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Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 01:51
by chuckMFd
how close/long do you have to be at a firebase to rearm the rally point spawn?
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 02:19
by L33T
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 02:51
by Bringerof_D
lol commander's sleeping on the job
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 03:55
by USMC scout sniper
What up with the LAW rocket?
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 04:17
by Anhkhoa
USMC scout sniper wrote:What up with the LAW rocket?
Canadian Rifleman AT.
![Razz :razz:](./images/smilies/icon_razz.gif)
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 06:06
by .50 BMG
Looks good, can't wait to play as a canadian eh!
![Very Happy :-D](./images/smilies/icon_e_biggrin.gif)
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 10:17
by faolankillaz
Awesome! i cant wait!
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 12:57
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.
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:03
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
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:12
by AfterDune
1234567
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:26
by Gore
Just got a new PSU so my computer don't shut off all the time. Bring on 0.9!
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:33
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?
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:49
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.
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 13:59
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?
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 14:02
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 :confused:](./images/smilies/imported_confused.gif)
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 14:03
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.
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
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 14:16
by Technoelite
yes well said and now it down to the players, but oh well
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 15:12
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
This wont make 0.9. We will look into it for another release.
Re: [Gameplay] PR v0.9 Updates
Posted: 2010-01-26 15:13
by Kirra
How many claymores will we be able to place?