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Old 12-07-2008, 01:05 PM   #961 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by A_Grounded_Pilot View Post
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?
but see, often times the Civis stand right next to an actual insurgent or triggerman. With the current deviation on vehicles and weapons, it's kind of hard to not hit a collaborator. Also, when a collaborater is working together with other insurgents, wouldn't they be deemed as insurgents? To be honest, I think the Civi/Collaborator is flawed and should be taken out of the game.
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Old 12-07-2008, 02:22 PM   #962 (permalink)
 
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Re: PR Dev Journal.

Awesome! This will really make me want to play INS more. Always felt a lack of weps on their team.
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Old 12-07-2008, 02:34 PM   #963 (permalink)
 
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Re: PR Dev Journal.

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but see, often times the Civis stand right next to an actual insurgent or triggerman. With the current deviation on vehicles and weapons, it's kind of hard to not hit a collaborator.
Well, that's right, and it's the same in the real world. A collaborator is someone who works with you to help your cause. The idea is to give the insurgents an advantage. As an insurgent, if you see camo, you shoot. Reflex action. As the searching team, you have to look twice before you shoot. Not only does it help the insurgents get the drop in a firefight to make up for the lack of nice equipment, it represents the problem that is faced by the troops out there in the real world who can't always tell who is friend and who is foe. I understand your opinion, but I respectfully disagree.

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Old 12-07-2008, 05:27 PM   #964 (permalink)

 
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Re: PR Dev Journal.

Nice to see that sandbags are going to be useful positions for infantry now with the firing slots in them.
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Old 12-07-2008, 06:31 PM   #965 (permalink)

 
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Re: PR Dev Journal.

I like that addution to insurgency mode. Because in real life civis are thrown into crowds and are atop of buildings
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Old 12-07-2008, 09:48 PM   #966 (permalink)
 
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Re: PR Dev Journal.

Updated sandbags and MG nests. Notice the wood frame around the prone-holes on the sandbags.

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Originally Posted by [R-DEV]CodeRedFox View Post
These will most likely be the last I show until release. Luckily the tester team will get to put the hurt down on them and see whats breaks :-P


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Old 12-07-2008, 09:52 PM   #967 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by Ghost Dog View Post
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 .

ditto, I quite like them now since I managed to get a positive kdr many games
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Old 12-08-2008, 01:40 AM   #968 (permalink)
 
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Re: PR Dev Journal.

At least the mg nets won't be so exposed to sniper fire anymore. I'm always scared to get into the .8 .50 deployables.
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Old 12-09-2008, 12:37 PM   #969 (permalink)
 
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Re: PR Dev Journal.

Looks like everyone's favorite insurgent shoot is getting a makeover:
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Since its original publication I have continued to work on Operation Archer. The original release had challenged both the home PC and the server with its large destructible-static count (well over 600) and its extensive view distance (1111m). This in tandem with the insurgency faction being under equipped with weapons allowed for uneven game play with inexperienced gamers or uncoordinated team play.

The recent Operation Archer candidate is well on its way to being finished (well, maps are never really finished). Through extensive collaborations with other Reality developers (especially Fuzzhead, Katarn, and Dr. Rank) and the very hard work of many of the others on the mod team I have been able to develop a much stronger version of the map.

Some of the key items of improvement include: less destructible statics, improved aesthetics including vegetation and water, and more villages.

The map overview:

Size: 4km2
Factions: US (Canadian placeholder) vs. Taliban
Equipment: a pleasant surprise
Modes: Insurgency (64, 16), AAS (32), and Skirmish (16)

Here are a few snapshots I have collected and as we move forward with this map I will be glad to share more of them

Taliban Truck with 50cal. overlooking main village.

Road into main village...

Poppy farm and irrigation dam

New guy on the block

Always some horsing around
STAY TUNED !
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Old 12-09-2008, 01:26 PM   #970 (permalink)
 
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Re: PR Dev Journal.

Is that AAS game mode I see as a game mode for archer? THis will be moooost interesting.
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Old 12-09-2008, 02:14 PM   #971 (permalink)

 
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Re: PR Dev Journal.

yes fianly op arcehr will be alright t play on!
currently i find it very boring
+ taliban forces with requestable kits
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Old 12-09-2008, 02:51 PM   #972 (permalink)
 
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Re: PR Dev Journal.

I always thought that Op Archer had a lot of hidden potential. Hopefully the updates will make Archer on par with Korengal.
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Old 12-09-2008, 07:26 PM   #973 (permalink)

 
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Re: PR Dev Journal.

I like pleasant surprises.
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Old 12-09-2008, 09:30 PM   #974 (permalink)
 
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Re: PR Dev Journal.

I'm so glad I'm going to have my new computer by the time .85 comes out, hot damn PR team, you are good!
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Old 12-09-2008, 09:44 PM   #975 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by oldirti View Post
I'm so glad I'm going to have my new computer by the time .85 comes out, hot damn PR team, you are good!
You're coming back? Awesome!
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