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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - The MG emplacement is certainly brilliant. The community has been asking for it for a
  1. #271

    kilroy0097's Avatar

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    Re: PR Dev Journal.

    The MG emplacement is certainly brilliant. The community has been asking for it for a long time now and the Devs have figured out how to do it for us. Very much looking forward to using these in the game.

    As for sandbags, they are not useless. I've seen a lot of stupid sandbag placement. Though even when good sandbag placement is done very few people actually use it. I think that's where the misconception comes in. Just because people don't use them does not mean they are useless. It's the players that need to be educated to use cover more effectively. However it does not help at all that crouched you can't fire over the sandbags sometimes and standing you are much too exposed. So they should be tweaked slightly and their texture or model changed as well.
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  3. #272

    Ghost Dog's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by kilroy0097 View Post
    However it does not help at all that crouched you can't fire over the sandbags sometimes and standing you are much too exposed. So they should be tweaked slightly and their texture or model changed as well.
    That 's pretty much the problem... the height needs tweaking.

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  5. #273

    Sabre_Tooth_Tigger's Avatar

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    Re: PR Dev Journal.

    Well yea that cant be easy because the python code or whatever has to decide what height is suitable so your talking about the server being clever which it aint


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

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  7. #274

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    Re: PR Dev Journal.

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    Well yea that cant be easy because the python code or whatever has to decide what height is suitable so your talking about the server being clever which it aint
    Well they could adjust the number of sandbags themselves so that when you stand on the dirt pile under the bags you could crouch and still see over them.



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  9. #275

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    Re: PR Dev Journal.

    Quote Originally Posted by kevlarorc View Post
    Well they could adjust the number of sandbags themselves so that when you stand on the dirt pile under the bags you could crouch and still see over them.
    What I meant .

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  11. #276

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    Re: PR Dev Journal.

    Quote Originally Posted by [R-DEV]AncientMan View Post
    Some work in progress shots of the new loading menu that I have been redesigning over the last couple of days. The pictures pretty much explain everything





    Although, i hear it's "old" news.

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  13. #277

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    Re: PR Dev Journal.

    Looks sweet for a change
    |TG-69th|Kevlar



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  15. #278

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    Re: PR Dev Journal.

    Quote Originally Posted by Ghost Dog View Post
    That 's pretty much the problem... the height needs tweaking.
    In urban maps, they are amazingly useful...especially when they AREN'T built up. This allows you to lay down, have a good lane of fire, and then be able to belly crawl left or right 12 inches to be fully covered. I love it, the hard part is trying to get people NOT to build them up all the way.




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  17. #279

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    Re: PR Dev Journal.

    Quote Originally Posted by imnotacanadian View Post
    In urban maps, they are amazingly useful...especially when they AREN'T built up. This allows you to lay down, have a good lane of fire, and then be able to belly crawl left or right 12 inches to be fully covered. I love it, the hard part is trying to get people NOT to build them up all the way.
    There should be multiple types of sandbags i think.

    Crouching, Standing, and wall sandbags for standing and large walls of cover (but i bet this one isn't possible). I would love to see sandbags work the way they do in Company of Heroes. You place down the start point of the wall and then the end point, god I love those sandbags.
    I wish the razor wire worked the way barbed wire does in CoH too. I can dream can't I?

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  19. #280


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    Re: PR Dev Journal.

    In the .6 beta there was a sandbag WALL as opposed to what we have now.

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  21. #281

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    Re: PR Dev Journal.

    what if we replaced barbed wire with sand bag walls?
    Googol


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  23. #282

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    Re: PR Dev Journal.

    Quote Originally Posted by TheSkudDestroyer View Post
    In the .6 beta there was a sandbag WALL as opposed to what we have now.
    how did it look?

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  25. #283


    Skud's Avatar

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    Re: PR Dev Journal.

    Ugly, like everything was back then. From what I remember all the CO assets and such were so buggy I never thought they'd work out in a real game. the walls got scratched, dunno why. I would assume python is to blame.

    BTW, this was during the first public beta.

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  27. #284

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    Re: PR Dev Journal.

    hehe no more "best sniper" or "best combat" screens anymore

    means more focus on the success of the squad and ultimately the team instead of getting your tag highlighted on one of the loading menus

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  29. #285

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    Re: PR Dev Journal.

    Yeah that's what i was thinking too...but i liked seeing those. What if they could put up new ones like :

    Best suppressors
    sticking together the best
    using voip the most
    sexiest member

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