Basically no more insurgents with BLUFOR H-AT kits... Simply because those insurgents would not have the ability to wield those weapons in RL so allowing them to do so in PR was poor for gameplay, no more rounds ruined by some idiot who took a H-AT into the field, died and switched sides etc etc.Web_cole wrote:One question, what is the specific rationale behind this:
[Changelog] Project Reality v0.95 Features List
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Re: Project Reality 0.95 Features List
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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Re: Project Reality 0.95 Features List
Fair enough, thanks for the prompt response EDIT: And you too Jiggy[R-DEV]Jaymz wrote:no problem, I understand.......
It's likely to be a permanent change. If you take the ground that the enemy lost said special kit on, then you'll deny it for the 5min duration it stays on-site as well as the extra time it takes for the kit to go back into the request pool.
Can't wait
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Re: Project Reality 0.95 Features List
I read this more carefully than my said books xD
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Re: Project Reality 0.95 Features List
Not to mention pretty much all Military Advisors were in favor of locking non-basic kits.
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Re: Project Reality 0.95 Features List
Is the PKM for Russia getting an actual 4x scope now or is still just going to be irons just zoomed in 4x?
Sorry if I missed it, there was a lot to read!
Sorry if I missed it, there was a lot to read!
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Re: Project Reality 0.95 Features List
KIT'S
Updated Pilot kits to have handguns once more.
Dear God.
Updated Pilot kits to have handguns once more.
Dear God.
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....
Been palying PR:ARMA2 since 0.1v beta
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Re: Project Reality 0.95 Features List
nice...lots of new goodie and fixes...got 2 hand it 2 u guys
GOT 2 KEEP THE LUNTICS OFF THE GRASS...
4 more Project Reality movies
http://www.youtube.com/user/hashhead1971
4 more Project Reality movies
http://www.youtube.com/user/hashhead1971
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Re: Project Reality 0.95 Features List
ATM your team lose one ticket the moment you give up (dead-dead). In 0.95 you'll lose it as soon as you're shot, even if you're revived later.-.-Maverick-.- wrote:Explain please? :
At least that's how I understand it.
Many thanks to everyone involved in the making of the best videogaming experience ever !
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Re: Project Reality 0.95 Features List
THE RETURN OF PISTOLS FOR PILOTS! OMFGOMFGOMFGOMFGOMFGOMFGOMFGOMFG
EPIC WIN!
EPIC WIN!
Known as LABANEN3 ingame
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Re: Project Reality 0.95 Features List
JESUS CHRIST!
this is like christmas eve!
this is like christmas eve!
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Re: Project Reality 0.95 Features List
Basically to get people to be a little more careful with their lives, currently you can just rush around and so long as you have a medic at your back you won't cost your team anything. Ideally it'll help with some of the spamminess and put more emphasis on staying alive, plus rounds should be very slightly shorter also.-.-Maverick-.- wrote:Explain please? :
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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Re: Project Reality 0.95 Features List
I can't wait.
Perfect timing, my autumn break begins on friday, so i got plenty of time to check out the new changes.
Happiness
Perfect timing, my autumn break begins on friday, so i got plenty of time to check out the new changes.
Happiness
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Re: Project Reality 0.95 Features List
Orgies beat masturbation hands down. - Staker
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Re: Project Reality 0.95 Features List
AWESOME! Everything. Every change is no less than awesome. That, and of course pretty badass.
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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Re: Project Reality 0.95 Features List
Why?@@?@?!!!?!?!? This is basically making it okay for people with high value kits to run into battle like Rambo. Since that HAT or Sniper kit won't be turned against you. Yet, it doesn't address the problem of losing a kit to the other team, since they'll just cycle the HAT kit every 5minutes. Sure, they can't use it, but neither can your team.Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
It's like giving tickets to the losing team, your just making them suffer longer, prolonging a losing battle. Making the rounds longer and less intense.
So, we're losing the Taliban iron-sighted grenadier kit? So that people have a choice of two different scoped rifles that both fire the same caliber? What's the logic in that? The iron-sighted AK was useful.# Updated Taliban Grenadier Alternative with G3A3 scoped UGL.
# Updated Taliban Marksman Alternative with G3SG1 4x scope.
And no more iron sighted SVD? I'm disappointed.
Great, looks like we're going back to hideouts being few and far between.Replaced shovel with Makarov on unconventional officer kits.
Don't get me wrong, the good changes massively outweigh the bad. And I can't wait for .95. But, I just felt the need to complain about those few changes above. Hopefully someone can enlighten me as to their intended benefits.
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Re: Project Reality 0.95 Features List
Yeah agreed, why? That's one step making jets more vbf2 style by FORCING them to fly low in order to hit stuff.Hitman.2.5 wrote:done what now? :0 why?
I say either implement the CA method of adding TGP to jets carrying LGBs or just have it as the old LGB coding, because FORCING jets to fly low ISN'T realistic NOR good for gameplay. If a team looses their jets to the other teams, it's their fault for sucking and allowing the other team air superiority. You shouldn't be forced to have to fly into AA range just because you want to bomb something, its BS.
Last edited by Andy[EEF] on 2010-10-09 23:01, edited 1 time in total.
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Re: Project Reality 0.95 Features List
@badmojo420:
Answer to the kit lock reasoning is above.
For your worries regarding Taliban Grenadier
http://imgur.com/0pA7h.jpg
Or take a close look at the 0.95 Promo signature
Answer to the kit lock reasoning is above.
For your worries regarding Taliban Grenadier
http://imgur.com/0pA7h.jpg
Or take a close look at the 0.95 Promo signature
- Zrix
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Re: Project Reality 0.95 Features List
I was gonna post my favourite changes, but that would mean copying most of the list.