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#16 (permalink) |
![]() ![]() ![]() Join Date: Jun 2007
Location: Suburban Chicago
Age: 42
Posts: 2,178
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Re: Project Reality v0.7
Wow! These changes seem fantastic! I can't wait to play it!
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#17 (permalink) | |||
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 956
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Re: Project Reality v0.7
Finally lol.
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Not sure what they mean with NO HUD though, but I can't imagine them removing it completely... lets dig in the PR forums and find out what they mean. I like the way Dirtboy brings it though... plain and dry 'NO HUD'. Quote:
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#18 (permalink) | |
![]() Join Date: Aug 2005
Location: Chicago
Age: 34
Posts: 821
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Re: Project Reality v0.7
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As long as we have some way to spawn in friendly area/flags/bases and dont have to start over away from your squad all the way back. The worst games in PR I played is when one side dominates the other and removes all viable spawn points or camp few spawn points. Thats when we see half the people leave. My issue is that its very tricky to balance spawning and not furstrating the hell out of players. I have limited amount of time to play and if I wanted to spend my time walking 90% of the time I would play ARMA. And the No HUD statement seem to be limited HUD and thats fine with me. I just need it for sense of direction thats why no hud scared the hell out of me. I played ARMA and bringing up the compass and map all the time just did not add any realism for me. If I was actually there on the ground I would have a sense of direction but in computer games you have to use a HUD to compensate for lack of direction sense. |
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#19 (permalink) | |
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Join Date: Aug 2007
Posts: 50
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Re: Project Reality v0.7
Sounds great. Guess air insertation will be a two man squad dropping as pilots and making it to the supply drop to get Spec-Ops and Sniper, should be cool.
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As long as they die in one HAT hit they aren't armored much at all and on top of that they are slower then humvees AND require two crewman kits to drive and gun. So I don't see how they will be an effective carrier compared to humvees without changes to the HAT; have it take more shots but slow down engineer repair. Or buffing the APC armor; have one HAT reduce it to red smoking so a LAT fired at the same time will kill it but it is possible for the APC to retreat. I saw the teleportation as a way around the vehicle seat limit, it would be interesting if the APC had its own spawn tickets that had to be resupplied at main but I assume that is hard coded. Another thought is to allow the APC as fulfilling the requirement to drop rally (act like 3 squad members). In this way there are no mobile spawns but the APC can act like troop resupply to a Squad leader with an officer kit. This way the APC could focus on transporting squad leaders and get the effect of transporting more. There would be no reason to ditch the APC because the rallies would be set and it would just help show the enemy where the rallies are. And if the officer and rally are taken out the officer has to get transport back at a bunker or firebase. Seems as much of a shortcut of the APC transporting the squad back to the officer as rally points being a shortcut to travel and aircraft being repaired and rearmed by invisible ground crew. I hope the APC keeps ammo resupply to keep it unique, basic kit requesting off the APC isn't that common outside of the officer kit which is now on spawn list (now even less requesting with everyone spawning on a rally or bunker). I just see the APC being used even more to camp since it doesn't have to survive as a spawn point, and humvees and support trucks being the main way to transport. They all die in one hit so mite as well take the faster one. APC would need more armor if they will be used to drop troops closer to combat. I have one last question. Were medics healing others inside a vehicle removed or was that hard-coded? I can't remember when I last saw it. Don't know if it used up the medic's supplies or if it worked inside humvees. |
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#21 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 636
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Re: Project Reality v0.7
- Anti Tank Anti Air Sniper Spec Ops can only be requested from bunker firebase and mainbase
that will help APCs a bit as it wont be as easy to get a HAT. also HAT has some other changes to make it more difficult to use. I share your concern as well, the APC should be seen as a RELIABLE and DEPENDABLE transport for an infantry squad. right now most infantry squads will look at an APC and all they see is a metal coffin. But I dont think changing the killing power of the HAT is the answer. irl HAT would utterly obliterate any APC, with no chance of survival, so arbitrarily upping the armor value of APCs to unrealistic levels seems like should be a last resort. I would LOVE for the smoke deployment especially on APCs to be much miore useful ,deploying in a VERY large wide arc forward ofthe vehicle, and lasting for a minute or 2. This would give time for an APC to stop, let the infantry hop out and find cover and then retreat back under the cover of smoke. Ammo out of the back of the APC has all kinds of problems (unlimited source, wrecks have ammo, tard players always trying to get to the back of the APC for ammo even though the APC is at risk, players shooting at APCs to come be their ammo bitches, etc). As well it means the problem of dumping the APC in a ditch to be your ammo source and kit request spot will still be prevalent, as well it negates the usefulness of the other new ammo system dynamics were introducing (supply trucks and helicopters required to bring in ammo to extended infantry). medics heal infantry automatically inside vehicles but ONLY if the medic is sitting in a passenger position. medics DO NOT heal infantry outside of a vehicle automatically, but there is a small bug with field dressings. release date: 2007 |
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#22 (permalink) | |||||
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Join Date: Aug 2007
Posts: 50
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Re: Project Reality v0.7
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Don't know if the new spotting system can account for HAT infantry but that is what APC drivers fear the most, and any way to identify and retreat from such dangers soon helps survivable of everyone inside the APC. Are vehicle turrets stabilized? I heard that mentioned on the forums somewhere don't know if you guys are working on it or hit an engine limit. Quote:
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#23 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 636
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Re: Project Reality v0.7
- supply drop is ammo only, its not a request point and it has a finite amount of ammo.
- vehicle turrets are MUCH more stabalized than they were in v0.6 but they still have problems... the main good thing is not much sliding on the terrain anymore (but no promises this is still being tweaked). - medic healing is unlimited yes, they can use the medic bag or inside a vehicle and heal as much as they want with no limit. this is to encourage medic useage and make them valuable to have (no sense in waiting for a medic to heal you for 2 minutes if he can just tard rush and get killed and be back in the fight before the medic can get you to full HP) |
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#24 (permalink) | |||
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Join Date: Aug 2007
Posts: 50
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Re: Project Reality v0.7
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Excited to see the new version. Heard interesting things about attack helicopter changes. |
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#25 (permalink) |
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Join Date: Apr 2007
Location: Milky Way Galaxy
Posts: 586
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Re: Project Reality v0.7
I for one love everything new. I just want at least spec ops to have a parachute. Or have a full blown airborne trooper kit. That would blow my mind. and W00T CANADIANS! Hope we get the leopard 2 tank with it
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#26 (permalink) |
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Join Date: Apr 2007
Location: Engerland!!!
Posts: 29
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Re: Project Reality v0.7
kits....vehicles....spawn points.......
None of that is going to really matter, because somethings changing, changing the entire game system. An attempt to remove lone wolf rambos, prone divers, unfair advantages of attackers. A squad without general playing skills will be wiped out time after time, a squad without voip will not be fully capable. The community might lose a proportion of players as a result though. The lonewolfs, non team players, underage kids, those that can't play for toffee, the vanilla mentality players. And for those in tournies and clan matches, if they train right (start thinking british fire and manouvre system) there will be some incredible firefights going on that will mean that it will be a long time before a new retail game comes out that will be as playable as PR v0.7 |
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#28 (permalink) | |
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Join Date: Aug 2007
Posts: 50
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Re: Project Reality v0.7
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Support trucks should now be important targets for ambush to stop bunker and firebase construction. And since they don't cost tickets, we should be seeing a lot of them. |
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#30 (permalink) | |
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 956
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Re: Project Reality v0.7
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I can't wait to play 0.7, got my new 8800GT last night to replace my broken X1950 Pro. Been away from PR for 5 weeks . |
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