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Old 12-20-2007, 05:48 AM   #31 (permalink)
 
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Re: Project Reality v0.7

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Originally Posted by Dirtboy View Post
The only thing that I am not fond of is the "No SL" spawning. This will be an incredible headache for me because I will now have to rework my ENTIRE strategy.
Yes, the delay spawn tactic is out. This kind of bums me out too, but I guess I'll have to get used to it.

Whenever I'm SL, I'll set a RP, then move into position closer to the cap zone but allow the sm's to clear out most of the threat before I get on the grey. I don't always require the sm's to spawn on me, sometimes we have to use a few guys to flank. However if the rp has been destroyed before the grey....
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Old 12-20-2007, 11:48 AM   #32 (permalink)
 
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Wink Re: Project Reality v0.7

ok
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Old 12-20-2007, 04:26 PM   #33 (permalink)


 
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Re: Project Reality v0.7

The one change that would help tremendously, and has been mentioned before, is to change the delay to start the round to a time like 3 minutes. I know this has nothing to do with the mod itself and can be configured via BF2CC or other config files. With the inability to delay spawn on the SL, there is going to have to be some serious organization taking place before the round starts, and we will need the time for the commander to get assigned and lay out his plan to the SLs before the round commences.

Otherwise, yesterday is not soon enough for the release
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Old 12-20-2007, 04:52 PM   #34 (permalink)
 
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Re: Project Reality v0.7

There will most likely be enough vehicles for all troops to get off from their main bases providing idiots don't run off in them on their own. Don't forget, the team doesn't make changes without thinking balance!
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Old 12-21-2007, 06:46 PM   #35 (permalink)
 
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Re: Project Reality v0.7

Quote:
Originally Posted by Dirtboy View Post
The only thing that I am not fond of is the "No SL" spawning. This will be an incredible headache for me because I will now have to rework my ENTIRE strategy.
It's true. 99% of the time I want my squad to spawn is ON ME.

Lethality is going up and up.

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Originally Posted by [R-PUB]MrD View Post
There will most likely be enough vehicles for all troops to get off from their main bases providing idiots don't run off in them on their own. Don't forget, the team doesn't make changes without thinking balance!
Even on PW night's we have some terrible players. You're too idealistic with that statement.

A couple of questions:

1. RP ammo was gone for a couple months, then came back. Why not just limit the ammo like you are with supply crates?
2. What exactly are the benefits of the new SF Kit? Flashbangs and better binocs wont mean I'll want it in an infantry squad. With the M16A4 having Auto, why bother with a weaker weapon?
3. "Easter Eggs" have been removed, so I've heard. I reacted negatively at first. Ever planning on putting other pick up "Easter Eggs" back in the game?
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Old 12-21-2007, 07:46 PM   #36 (permalink)
 
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Re: Project Reality v0.7

Deserted Humvees are going to be dangerous for team logistics. Going to need dedicated drivers like we have dedicated transport pilots, really wish there was a "in-vehicle VOIP or chat". I'll try playing as medical rescue vehicle as a one-man squad medic with a humvee when the next version comes out. Too bad we always have to rely on the commander to relay wayponts.
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Old 12-21-2007, 09:03 PM   #37 (permalink)
 
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Re: Project Reality v0.7

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Originally Posted by TheSkudDestroyer View Post
A couple of questions:
1. RP ammo was gone for a couple months, then came back. Why not just limit the ammo like you are with supply crates?
2. What exactly are the benefits of the new SF Kit? Flashbangs and better binocs wont mean I'll want it in an infantry squad. With the M16A4 having Auto, why bother with a weaker weapon?
3. "Easter Eggs" have been removed, so I've heard. I reacted negatively at first. Ever planning on putting other pick up "Easter Eggs" back in the game?
1. Numerous reasons. Too many to list actually.

2. M16A4 is not a fully auto weapon. It's semi/burst. The new SF kit is not intended to be in infantry squads. in fact, we've always stated quite the opposite. That said, they do have several additions to make them more teamwork orientated and a hell of a lot more realistic.

3. Easter eggs just meant stupid little kits like the 50cal and dual uzis.

Quote:
Originally Posted by TheSkudDestroyer View Post
99% of the time I want my squad to spawn is ON ME.
And now you'll have to fall back to the RP to regroup. Or hold and wait for them.

Quote:
Originally Posted by RedBane
I have limited amount of time to play
Reality impies complexity and consumption of time. That's just the way it is.
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Old 12-22-2007, 01:47 PM   #38 (permalink)
 
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Re: Project Reality v0.7

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Originally Posted by [R-Dev]Jaymz View Post
3. Easter eggs just meant stupid little kits like the 50cal and dual uzis.
I guess a Barret is stupid.... I always loved it though.
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Old 12-22-2007, 04:55 PM   #39 (permalink)
 
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Re: Project Reality v0.7

Quote:
Originally Posted by TheSkudDestroyer View Post
1. RP ammo was gone for a couple months, then came back. Why not just limit the ammo like you are with supply crates?
2. What exactly are the benefits of the new SF Kit? Flashbangs and better binocs wont mean I'll want it in an infantry squad. With the M16A4 having Auto, why bother with a weaker weapon?
3. "Easter Eggs" have been removed, so I've heard. I reacted negatively at first. Ever planning on putting other pick up "Easter Eggs" back in the game?

I'm going to be a lot simpler about this than the previous 'official' answer.

Computer programming is about ones and noughts. On their own they do simplistic things. With v0.7 so many things have changed that the entire feel and gameplay is different. You will be fighting differently on the battlefield. The game is not merely a number advancement, but a whole new feeling on the path towards ultimate build v1.0. You cannot merely think in v0.6 terms and how each individual change is going to affect your gaming.

Votings up for ModDB again and I wish we had v0.7 out now or last week as the impact would be great on everyones gaming nights!
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Old 12-23-2007, 07:50 PM   #40 (permalink)
 
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Re: Project Reality v0.7

This mod is as good as it gets people,,,,I ve been playing online games since Doom an Duke Nukem starting on a 14.4 modem ,,using Kali to hook up with one other online player ......Some times really late at night we could get 3 players in a game of Duke ... So when i say this is as good as it gets i know ,,Team work is the name of the game with this mod ....It s all about the sq leaders and how well you follow there orders ... Because if the sq leaders have a good commander and are following his orders ,,,, there is no end to the fun ...You heart will never pound so hard... Making this game not only mod of the year ,,, but the mold for team based games to come ...And from the look of the changes in v.7,,, it just keeps getting better......... BostonBob "always reload"
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Old 12-23-2007, 11:46 PM   #41 (permalink)
 
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Re: Project Reality v0.7

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Originally Posted by [R-Dev]Jaymz View Post
3. Easter eggs just meant stupid little kits like the 50cal and dual uzis.
I just thought the 50 was fun. I don't spend time mourning it's loss.

But is the problem with RP ammo technical or realism related?
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Old 12-24-2007, 05:07 AM   #42 (permalink)
 
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Re: Project Reality v0.7

If Project Reality failed to keep it realism, then I swear that I'm going to create my own Realism mod.
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Old 12-24-2007, 05:46 PM   #43 (permalink)
 
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Re: Project Reality v0.7

Every single change we make is geared towards relative realism. Trust us =)
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Old 12-24-2007, 08:48 PM   #44 (permalink)
 
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Re: Project Reality v0.7

I read about the Attack chopper LGM. But something doesn't click for me, can someone give me more of an idea on how that works.
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Old 12-24-2007, 11:23 PM   #45 (permalink)
 
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Re: Project Reality v0.7

They can be wire guided (like TOWS) or can aquire laser designated targets from troops on ground. We tried to make it so the gunner paints the target (as in RL) but it was far too buggy.
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