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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Geometry should always be on HIGH so that you can see enemies sooner.
  1. #166


    Skud's Avatar

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    Re: PR Dev Journal.

    Geometry should always be on HIGH so that you can see enemies sooner.

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  3. #167

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    Re: PR Dev Journal.

    I have 100% view distance (for tanking and seeing enemies sooner) and geometries at medium (so that i can actually use the iron-sights of the .50 cals on jeeps. But thats it, everything else is low or off. Also, how does having geometries high help you see the enemy sooner?
    Googol


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  5. #168


    Skud's Avatar

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    Re: PR Dev Journal.

    Draws objects at a larger distance.

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  7. #169

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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post
    Draws objects at a larger distance.
    I'm talking about the draw distance of undergrowth, and hills.

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  9. #170


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    Re: PR Dev Journal.

    i can see pretty far too, i just hope muttrah city is in the next release, i've been talking about it so much it should automatically be in the next release.....i need moar muttrah!!
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  11. #171

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    Re: PR Dev Journal.

    arr the last time i went on muttrah was testing for .7 it looks a lot different from then, in .7 testing it didnt have any ground textures just white, with a lot of random coloured lines etc, actually thinking on it again i think it was a map underneath that rhino was making his map over

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  13. #172

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    Re: PR Dev Journal.

    Grats on making deputy Skud

    I can see the point of standardising but you will exclude alot of people that way and how the game looks should always be secondary to how it plays out. Tons of people are playing on the family pc and the idea of I need to spend a couple hundred to play a computer game wont wash vs other priorities.
    The guys who turn off shadows even though they have a gtx are muppets anyway and will generally miss the whole idea of the game whatever you do


    geometries at medium (so that i can actually use the iron-sights of the .50 cals on jeeps.
    Works ok on high for me and I use the zoom/sights all the time


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

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  15. #173

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    Re: PR Dev Journal.

    Quote Originally Posted by Sabre_Tooth_Tigger View Post


    Works ok on high for me and I use the zoom/sights all the time
    I meant opposed to low geometries. With low geometries I would get less lag on tree heavy maps (such as Fools Road).
    Googol


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  17. #174


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    Re: PR Dev Journal.

    cluster bombs would be cool......for the A-10's and mig bomber on kashan, it could even be HE Cluster Bombs.....or if its too tricky, just use napalm even though napalm isn't used anymore, but it should be.....i think it would be a cool effect.....though i can see how it might mess with lag and pixel issues......
    maybe also off the map MLRS.....you get it once or 2twice per hour.....the rockets fall apart and then incendiary/cluster pieces fall to the ground for epic destruction
    Randy = Ace ! - Warlab






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  19. #175

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    Re: PR Dev Journal.

    Quote Originally Posted by Delta*RandyShugart* View Post
    cluster bombs would be cool......for the A-10's and mig bomber on kashan, it could even be HE Cluster Bombs.....or if its too tricky, just use napalm even though napalm isn't used anymore, but it should be.....i think it would be a cool effect.....though i can see how it might mess with lag and pixel issues......
    maybe also off the map MLRS.....you get it once or 2twice per hour.....the rockets fall apart and then incendiary/cluster pieces fall to the ground for epic destruction
    The MLRS would be amazing. But I think a new method would have to be devised to call it in. Maybe some kind of Radio/Soflam combination. Have the SL actually be able to use that radio on his back, press 0 or something to pull it out.

    hmmm.....good thinking Randy. I would of never thought of the MLRS for artillery.




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  21. #176

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    Re: PR Dev Journal.

    Would be pretty fun gameplay with an extra commander artillery call in.. Would definitely have to be the limit though..

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  23. #177


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    Re: PR Dev Journal.

    Cluster Bombs are cool and all, but imagine trying to cap a flag like MEC outpost on Kashan when bombers have cluster bombs.

    Not so attractive now is it?

    Every new feature is always carefully weighed against others.

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  25. #178

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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post
    Cluster Bombs are cool and all, but imagine trying to cap a flag like MEC outpost on Kashan when bombers have cluster bombs.

    Not so attractive now is it?

    Every new feature is always carefully weighed against others.
    I agree, every 2 or some odd minutes an A10 would fly over, raining death on your squad. doesn't sound like a very great gameplay idea.
    P.S. Skud, i love your sig.

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  27. #179

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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post
    Cluster Bombs are cool and all, but imagine trying to cap a flag like MEC outpost on Kashan when bombers have cluster bombs.

    Not so attractive now is it?

    Every new feature is always carefully weighed against others.
    Cluster bombs have been proven to not be able to be used online. Something about network issues.. I'm not really technical. I recall hearing it mentioned on the PR forums before. Not to mention the massive lag some users would face everytime just one of the bomblets detonated.

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  29. #180

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    Re: PR Dev Journal.

    Quote Originally Posted by pwn3ge106 View Post
    I agree, every 2 or some odd minutes an A10 would fly over, raining death on your squad. doesn't sound like a very great gameplay idea.
    Sounds like Vanilla... 'cept for the A10 .

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