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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Damn I like the new UAV they implementing... Gonna be nice apparently! "UAV! DUCK!"
  1. #1606

    KevlarBR's Avatar

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    Re: PR Dev Journal.

    Damn I like the new UAV they implementing...

    Gonna be nice apparently!

    "UAV! DUCK!"
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  3. #1607

    Serjikal's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by KevlarBR View Post
    Damn I like the new UAV they implementing...

    Gonna be nice apparently!

    "UAV! DUCK!"
    if you even can see it. They had a SS where if you're scoped in, you just barely see the outline.


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  5. #1608

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    Re: PR Dev Journal.

    I think the UAV would probably be fun, but I'm not sure it's taking the commander role in the right direction. There should be other ways to make it more fun without putting him heads down for half the game.

    If it was 5 mins up, 30 mins down, that might be better, but even then, something's not right... I dunno.

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  7. #1609

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    Re: PR Dev Journal.

    The forces do use uav alot I think, proper uav come with hellfire even


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  9. #1610

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    Re: PR Dev Journal.

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    The forces do use uav alot I think, proper uav come with hellfire even
    Right, but that doesn't mean that the commanding officer should be spending HALF his time playing with them, which is what might happen if they're up for 10 minutes and then can be called up again in 10 minutes.

    I also think it significantly changes the nature of the game if there's something that I presume is hard to hear/see that can watch your battlefield manoeuvres without any real risk. It makes forward scouting, spotters, etc. much less useful. It makes retreat, re-position and re-engage operations less useful, too.

    Maybe if it had no flares or less effective flares and cost a lot of tickets if hit, it would be okay, but even then, something seems wrong...

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  11. #1611

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    Re: PR Dev Journal.

    Yea I'd like it to be attackable and for some cost but since we dont have a co alot of the time its only a positive to me so long as you cant just jump in the seat for 5 mins to observe


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  13. #1612

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    Re: PR Dev Journal.

    Oh, yeah, something like the tank turret delay but lasting maybe 5 or 10 mins before you could launch a UAV would be very good.

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  15. #1613

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    Re: PR Dev Journal.

    Balfa, just because he has the UAV up, doesnt mean that's the only thing he can see. DB posted a video of Ramiel with the UAV where he was flying around saw a technical, flipped to the Commander Map screen, and started placing "target" markers on the map.

    The commander's job isnt going to change, nor is his head going to be down looking at pretty pictures 24/7. Think of the UAV as one more tool in his arsenal. He still can talk to squads and direct them the way he wants with the commander screen, only now, he can in real time tell a squad "nope you're going the wrong way, that a left right now", thus improving over all command/control.

    I honestly think this will only further enhance the coordination between a squad and the CO.


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  17. #1614

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    Re: PR Dev Journal.

    I hope you're right. I just like the current requirement to have units in the area in order to see something.

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  19. #1615

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    Re: PR Dev Journal.

    dont forget tho that the other team will probably have one too, so its not going to make the game any more unbalanced. in fact i think this will add a touch more realism to it

    also from the video's it seems like the UAV only has a limeted FOV so i guess lots of things could be happening outside the veiw of the commander that sill still require infantry on the ground to spot. Also think of the big maps like Kashan and quinling, they have a big playing area so getting the UAV to see all of it isnt going to work. Trust the DEV's to implement this in a fair way

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  21. #1616

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    Re: PR Dev Journal.

    Quote Originally Posted by browna3 View Post
    dont forget tho that the other team will probably have one too, so its not going to make the game any more unbalanced. in fact i think this will add a touch more realism to it

    also from the video's it seems like the UAV only has a limeted FOV so i guess lots of things could be happening outside the veiw of the commander that sill still require infantry on the ground to spot. Also think of the big maps like Kashan and quinling, they have a big playing area so getting the UAV to see all of it isnt going to work. Trust the DEV's to implement this in a fair way
    yep, will make insurgency a little interesting also, but then again... what's not interesting already about insurgency ;}


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  23. #1617


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    Re: PR Dev Journal.

    I wonder if the Javelin could be coded in? It would be cool, could work like a laser guided missile but in a HAT.
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  25. #1618

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    Re: PR Dev Journal.

    Quote Originally Posted by Delta*RandyShugart* View Post
    I wonder if the Javelin could be coded in? It would be cool, could work like a laser guided missile but in a HAT.
    want to say Randy, that the dev's could have the code for the Javelin (ala Combined Arms) but haven't implemented it, as it would not balance well with the other factions, where the US has a Fire/Forget HAT system. Go figure.


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  27. #1619


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    Re: PR Dev Journal.

    Well, considering that Hellfires now go straight out and then drop, I think that the arc of a Javelin could be coded too.

    The only issue would be locks. I think you'd have to make a Javelin able to hit a laze for it to be effective, requiring an officer/spotter to laze something for it.

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  29. #1620

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    Re: PR Dev Journal.

    Quote Originally Posted by Delta*RandyShugart* View Post
    I wonder if the Javelin could be coded in? It would be cool, could work like a laser guided missile but in a HAT.
    Been done:

    [media]http://www.youtube.com/watch?v=x0-97NIHa0E[/media]

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