Page 12 of 15

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:13
by google
'Sgt.Desert Tiger[TR wrote:;1253384']"Changed faction name for Chechen Militia to Militia"

WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!

They are Chechens so you must call them Chechen Militia!!!

"REALİTY"? if you want reality you must begin with give true name to factions.
It allows for other scenarios, such as brits for militia. This is all because people like you prefer strict storylines over diversified gameplay.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:22
by Sgt.Desert Tiger[TR]
İn russian maps they must called as Chechens.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:23
by Snazz
'Sgt.Desert Tiger[TR wrote:;1253384']"Changed faction name for Chechen Militia to Militia"

WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!
Because a generic militia faction is far more versatile than one identified as specifically Chechen, hence we can have both Russia and GB fighting them in various places.
'Sgt.Desert Tiger[TR wrote:;1253384']They are Chechens so you must call them Chechen Militia!!!
Actually they were originally called Militia, they were renamed to Chechens in 0.85 when Russia was introduced.
'Sgt.Desert Tiger[TR wrote:;1253384']"REALİTY"? if you want reality you must begin with give true name to factions.
If you want reality you have to look away from your screen.

The mod started off simply making BF2 relatively-more-realistic, the working title 'Project Reality' has just been kept for lack of a better name that people can identify.

Because PR kept fictional generic factions like MEC and Insurgents it's always made concessions to realism in that aspect. Which saves development time and allows for more varied scenarios.
'Sgt.Desert Tiger[TR wrote:;1253406']İn russian maps they must called as Chechens.
No, it's pointless giving the same faction two different names.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:27
by Sgt.Desert Tiger[TR]
"Actually they were originally called Militia, they were renamed to Chechens in 0.85 when Russia was introduced."

I know that.They can use Chechens name in russian maps instead of Militia and its not pointless.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:29
by Rudd
None specific names give more scope for creativity. the faction can be realistic without actually being real, case in point is the MEC team

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:34
by Snazz
'Sgt.Desert Tiger[TR wrote:;1253413']I know that.
Then why are you insisting that they be identified as Chechen?
What is specifically Chechen about them?
Why can't they be any random Eastern European militia?
'Sgt.Desert Tiger[TR wrote:;1253413']They can use Chechens name in russian maps instead of Militia and its not pointless.
Not saying they couldn't, just saying it wouldn't be worth doing.

What's the point in over-complicating a single faction by giving it two different identities?

It doesn't matter that Russia is fighting a generic militia in PR, they're fighting the US, Canada and Israel as well if you didn't notice. A lot of the scenarios in PR are fictional.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 20:48
by Adetter
Since their Militas,doesnt mean their Checens,maybe PR made them non Chechen,maybe their just became Militas in Russian area in 0.9

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 21:05
by SilentWarrior
Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle
Say they can actually put all the AAs they can, where do we fly? Can you give us tunnels?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 22:01
by Amok@ndy
you can fly in a tunnel ? :) needs to be a big one :P

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-03 22:25
by AnRK
[R-DEV]fuzzhead wrote:Helicopters having lots of HP to survive crash has been in the build since v0.85 afaik....

its just the water damage changed in v0.9
Ah fair enough, I don't recall it being mentioned before in any of the changelogs that's all.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 00:30
by Drop_Deadx
Oh. Miiiiiiiiiiii. Gawd!

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 02:08
by SgtBragg
im very excited for the 0.9! but no muttrah city? thats a very popular map, im surprised its done! why not just change the mec to a different faction?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 02:14
by Snazz
SgtBragg wrote:no muttrah city?
Muttrah City wasn't removed, it just hasn't been changed. Hence it's not mentioned on the changelog.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 02:37
by SgtBragg
Snazz wrote:Muttrah City wasn't removed, it just hasn't been changed. Hence it's not mentioned on the changelog.
thank you!

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 02:46
by T.Nightingale
So Artillery doesn't destroy ammo caches now?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 02:52
by LiquidWatch
hmm.. so was the explosion of the apc in the trailer with the hamas soldier a pipebomb or IED you see in PR..or are they the same in 0.9?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 03:40
by Rapier
Quick question, please, please, PLEASE, tell me that the co-pilot in a Chinook can open the back entry way, similar to the Merlin on Basrah in .75? :( PLEASE!! I miss that.

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 04:05
by mosinmatt
I never fly. But I would like to see choppers be able to survive being shot down more. Obviously crashign head first so destroy it and all.

One thing I am wondering. The ROE for unarmed kits (like the pilot) are the same as the collaborator, right?
Well, does that mean insurgents are not allowed to shoot a pilot outside of the ROE?

Re: [Changelog] PR v0.9 Features

Posted: 2010-02-04 05:31
by Meza82
i hope this is not a stupid question: why change name from "Chechen militia" to "militia"? i like playing as the Chechens, they a real fighting force and are hardcore