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08-27-2008, 04:44 PM #661
- Join Date
- Jan 2008
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- West Vancouver, BC
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Re: PR Dev Journal.
Ahh, that makes more sense, Zao.

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08-27-2008, 09:59 PM #662
Re: PR Dev Journal.
Well, its time for this thread to go down to the bottom for now. With the release of 0.8, I think we will be busy with the new stuff to look forward to .85.
*Salutes thread*
So long, dev journal. You shall be missed.|TG-XV| Waldo_II
Violence doesn't solve anything.
Exceptions for: Slavery, dictatorship, communism, genocide, oppression, evil/racist/hateful regimes bent on world domination...
"If you take a step towards freedom, it'll take two steps towards you." - Tom Morello




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08-27-2008, 10:00 PM #663
- Join Date
- Jan 2008
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- West Vancouver, BC
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Re: PR Dev Journal.
It'll come back.

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08-27-2008, 10:17 PM #664
Re: PR Dev Journal.
*salutes* Try to keep it updated on things devs leak...

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08-28-2008, 01:36 AM #665
Re: PR Dev Journal.
Sure, but isnt there another thread - Stuff you can do in the new version but didnt realise
http://www.realitymod.com/forum/f196...ap-ramiel.html
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08-28-2008, 02:24 AM #666
- Join Date
- Mar 2007
- Location
- Edmonton, Canada
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- 191
Re: PR Dev Journal.
Checked out the changelog... I just noticed the new asset deployment and rally point rules. Using the supply crates for building instead of the trucks should be neat, but the whole "overrun" mechanic on the rally points is going to be really interesting. It'll certainly get rid of the battles being fought from the rally points themselves...
Damnit, Saturday can't come soon enough.
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08-28-2008, 03:58 AM #667
Re: PR Dev Journal.
I was hoping for more than 5 new maps, but I have to admit each one of them looks amazing. Any word on Basrah and the other insurgency map (can't remember name right now)? Have they been fixed and will they be included in 0.8?
Can't believe I 'm spending the weekend in the Ardennes... I had a feeling they would do this.
Gameplay changes in 0.8 (from the manual):
- 3 new game modes: Command & Control, Skirmish and Training
- Critically wounded soldiers can be revived for up to two minutes. They can use the “Give up” button on the Caps-Lock map to opt out of waiting for a medic
- Medics can now resuscitate downed soldiers which untangles them from the
ground. This is useful to make sure the epipen will do it's job - Insurgents can build hideouts to spawn at
- Regular armies and the militia can deploy a heavy machine gun emplacement
- The spotting system has been overhauled. Automatic spotting is practically gone. Squad leaders can send a contact report to the commander. The commander can confirm those reports and place markers on the map to warn the rest of the team
- Artillery and mortars have been added to the list of possible area attacks
- Pistols & SMGs do not suppress other players. Shots also need to travel some distance before they have a suppression effect
- Weapons need to be reloaded manually
- Bunkers & Fire bases do not resupply soldiers and vehicles anymore
- Deployable assets can be placed without permission if no commander is on the team
- Rally points can be placed anywhere. They are overrun and destroyed if 3 enemies get close to them or if 6 squad members die in their vincinity
- Grenade launchers need to be fired at targets at least 30-40m from the shooter or the grenade will not detonate
- All factions have a command post which is enterable by the commander. The commander can only use his map while inside the post.
- The enemy tickets are not displayed
- The main gun in any armored vehicle has a 30s usage delay
- Soldiers start to bleed out when their health drops below 75%
- Civilian collaborators will always respawn after 2 minutes regardless of how they died
- Insurgents can be arrested using the restrainer or the shotgun
- Insurgents need to defend at least 3 out of 12 weapons caches
- Capturing a control point takes at least 3 men
- Limited kits have been reduced in number and are only reallocated every 10 minutes
- Light machine guns can be used in deployed and undeployed modes. When deployed they can only be fired while prone but are very accurate
- Deploying bunkers & fire bases does require 2 supply crates. A supply truck is not needed. Other assets just need to be build close enough to a forward
outpost and do not require any supplies
WOW
- No more ammo from bunkers and firebases? Makes no sense to me... tanks on Kashan will have to go ALL the way back to main for ammo, don't really like this change.
- I have a feeling that we won't see many commanders, how many people like sitting back at main for 2 hours? I only do this when I have a very good team to work with and this rarely happens.
- Get those field dressings ready... bleed starts below 75%.
- What 's that restrainer to arrest insurgents? any info on this?
- Enemy tickets not displayed... no more stalemates??

I 'm sure it 'll all work out fine just like the previous versions, but some of the changes sound really harsh.
Edit:
If you don't feel like reading the entire manual to look for all the changes, I made a list of all changes that aren't mentioned above (note the bold parts):
- While holding a mine the primary commo rose can be used to place a red warning marker on the team's map. Placing a new Marker will delete the old one. The commander also can place and delete this marker
- A temporary spawn time penalty which only affects the next time you die (stacking up to 5 minutes) is added by these actions:
○ Teamkill: 15 seconds per TK
○ Suicide: 30 seconds (90s for civilians)
○ Civilian killed: 120 seconds per civilian (max. 5 minutes)
○ Own weapons cache destroyed: 300 seconds (also -100 score) - Anti-tank mines and trip flares will arm themselves 15 seconds after placement - think this was 5 seconds before
- The Combat Engineer carries an assault rifle with iron sights, a shotgun loaded with slugs, a tripflare, an anti-tank mine, a wrench and a shovel. On some maps the mine is replaced by a grappling hook
- The Militia Medic comes equipped with the PPSh-41 submachine gun, and some smoke grenades. Healing and reviving works as with the regular medic - Militia gets to revive

- The Insurgent carries the AK-47 rifle, one RKG-3 anti-tank grenade, a shovel, a pair of binoculars and some extra ammunition in a bag, which he can drop
- The civilian Collaborator is unarmed. His only way to attack others is by throwing rocks at them. He can drop a few field dressings for his friends and repair vehicles with his wrench. He can also help others access high places with his grappling hook. He can use his cellphone to call in mortar strikes. Coalition players must not shoot civilians or face punishment
- As more intelligence is gathered red diamond markers appear on the map showing the rough area of the weapons caches (they may be up to 140m from the marker)
- Insurgents start with 100 tickets and lose 10 for each destroyed weapons cache. This is the only way for the insurgents to lose tickets.
- On sniper rifles, the "switch fire mode" key (Default 3) can be used to activate a breathing sound. This simulates breath control and gives you an audio cue for when your accuracy will be at its maximum. Holding down the fire button after shooting will allow you to track your shot before rebolting the rifle
- If you use an officer kit containing a signal grenade, you can access it with the 9 key
- If 3 enemies are very close to the rally point (about 50m) or if 6 squad members die in this radius, then the rally has been overrun and will also be destroyed. Once destroyed, the squad can't place a new rally point for 2 minutes
- Deployable MG 's, AA, razorwire and sandbags must be constructed within 200m of a forward outpost
- Deployable assets can be wrecked (rendering them useless) and destroyed by further damaging the wreck. Knifing the radio twice will damage forward outposts enough to make them collapse within a short time.
- Supply trucks can unload two supply crates which can be dropped by the driver by using the alternate fire key.
Last edited by Ghost Dog; 08-28-2008 at 08:35 AM.
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08-28-2008, 06:12 AM #668
Re: PR Dev Journal.
Insurgency maps have been fixed.

Looking forward to seeing Operation Archer on TG...
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08-28-2008, 08:28 AM #669
Re: PR Dev Journal.
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08-28-2008, 09:15 AM #670
RKG-3 hand grenade Navy.
[media]http://upload.wikimedia.org/wikipedia/commons/c/c9/RKG-3_hand_grenade_Navy.jpg[/media]
Sounds cool doesn't it
Originally Posted by Wikipedia
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08-28-2008, 10:02 AM #671
Re: PR Dev Journal.
How much damage will these grenades do against an average apc?
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08-28-2008, 10:14 AM #672
Re: PR Dev Journal.
A great set of changes but my euphoria will be some what dampened if my squad or fireteam cant always jump into the mix with a LMG and a GL. There was only just enough LMGs to go around a full 32 player team in 0.7, 5 to be exact.
I really do need alittle more faith dont i...so ill trust you DEvs that you just "skimped" instead on on the snipers, AAs, HATs, LATs, Marksmen, SLs (lol), Pilots and Crewmen kits. : )
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08-28-2008, 10:28 AM #673
- Join Date
- Apr 2007
- Location
- Norway
- Age
- 35
- Posts
- 5,666
Re: PR Dev Journal.
The new kit limits will make us value our lives more and that means better teamwork!













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08-28-2008, 10:33 AM #674
Re: PR Dev Journal.
Pretty cool stuff, this map looks like it will be alot better than Basrah in my opinion.
Originally Posted by OkitaMakoto
Here is a link to the official update so you can see the pics: http://www.realitymod.com/forum/f196...ap-ramiel.htmlGoogol








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08-28-2008, 11:10 AM #675
Re: PR Dev Journal.
God do I hear you there. I hope they haven't gone this way again. This is my number one problem in the current version. Kits fly all over the place and there are to many rules so that you cannot get a good squad loadout. It is very rare to be able to request all the kits you need. It seems that the little details on guns and choppers etc are more important then what weapons your squad consist of. I'd rather have a 10 minute respawn on people then on automatic rifleman kits. Let's hope they were sharp enough to only do the 10 min for the kiddie-kits. Also need more faith
.
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