[Gameplay] PR v0.9 Updates

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SovSniper
Posts: 16
Joined: 2010-01-28 02:43

Re: [Gameplay] PR v0.9 Updates

Post by SovSniper »

Aight Im serious about this. The Russian troops need to be wearing the SPHERA helmet. no joke. Or the MASKA for spec troops! PLEASEEEEEEEE!!!!!!!!!!!!!!!!!
alec89
Posts: 436
Joined: 2009-09-28 06:33

Re: [Gameplay] PR v0.9 Updates

Post by alec89 »

Hey SovSniper, didnt you play on fallujah west like 2 hours ago? We were in same squad and you got disconnected, lol. I was lucky_strike|8919. So I see you got your PR working, gj.
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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Stealth Clobber wrote:You know this raises a interesting question/fact.

With the new drop kit ability, an insurgent could just switch kits with a civilian on the fly, kinda like him dropping his weapon in RL.

<3 0.9

If I remember reading correctly, if a civilian has used an epipen, or resuscitate hands in the last 60 seconds, or used a vehicle, crew weapon, or had any weapon (like another kit) he is a free target for 60 seconds.
So you will not be able to throw down your kit and just throw up you hands.

On another not, does the ins kit switch to a civilian kit when an INS drops a kit? What about the blufor?
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Gameplay] PR v0.9 Updates

Post by Rissien »

mosinmatt wrote:If I remember reading correctly, if a civilian has used an epipen, or resuscitate hands in the last 60 seconds, or used a vehicle, crew weapon, or had any weapon (like another kit) he is a free target for 60 seconds.
So you will not be able to throw down your kit and just throw up you hands.

On another not, does the ins kit switch to a civilian kit when an INS drops a kit? What about the blufor?
For .9 it will be increased to 120 seconds.
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SovSniper
Posts: 16
Joined: 2010-01-28 02:43

Re: [Gameplay] PR v0.9 Updates

Post by SovSniper »

alec89 wrote:Hey SovSniper, didnt you play on fallujah west like 2 hours ago? We were in same squad and you got disconnected, lol. I was lucky_strike|8919. So I see you got your PR working, gj.

No that was my bro. I fixed it but he told me it keeps disconnecting like that in the middle of the game randomy. Ti na kakom servere bolshe vsego igraesh. Ya zavtra sam budu igrati. Message
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

'= wrote:H[=ElvishKnight;1248444']For .9 it will be increased to 120 seconds.
ah man! I misread that at first
So technically the civilians still have the 120 respawn =/ When you spawn in, you gotta hide in the main for 2 minutes. That kinda sucks.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: [Gameplay] PR v0.9 Updates

Post by Celestial1 »

mosinmatt wrote:ah man! I misread that at first
So technically the civilians still have the 120 respawn =/ When you spawn in, you gotta hide in the main for 2 minutes. That kinda sucks.
Or you can hitch a ride or walk and just avoid confrontation.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Gameplay] PR v0.9 Updates

Post by Rissien »

Civis shouldnt really be running around in the open with the intention of being shot anyways. Not saying im not guilty of being in mass groups of civis with the purpose of distracting coalition.
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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Celestial1 wrote:Or you can hitch a ride or walk and just avoid confrontation.
except the time resets when they get in a car, and blufor camps ins mains, and spawns. =/

I can see if the civilians spawn at a cache or hideout. but the INS main? i dunno, waiting two minutes may not be as bad as waiting to spawn for 2-3 minutes I guess.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: [Gameplay] PR v0.9 Updates

Post by Skodz »

Why not just entirely remove rallypoints ?

I think the new version will just make it even less realistic, instead of having reinforcement respawn a couple meters away (rp usually placed in safe spot), when someone die, SL will create a RP so they can respawn right next to the squad...

When is the 0.9 coming ? It's been forever!
Swat54swe
Posts: 48
Joined: 2009-07-09 15:57

Re: [Gameplay] PR v0.9 Updates

Post by Swat54swe »

SovSniper wrote:No that was my bro. I fixed it but he told me it keeps disconnecting like that in the middle of the game randomy. Ti na kakom servere bolshe vsego igraesh. Ya zavtra sam budu igrati. Message
:-o you may need to update punkbuster, here is a link Even Balance Technical Support - Download . ;-)
UbangiStomp
Posts: 10
Joined: 2009-04-19 16:44

Re: [Gameplay] PR v0.9 Updates

Post by UbangiStomp »

Yaargh.. I can't wait for 0.9 anymore! Shouldn't it come end of this month?
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Swat54swe
Posts: 48
Joined: 2009-07-09 15:57

Re: [Gameplay] PR v0.9 Updates

Post by Swat54swe »

UbangiStomp wrote:Yaargh.. I can't wait for 0.9 anymore! Shouldn't it come end of this month?
Q. All previous versions have been given a release date prior to the actual release, so I doubt it will be released today or even this weekend.

A. Words of wisdom...
There will be an announcement made on tuesday and Im sure you guys who are sitting on the edge of their seats will be happy about it, but dont expect anything happening today (friday jan 29th) /[R-DEV]Fuzzhead

https://www.realitymod.com/forum/f196...ml#post1246646
Charliesierra-RCR
Posts: 143
Joined: 2009-11-21 20:57

Re: [Gameplay] PR v0.9 Updates

Post by Charliesierra-RCR »

i Hope its out before Saturday (FEB 6th) so i can atleast play it when im sitting in the mojave desert doing nothing
Swat54swe
Posts: 48
Joined: 2009-07-09 15:57

Re: [Gameplay] PR v0.9 Updates

Post by Swat54swe »

Charliesierra-RCR wrote:i Hope its out before Saturday (FEB 6th) so i can atleast play it when im sitting in the mojave desert doing nothing
Yea me 2. So I can play on the Weekend :wink:
combatwombat
Posts: 165
Joined: 2008-04-17 01:24

Re: [Gameplay] PR v0.9 Updates

Post by combatwombat »

UbangiStomp wrote:Yaargh.. I can't wait for 0.9 anymore! Shouldn't it come end of this month?


youtube embed doesn't seem to be working so here's the link: http://www.youtube.com/watch?v=E3xICOc13wk
Last edited by dbzao on 2010-01-31 18:47, edited 1 time in total.
alec89
Posts: 436
Joined: 2009-09-28 06:33

Re: [Gameplay] PR v0.9 Updates

Post by alec89 »

I guess we wait till tuesday. Lets be patient.
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JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: [Gameplay] PR v0.9 Updates

Post by JohnnyTheIED »

"One big update that affects all kits is that they remain on the ground for 5 min, instead of the default 30 seconds. Also a new "drop kit" mechanic is available as a right-click option of the middle button in the Squad comm rose, making it easy to switch kits with other players if needed.

Another nice addition are the several new "alternative" kits, that bring unscoped alternatives to the default scoped rifles. These can be requested pressing the right-click button on the kit request list. "

Sweetness!!

What kits are we talking about here?

Scoped/unscoped m4-m16s?

Or are we going to get a unscoped m14 with automatic mode?!?!? Now that would be sweet.
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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

From what I remember, you can get an aimpoint or irons instead of the acog or eclan. I personally do not see this being used much, as blufor LOVES sniping with the SAW and ACOG m4s.

What I am most scared of are the TANKS. What are the RPGs, RKGs, and IEDs going to do to them? Will a mine take them out in one hit?

On Al basra the tanks are always the toughest thing to take down. They can sit way way far away out of reach of RPGs, and sappers.

Thankfully, the new civilian rules are NICE. They should work well to help the insurgent side.
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