr. at the Psych Ward told me as long as I take my medicine I can be from anywhere.
Age: 29
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Re: PR Dev Journal.
I Understand with every new version comes some new improvements but i hope the dev's don't go crazy with the takeaways.
Unless they are going to give the player more of a sprint, leave the vehicles spawning at the FOB, especially on huge maps, or maybe allow more vehicles i.e. humvees/nanjings,vodniks,landrovers to spawn at the main base at the beginning or during the game.
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12-05-2008, 12:55 PM
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#947 (permalink)
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Join Date: Dec 2007
Location: The Dr. at the Psych Ward told me as long as I take my medicine I can be from anywhere.
Age: 29
Posts: 4,209
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Re: PR Dev Journal.
i'd like to see the zodiac get an upgrade to the RHIB, if anything its due for one.

(dual front and a lone back gun, or just a single .50 cal on the front and the back)
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12-05-2008, 08:01 PM
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#948 (permalink)
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Join Date: Apr 2005
Location: New York (no, not the city)
Age: 32
Posts: 1,885
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Re: PR Dev Journal.
Quote:
Originally Posted by d1sp0sabl3H3r0
Um, how does this impact game play on maps like Barracuda and Jabal? Unless they become assets that can be deployed on the firebase from the SL!! Same rules as AA - one per FOB. That would be pretty cool!
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I like that idea. That or more light vehicles spawning at main base during the round. Those promote the ideas of chain of command (SL deployable) and reinforcements (respawns).
And those enclosed .50-cals look nice!
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|TG-6th|Belhade
"I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy
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12-05-2008, 08:06 PM
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#949 (permalink)
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Join Date: Mar 2007
Location: freaking out!
Posts: 3,329
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Re: PR Dev Journal.
maybe its because the new vodnik will be too powerful to dispense like that, its got a 14mm gun on top with coaxial
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If you find yourself in a fair fight, then you have obviously failed to plan properly.
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12-05-2008, 09:50 PM
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#950 (permalink)
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Join Date: Dec 2007
Location: /home/minnesota
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Re: PR Dev Journal.
14.5mm gun, with PKM coax. The 14.5mm is the same gun on the lunchbox, and has about 2x the kinetic energy of the .50.
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|TG-XV| Waldo_II
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12-06-2008, 02:18 AM
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#951 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
doh, doesnt sound so good when you go and mention the bdrm
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If you find yourself in a fair fight, then you have obviously failed to plan properly.
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12-07-2008, 09:18 AM
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#952 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
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New sandbag models.
New sandbag model (without .50 cal):
Quote:
Originally Posted by [R-DEV]CodeRedFox
OK and yet another one.
More WIP then the 50cal's but an idea of where were going. Still being work on. I'll be adding more news later.
Newer Images
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|TG-6th|GhostDog
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12-07-2008, 10:13 AM
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#953 (permalink)
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Join Date: Nov 2007
Location: Oklahoma City, Ok
Age: 38
Posts: 2,462
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Re: PR Dev Journal.
Quote:
Originally Posted by d1sp0sabl3H3r0
Um, how does this impact game play on maps like Barracuda and Jabal? Unless they become assets that can be deployed on the firebase from the SL!! Same rules as AA - one per FOB. That would be pretty cool!
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Wonder if they will be spawning out of the back of the Merlin??
Deployed like Crates??
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12-07-2008, 10:41 AM
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#954 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
Quote:
Originally Posted by llPANCHOll
Wonder if they will be spawning out of the back of the Merlin??
Deployed like Crates??
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I remember this being discussed during .7 and .75. Sadly, they weren't able to do it because it was too buggy and glitchy for both of those vehicles to be so close enough to each other during the spawn.
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|TG-6th|Google
"I'm not playing this abortion of a map" -Charity Case
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12-07-2008, 12:15 PM
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#955 (permalink)
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Join Date: Jul 2005
Location: gent, belgium
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Re: PR Dev Journal.
The new statics look really awesome. It seems like they will make my current fav style of play more effective; digging in on/near a firebase all round to defend it.
It may become possible to really deny the enemy certain obvious routes of attack, because they may no longer be able to easily pick you off from the fortifications. This will possibly force attackers to make rather long flanking maneuvres (god how do you spell that in Engrish  ).
It will be great if they can finally make it so that you need a larger force to overrun an entrenced smaller defence force. let's hope so!
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12-07-2008, 12:28 PM
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#956 (permalink)
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Join Date: Dec 2007
Location: Bethesda MD
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Re: PR Dev Journal.
Quote:
Originally Posted by llPANCHOll
Wonder if they will be spawning out of the back of the Merlin??
Deployed like Crates??
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OMG NOES! vBF2 vehicle artillery is the way to go!
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12-07-2008, 12:31 PM
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#957 (permalink)
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Join Date: Dec 2007
Location: New Jersey
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Re: PR Dev Journal.
Quote:
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Originally Posted by dbzao
Here are some updates to the Insurgency game mode we are working on.
WIP
1. If all 3 caches are revealed, the coalition stops gathering intelligence points. The gathering continues once a cache is destroyed and a new one is available. This will stop the instant revealing of caches we have seen in v0.8, that didn't give a chance to the insurgents to organize a defense.
2. Once the coalition receives enough intel to reveal a new cache, the insurgents will know it 3 minutes in advance. This change in addition to the first one will give enough time to insurgents to move and prepare for defense.
3. Civilian collaborator squad leaders can deploy hideouts.
4. Coalition soldiers that kill collaborators outside of the ROE will get their positive score zeroed out + the current penalties. Same thing will happen if an insurgent destroys a weapon's cache.
5. The new Al-Quds RPK will be available at the caches in addition to the RPG and PKM.
6. More kit variety for the insurgents.
7. If the coalition loses a vehicle, the team loses tickets. This was already in v0.8, but updated to be -10 tickets to tanks/apcs/jets/helicopters, -5 tickets to jeeps/trucks and -3 tickets for static defenses hmgs/aa. This was standarized and added to all game modes. Insurgents don't have these penalties.
In v0.85 the Taliban faction will be properly added, being a faction on its own. It will be closer to the Militia then to the Insurgents in terms of rules and gameplay dynamics: deployable assets, rally points, kit request, etc. This faction will feature on Afghan maps (Korengal Valley, Operation Archer, etc) leaving the more urban maps in Iraq to the Insurgents (Al Basrah, Ramiel, etc).
The main game mode for the Taliban will also be Insurgency, but allowing more flexibility and deployment to other game modes like AAS, Command and Control, etc.
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AL Quds, plus that AKS-74 = badass
# 4 angers me though, they shouldn't be penalizing more for killing collaboraters considering most of the time someone kills one, it's either accidental, or because the civi likes to act as a meat shield.
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"I'm not playing this abortion of a map" -Charity Case
Last edited by google; 12-07-2008 at 12:52 PM.
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12-07-2008, 12:38 PM
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#958 (permalink)
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Join Date: Jan 2008
Location: Connecticut.
Age: 15
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Re: PR Dev Journal.
Quote:
Originally Posted by google
AL Quds, plus that one gun(I forget teh name, the one with second down from the second image) = badass
# 4 angers me though, they shouldn't be penalizing more for killing collaboraters considering most of the time someone kills one, it's either accidental, or because the civi likes to act as a meat shield.
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And lookie here: The sapper class has a claymore
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12-07-2008, 12:49 PM
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#959 (permalink)
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Join Date: Mar 2007
Location: Belgium
Age: 27
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Re: PR Dev Journal.
Is that a G3 for the insurgents?
Together will all the other stuff that will change, I might actually enjoy playing as an insurgent in the next version  .
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|TG-6th|GhostDog
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12-07-2008, 12:54 PM
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#960 (permalink)
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Join Date: Aug 2007
Location: Chicago!
Age: 26
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Re: PR Dev Journal.
Quote:
Originally Posted by google
# 4 angers me though, they shouldn't be penalizing more for killing collaboraters considering most of the time someone kills one, it's either accidental, or because the civi likes to act as a meat shield.
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Yeah, that's the whole point. You have a big, expensive scope and big, expensive optics on your APC. Use them to look before you shoot. The idea of fighting against the insurgents is that you can't just ventilate anything that moves. If that was the case, wouldn't it be easier and cheaper to flatten the whole city from 50,000 feet?
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