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06-19-2007, 08:34 PM #16
Re: PR 0.606 BETA to be released this week (16th June)
Think I might wait till the official release is out and TG's server is doing better.

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06-20-2007, 08:18 AM #17
Re: PR 0.606 BETA to be released this week (16th June)
Well Im trying to do screenshots and stuff so we arent all noobs again when its released. There is alot of changes, biggest is probably theres only 4 spawnable classes now rifle, medic, engineer, spec ops. Everything else is limited
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06-20-2007, 12:54 PM #18
Re: PR 0.606 BETA to be released this week (16th June)
Very big update today with new timeline and a MASSIVE changelog:
0606 RC1 Build Update
The changelog is out and it is huge. I took me about 15 mins to get through it. A lot of it seems to be based on feedback from the community. There are too many features to point out in-depth, but here are some really interesting things I found:
Here is the full changelog:HUD: added compass to general player HUD
PYTHON: Removed the 2 min rule when joining a squad for the first time in a round. Only the next switches will check for the 2 min interval.
KITS: added ammo kits and ammo ability to Support classes
WEAPONS: changed Ammo Kits to work like Medic Kits. You must now hold down the fire button when an ammo kit is equipped in order to give ammo to other players
SOUNDS: Removed any voice to sound for just the enemy forces spotted when you don't spot anything, just leave the ?
SOUNDS: added radio chatter to Rally Points; needs testing
PR v0.606 RC1 Open Beta Changelog|TG| LoyalGuard
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06-20-2007, 01:01 PM #19
Re: PR 0.606 BETA to be released this week (16th June)
wow big changes again!
So ammo bags cant be dropped now, that is big and less radio spam is really great.
One of my pet hates about bf2 is the commander saying enemy spotted 30 times in a row ad infintium and pr is getting rid of crap like this pretty nicely
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06-20-2007, 02:38 PM #20
Re: PR 0.606 BETA to be released this week (16th June)
Interesting from a tactical point of view.MATERIALS: set Crewman Wrench to NOT disarm mines or repair bridges
Great stuff again.PYTHON: Added deployable razorwire to the commander code (needs testing)
PYTHON: Added a jeep spawn to bunker and firebases (needs testing)
One other thing I think I saw is that you will gain !!! tickets for building a bunker on a flag. Just like in many new RTS games. Finally a reward for map control. This is somewhat like bleed. I wonder whether the games will end though
.
What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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06-20-2007, 02:53 PM #21
Re: PR 0.606 BETA to be released this week (16th June)
Interesting stuff I think will alter gameplay:
HUD: added compass to general player HUD
HUD: added distinct icons for support trucks, light helos and attack jets
HUD: blocked highest level of commander zoom
HUD: removed 2D warning icon from HUD for close to mines. The 3D HUD
marker over the mine will still show.
KITS: Added 2 x Flashbangs to Grenadier and Officer kits. These are bound
to the #6 key.
MATERIALS: increased most weapon damages versus light helicopters;
increased small arms damage against light helicopters considerably
MATERIALS: set Crewman Wrench to NOT disarm mines or repair bridges
PYTHON: Updated jeeps that spawn at bunkers and firebases to be 1 each 10
min.
PYTHON: Added deployable razorwire to the commander code (needs testing)
PYTHON: Removed the 2 min rule when joining a squad for the first time in
a round. Only the next switches will check for the 2 min interval
SOUNDS: Updated gogogo and followme outside vehicles to play for local
team and enemies instead of just local team.
VEHICLES: added spawn points to Commander Trucks for all factions
VEHICLES: Lowered the tank cmdr camera position to be closer to the tank.
VEHICLES: minor tweak to attack helo rocket firing to try and improve full
auto function
VEHICLES: reduction in Warrior Hitpoints
WEAPONS: adjusted Hellfire missile speeds to slow them down for more
control.
WEAPONS: attempt to get Officer's Pickup Smoke icon to show on minimap for
only friendlies and not to the enemy.
WEAPONS: attempt to set SRAW and ERYX to NOT send a vehicle lock warning
tone
WEAPONS: boosted ammo supply amount available at all rally points [Good!,
it was giving 1 single rocket before being exhausted]!
WEAPONS: Fixed Mosin Nagant damages to SVD damages
WEAPONS: fixed throw stone animation from spearhead.
WEAPONS: increased distance at which HAT and LAT projectiles begin to lose
energy and reduced energy dissipation by making the in damage distance
very long (realistic setting to about 3.7km for HAT).
WEAPONS: increased HAT effectiveness versus tank armor
WEAPONS: Set HAT delay to use and reload delay to 15s (was 20)
WEAPONS: very slight reduction in new Mosin damage values to reflect the older round used by the Mosin in comparison to the Dragunov
Ive forgotten to report the lack of AA sounds on the handheld and other stuff I completely forgotten now
Totally, blowing a bridge will mean something now though engineer class will be much more common next ver since its only 1 of 4 available out in the field.
Other then that, the commander not having extreme zoom anymore is a big change especially to a serious game. Should please the stealth fanatics
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06-20-2007, 03:18 PM #22
Re: PR 0.606 BETA to be released this week (16th June)
Well, our Co assist squads will be much more useful now Al.


Community, not corporation!
TG-Irr BetterDeadThanRe(D)
Xfire-BetterDeadThanRed1
Irregs PR CO
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06-20-2007, 05:47 PM #23
Re: PR 0.606 BETA to be released this week (16th June)
Huuuge and awesome changelist, can't wait to try RC1 out!
I already find it hard to go back to 0.5
.
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06-20-2007, 05:55 PM #24
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06-20-2007, 06:51 PM #25
Re: PR 0.606 BETA to be released this week (16th June)
Sigh.....
I guess I will have to wait another few months before I can fly the Harrier/Osprey/Eurofighter or drive a challenger.
Oh, and while digging through the client objects file in the beta, I came accross a B61 nuke......
.....they are planning something, but what?

Community, not corporation!
TG-Irr BetterDeadThanRe(D)
Xfire-BetterDeadThanRed1
Irregs PR CO
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06-20-2007, 07:18 PM #26
Re: PR 0.606 BETA to be released this week (16th June)
|TG-Irr|
Irregulars Intelligence Officer

ACE Online Gears:
Ikill4aliving - 80 M-Gear
Ikill_BG - 70 B-Gear
Ikill4alivinz - 51 A-Gear
Love2Fail - 61 I-Gear






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06-20-2007, 09:42 PM #27
Re: PR 0.606 BETA to be released this week (16th June)
Haha, stop pulling the game files apart to find things that will only torture you

The new build has new stuff in it, not all the new stuff on offer naturally. Whilst the build process works through its numbers there will be things added and played with and tweaked to death until they finally work, some do, some don't. They aren't ripped out of the installer just yet because they might suddenly start working.
As you have probably noticed, PR is part of the BSS group and objects and ideas re shared between the various mods freely or otherwise. Some things have unbalanced gameplay, or upset other functions in the game and .................................................. .............................................
syntax error.....
cannot compute................
said too much already......................
just get back to the gaming and enjoy the excitement of the stuff that is in the builds, when those builds are released, rather than torture yourself like with FH2
We have a fairly fast build releasing schedule thankgod.
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06-20-2007, 10:32 PM #28
Re: PR 0.606 BETA to be released this week (16th June)
Could we all agree on a particular night or two a week, and a time range beneficial to both u.s. and european players, where we all try to show up and populate the .6 server when possible? (Sorta like password night without a password)
I've watched it sit mostly unused and I've thought about how it's a waste of TG resources, and how it's a shame that we aren't taking a more active part in the PR beta process by trying to populate the server.
Personaly I'm at the point where I'd prefer to play .6 more than .5 and there are some tactics I'd like to work on.
I agree they were some fun rounds on the DVB servers, and those guys seem pretty cool.


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06-20-2007, 11:51 PM #29
Re: PR 0.606 BETA to be released this week (16th June)
I'm loving that changelog so far!
GG .6 devs!
Being caught by commanders sneaking around has always been a complaint...I cant wait to infiltrate.
And the bridges...ohhhh thats gonna rock. I love sabateur work.
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06-21-2007, 03:19 AM #30
Re: PR 0.606 BETA to be released this week (16th June)
I agree, i havent seen a whole lot of TGers other than me, Al, Loyal, BetterDead, and Skud and Lithium on occasion. Me, Al, and Cuban had some fun on the beta earlier on Assault on Mestia. We were capping the storage depot flag in a certain, well, unnacceptable way, the British had no idea what was in store for them, lets just say, 3 TGers can hold off half a team in that flag.

Us 3 held off at least 2 full squads of guysLast edited by ikill4aliving; 06-21-2007 at 03:27 AM. Reason: added pic
|TG-Irr|
Irregulars Intelligence Officer

ACE Online Gears:
Ikill4aliving - 80 M-Gear
Ikill_BG - 70 B-Gear
Ikill4alivinz - 51 A-Gear
Love2Fail - 61 I-Gear






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