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04-26-2009, 01:53 PM #1501
Re: PR Dev Journal.
I completely agree. With a long view distance, the Apache will be able to hover high off the ground and absolutely rape the Taliban.
Those pictures are of the map "Devil's Tower," which is being developed by [R-DEV]paramedic.ca. Here's the link to a blog post about it: http://www.realitymod.com/forum/blog...adian-map.html
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04-26-2009, 02:03 PM #1502
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04-26-2009, 02:03 PM #1503
Re: PR Dev Journal.
Well yea I think for gameplay it has to be balanced or the game wont play out properly. Its why I dont like playing against AI, I know my sig says about unfair fights but that should come from player actions.
It will be very hard to create a game or map where the situation is unbalanced but it still plays well for both teams, Qwai is probably the closest we have to that now and right now its slightly unbalanced in the flag loadout it seems to give 3 flags to the chinese side mostly.
Maybe sangin will use flags to return balance to taliban, I agree firepower should be with the brits but ultimately it has to play well in a realistic way in that order
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04-26-2009, 02:24 PM #1504
Re: PR Dev Journal.
Well, I have never heard of any of the old stingers being used to kill an Allied chopper in 'Stan. As for advantage to Taliban, the brits are limited to 3 nooks, lose them and no more crates!











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04-26-2009, 04:51 PM #1505
Re: PR Dev Journal.
Politics are probably best kept to the sandbox. Ive no idea if they have AA and sourced from where but my point was the game comes first, same argument as medics reviving people and so on
Documentary on the gun markets of Khyber
[media]http://www.youtube.com/watch?v=oGVianQJsmQ[/media]
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04-26-2009, 08:29 PM #1506
Re: PR Dev Journal.
if there are ZPU's i hope taliban SL's can deploy them like the regular factions deploy AA close to FBs. this way the brit harrier/apache/a10 pilots dont always have the advantage of knowing exactly where to strafe as with mapper placed ZPUs
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04-26-2009, 08:46 PM #1507
Re: PR Dev Journal.
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04-26-2009, 09:53 PM #1508
Re: PR Dev Journal.
Its allready been done, ZPU was deployable in a previous version so Im sure they'd consider it.
Problem at the moment is the smoke obscures any reasonable accuracy with this gun
I want the ZIS-3 to be deployable for miltia, it is on wheels after all

http://www.o5m6.de/dodge_wc51.html
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04-26-2009, 09:57 PM #1509
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04-27-2009, 03:10 AM #1510
Re: PR Dev Journal.
Well since some of you are derailing.. I guess won't matter.
Response to the DEV dump posts about future possible changes.
First of all, thanks Charity for coming up with the idea for I have a headache digging through the forums on Realitymod for stuff that is actually important.
A. 1 Medic per squad... This is like both good and bad, I'm not sure whats better until i finish typing lol. First of all, this will be hell hard to enforce. Like pretty much impossible. Are they going to make it a request kit, well that might not be a bad idea but still, there would need to be a >3 or something squad members to request kits. Of course this will lead to people actually being and working in squads. Then you have the problem of people leaving making a squad, getting the kit from the menu then joining back. It would however allow for more emphasis on a joint squad attack effort. The rambo crap and the uncoordinated squads wouldn't be as good. And i am going to throw this in right here.
CAN SOMEONE LIKE BRING BACK THE IMPORTANCE OF A COMMANDER, WAIT NO, I MEAN THE VITALITY OF ONE! Before .85, you couldn't set FOB's without one so most of the time there is a commander which is always a plus. ok done ^^
Anyways yeah, it would be hard to enforce, pointless to watch people work around it, but then would equal better teamplay.
Gunner/Driver lock restriction. Uh... theres a good idea.
Chopper changes with the crash landing. I've always wanted to see the blackhawk down kind of thing happening but with the BF2 engine.... I would love that if a rpg hits certain parts of a chopper, the damage would only go accordingly. I really hate missles lately cause for some reason, i keep getting killed by splash damage. I could shoot a chopper with a rocket at rotor and he could still rtb for repairs. I get hit in the bottom and i die while the passenger survives. Hence my new strategy of barrel role and flaring lol. Im sure you've all seen me do it in a hueys haha. Anyways not blowing up in the sky everytime would be awesome. but dont know if bf2 can handle it.
-dreamerboy
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04-27-2009, 06:52 AM #1511
Re: PR Dev Journal.
Would be cool if the talibans could place 2-3 machine gun like AA. Its gonna be pretty hard to hit a apache with a RPG...
Found a propaganda video of the AA gun:
[media]http://www.youtube.com/watch?v=t5UWUQBI_IM[/media]
I dont know if the talibains have those, but I dont think its impossible for them to get.








TG-6th|Almightylion
"It's feedom for everybody or freedom for nobody"" - Malcolm X
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04-27-2009, 07:13 AM #1512
Re: PR Dev Journal.
Not in 0.85, when you stop shooting then the smoke obscures your vision for a short period of time.
EDIT. Dr Rank (maker of Sangin) about AA's.
http://www.realitymod.com/forum/f196...ml#post1004428
http://www.realitymod.com/forum/f196...ml#post1004515
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04-27-2009, 02:26 PM #1513
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04-27-2009, 07:03 PM #1514

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Re: PR Dev Journal.
b-1b lancer, or b-52 carpet bombs for area attack.........concussion bombs now that would be so awesome, i could see looking down from the hills of kashan and just a stream of bombs dropping, accuracy wouldn't be the issue, just the concussion enough would make even the survivors blurry for 30+ seconds, the explosions, etc.....it reminds me of Arc Light.
Randy = Ace ! - Warlab












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We are not trying to attract mainstream gamers."
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04-27-2009, 08:03 PM #1515
Re: PR Dev Journal.
As long as we're talking about overpowering stuff we wish was in PR...
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Violence doesn't solve anything.
Exceptions for: Slavery, dictatorship, communism, genocide, oppression, evil/racist/hateful regimes bent on world domination...
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