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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Originally Posted by Ghost Dog Qwai used to be my (and a lot of other
  1. #1546

    mrhoopla's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Ghost Dog View Post
    Qwai used to be my (and a lot of other people 's) favourite map. Ever since the random flags I find it less attractive, I 'm curious what this change will do.

    If it was up to me I 'd probably change it back to the way it was... .
    I think that the random flags make the map a whole lot fresher.

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  3. #1547

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    Re: PR Dev Journal.

    Quote Originally Posted by Charity Case View Post
    Ok, here's how it works, if you are a civilian, there are certain actions that will "flag" you whenever you do them. And BLUFOR can shoot you without penalty while you are flagged. These actions include driving any vehicle, manning a vehicle mounted weapon, equipping the medic bag, and equipping the epipen. Also, even once you've gotten out of the car or put away your epipen, you will stay "flagged" for one minute. So, it's actually much more dangerous to play as a civi than ever before.

    If you pick up a different kit while playing as a civi, you no longer count as a civilian. If another insurgent picks up a civi kit, they will not be protected by the civi rules. Civis still have a 2 minute default respawn time.
    >I have engaged civis with medbags equipped and received penaltys. I just realized that was a result of this bug:

    - fixed civilian not being marked as helping insurgents when holding medicbag/epipen for more than 60s.
    I was confused in the post you responed to because I was unaware of this bug. Now, if a civi has a medbag or epip out AT ALL, they are flagged as hostile, which is how the mechanic was intended to work.

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  5. #1548

    mrhoopla's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Paine View Post
    >I have engaged civis with medbags equipped and received penaltys. I just realized that was a result of this bug:



    I was confused in the post you responed to because I was unaware of this bug. Now, if a civi has a medbag or epip out AT ALL, they are flagged as hostile, which is how the mechanic was intended to work.
    I don't know how many med-bag holding civvies I shot before I finally realized the mechanic was bugged. Glad it's fixed. The improved civvie mechanics along with the other insurgency tweaks will make the gametype endlessly better.

    There's a huge difference between marshaling a defense of three caches and two caches.

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  7. #1549

    ParanoidSFguy's Avatar

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    Re: PR Dev Journal.

    "- changed G3A3 series mag count from 8+1 to 6+1 and from 6+1 to 4+1 for supporting classes."

    Why!? WHY!?

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  9. #1550

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    Re: PR Dev Journal.

    Quote Originally Posted by RangeRover21 View Post
    "- changed G3A3 series mag count from 8+1 to 6+1 and from 6+1 to 4+1 for supporting classes."

    Why!? WHY!?
    Because they're huge!? HUGE!?

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  11. #1551

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    Re: PR Dev Journal.

    they're still 20 round mags though aren't they?


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  13. #1552

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    Re: PR Dev Journal.

    Quote Originally Posted by A_Grounded_Pilot View Post
    Because they're huge!? HUGE!?
    PR aims more for gameplay and teamwork, removing those 2 mags will impact the gameplay A LOT. And not to the good direction (Unless you're BLUFOR...). Trust me, I was a stress tester.

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  15. #1553


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    Re: PR Dev Journal.

    Quote Originally Posted by RangeRover21 View Post
    PR aims more for gameplay and teamwork, removing those 2 mags will impact the gameplay A LOT. And not to the good direction (Unless you're BLUFOR...). Trust me, I was a stress tester.
    Careful whatcha say.

    fixed the hesco barriers so razor wire no longer destroys vehicle that run into it.
    FINALLY!!!!!!

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  17. #1554

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    Re: PR Dev Journal.

    Quote Originally Posted by RangeRover21 View Post
    "- changed G3A3 series mag count from 8+1 to 6+1 and from 6+1 to 4+1 for supporting classes."

    Why!? WHY!?
    Quote Originally Posted by RangeRover21 View Post
    PR aims more for gameplay and teamwork, removing those 2 mags will impact the gameplay A LOT. And not to the good direction (Unless you're BLUFOR...). Trust me, I was a stress tester.
    7.62 rounds are heavier than 5.56 rounds. If you can imagine having 20 of them in a mag and multiply that by 8 or 9 and you have a pretty heavy load. Reducing their load out has little impact on gameplay and is more realistic. The majority of your squad should be rifleman anyway (ammo bags + teamwork ftw).

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  19. #1555

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    Re: PR Dev Journal.

    The 7.62x51 cartridge is approximately twice the weight of a 5.56x45mm cartridge.

    9*30 = 270
    7*20 = 140

    140 =~ 270/2.

    Plenty fair, plenty realistic.

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  21. #1556

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    Re: PR Dev Journal.

    I don't think I've ever run out of G3 ammo in any case. Just a realism change that like others have said, with have a minimal effect on gameplay.

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  23. #1557

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    Re: PR Dev Journal.

    Quote Originally Posted by RangeRover21 View Post
    PR aims more for gameplay and teamwork, removing those 2 mags will impact the gameplay A LOT. And not to the good direction (Unless you're BLUFOR...). Trust me, I was a stress tester.
    Have to disagree. Taking 2 magazines out of a class will not make that great an impact on gameplay, if any. It'll basically mean throwing down your extra ammo a little more often or rearming just a little more often.

    Personally, I've never actually seen any number on my G3 mag count lower than 3-4. Could be different for you, but even then, I doubt it happens often enough to be a problem.

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  25. #1558

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    Re: PR Dev Journal.

    Since most people can't shoot with the G3 anyways, you probably won't go below 2 mags before dieing.
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  27. #1559


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    Re: PR Dev Journal.

    I am very happy they are keeping it in the game, 2 weeks ago I saw a front page picture of the NY Times which had a Insurgent with a G3 on his back......talk about reality looking you in the eye.
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  29. #1560

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    Re: PR Dev Journal.

    changed all LMG deployed deviation so it now takes eight seconds to settle, but they can be fired from all stances
    Not very realistic to see someone shoot accurate at 800m on full auto while standing straight with nothing to support his gun. I guess there is no other way because of engine limitations and the 8 second settle time will compensate for abuse but I 'm not too sure about this change.

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