[Gameplay] PR v0.9 Updates

Project Reality announcements and development highlights.
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chuckMFd
Posts: 130
Joined: 2007-11-24 18:17

Re: [Gameplay] PR v0.9 Updates

Post by chuckMFd »

how close/long do you have to be at a firebase to rearm the rally point spawn?
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L33T
Posts: 11
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Re: [Gameplay] PR v0.9 Updates

Post by L33T »

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Bringerof_D
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Re: [Gameplay] PR v0.9 Updates

Post by Bringerof_D »

lol commander's sleeping on the job
USMC scout sniper
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Re: [Gameplay] PR v0.9 Updates

Post by USMC scout sniper »

What up with the LAW rocket?
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Anhkhoa
Posts: 710
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Re: [Gameplay] PR v0.9 Updates

Post by Anhkhoa »

USMC scout sniper wrote:What up with the LAW rocket?
Canadian Rifleman AT. :razz:
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.50 BMG
Posts: 2
Joined: 2010-01-26 05:52

Re: [Gameplay] PR v0.9 Updates

Post by .50 BMG »

Looks good, can't wait to play as a canadian eh! :-D
faolankillaz
Posts: 9
Joined: 2010-01-01 00:17

Re: [Gameplay] PR v0.9 Updates

Post by faolankillaz »

Awesome! i cant wait!
White Rock
Posts: 181
Joined: 2008-07-19 23:04

Re: [Gameplay] PR v0.9 Updates

Post by White Rock »

Just logged in for the first time in over half a year to say that i'm really glad over the changes you've made.

I've been complaining about collaborator spawn times and commander seat since day one they got implemented so it's nice to see them getting rolled back. I thought PR was only gonna evolve into a more punishing game only accessible for people in hardcore clans, but these changes will hopefully bring out the good old public gameplay i really liked about PR without really sacrificing much.


Anyway great to see the good stuff back in, and the other changes are good too.



Can't wait to actually have FUN playing collaborator/commander in 0.9.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: [Gameplay] PR v0.9 Updates

Post by ryan d ale »

Old/repeated and I believe unanswered question here.

Drop kit models/geometry by FIST?

Will they be applied in .9 or not and to all factions or only particular ones?

It's a very nice aesthetic change :)
Last edited by ryan d ale on 2010-01-26 13:03, edited 1 time in total.
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AfterDune
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by AfterDune »

;)


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Gore
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Re: [Gameplay] PR v0.9 Updates

Post by Gore »

Just got a new PSU so my computer don't shut off all the time. Bring on 0.9!
sabwarfare
Posts: 88
Joined: 2009-09-05 07:51

Re: [Gameplay] PR v0.9 Updates

Post by sabwarfare »

why has everything said artillery reloads in 60m when in game it reloads every 30m? now that in .9 it will reload every 40m will that really mean it will reload every 20 minutes?
dbzao
Retired PR Developer
Posts: 9381
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Re: [Gameplay] PR v0.9 Updates

Post by dbzao »

You are mistaken. In 0.87 we have the following reload times:

- Mortars = 30 min
- Artillery = 60 min
- JDAM = 60 min

In 0.9 we will have:

- Mortars = 30 min
- Artillery = 40 min
- JDAM = 60 min

Mortars are usually confused with artillery in 0.87 as their visual effects are very similar, but damages and lengths are different.

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Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: [Gameplay] PR v0.9 Updates

Post by Predator.v2 »

So what is the big point about squad rallys?

Sounds to me like: We kinda "remove" squad rally points, but increase number of fobs and leave the medickit on the ground for 5 mins. How can you exactly make a use out of a rally point, which expires after 60 seconds, only got 1 "charge" and cant be placed within 100 meter of an enemy?

And what exactly are AP riflemen? Just the standard riflemenkit with redpoint/zoom?
Retrospect
Posts: 8
Joined: 2009-04-27 02:50

Re: [Gameplay] PR v0.9 Updates

Post by Retrospect »

I read somewhere that you were considering allowing multiple ordenance per faction. ie.

MEC vs USMC

MEC have Artillery and Mortars

USMC Have JDAM and Artillery

Is this the case or did you decide against it.... or did I just make it up :confused:
motherdear
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by motherdear »

Predator.v2 wrote:So what is the big point about squad rallys?

Sounds to me like: We kinda "remove" squad rally points, but increase number of fobs and leave the medickit on the ground for 5 mins. How can you exactly make a use out of a rally point, which expires after 60 seconds, only got 1 "charge" and cant be placed within 100 meter of an enemy?

And what exactly are AP riflemen? Just the standard riflemenkit with redpoint/zoom?
look at the kit icon.
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and the idea behind the rally point is that groups behind enemy lines can regroup a bit (say on kashan) instead of walking from main base. makes it a bit easier to regroup but still makes the fb's important
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Technoelite
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Re: [Gameplay] PR v0.9 Updates

Post by Technoelite »

yes well said and now it down to the players, but oh well
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Jaymz
Retired PR Developer
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Re: [Gameplay] PR v0.9 Updates

Post by Jaymz »

Predator.v2 wrote:So what is the big point about squad rallys?

Sounds to me like: We kinda "remove" squad rally points, but increase number of fobs and leave the medickit on the ground for 5 mins. How can you exactly make a use out of a rally point, which expires after 60 seconds, only got 1 "charge" and cant be placed within 100 meter of an enemy?
Rallies are now limited and are only useful for,

1. New players who join your squad and want to spawn with you
2. Retreating and regrouping in a safe location

Forward Outposts are now the lifeline of a team in PR. Just like we all relied on Rally Points when SL spawning was removed, so shall we rely on Forward Outposts with limited RP's.
Predator.v2 wrote: And what exactly are AP riflemen? Just the standard riflemenkit with redpoint/zoom?
Standard rifleman with 2 x command detonated claymores. A maximum of 4 can be placed simultaneously.
Retrospect wrote:I read somewhere that you were considering allowing multiple ordenance per faction. ie.

MEC vs USMC

MEC have Artillery and Mortars

USMC Have JDAM and Artillery

Is this the case or did you decide against it.... or did I just make it up :confused:
This wont make 0.9. We will look into it for another release.
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Kirra
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Joined: 2009-01-22 18:24

Re: [Gameplay] PR v0.9 Updates

Post by Kirra »

How many claymores will we be able to place?
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