[Gameplay] PR v0.9 Updates

Project Reality announcements and development highlights.
Locked
Zach1923
Posts: 106
Joined: 2009-08-18 18:32

Re: [Gameplay] PR v0.9 Updates

Post by Zach1923 »

mosinmatt wrote: 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.
You're supposed to be afraid of the tanks and they should be the toughest thing to take down and don't they sit far away out of reach of RPG's and sappers in RL? :o
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Zach1923 wrote:You're supposed to be afraid of the tanks and they should be the toughest thing to take down and don't they sit far away out of reach of RPG's and sappers in RL? :o
haha, very true. It just seems like every update, the insurgents get nerfs. This time though we have a civi trump card! Human shield wall!
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Gameplay] PR v0.9 Updates

Post by Rissien »

mosinmatt wrote: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.
Youd be suprised to see how many people go with the iron sight/aimpoint kits. Several insurgency maps I go with them because when your getting to the caches it gets to be cqb and you can sight in and put accurate shots in rather than spraying wildly.
Image
MA3-USN Former

クラナド ァフターストーリー
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

'= wrote:H[=ElvishKnight;1249332']Youd be suprised to see how many people go with the iron sight/aimpoint kits. Several insurgency maps I go with them because when your getting to the caches it gets to be cqb and you can sight in and put accurate shots in rather than spraying wildly.
Me too. In fact, I usually like picking up insurgent kits. See how they like havign molotovs thrown at them! hehe\Of course, I play with you, so you know that. haha
I also prefer the specialist kit. Hooks and shotgun FTW. Also handy in case you run into a civilian squad.
Last edited by mosinmatt on 2010-02-01 00:49, edited 1 time in total.
shrivaldo
Posts: 44
Joined: 2008-09-02 18:39

Re: [Gameplay] PR v0.9 Updates

Post by shrivaldo »

Amazing, thanks for all your hard work guys, well apreciated
SovSniper
Posts: 16
Joined: 2010-01-28 02:43

Re: [Gameplay] PR v0.9 Updates

Post by SovSniper »

Im really looking forward to the Russia vs US map. Im going to love to shoot down Americans with my SVD as they are parachuting down. BTW is the plane they are parachuting out of an NPC or can you fly it?
Zach1923
Posts: 106
Joined: 2009-08-18 18:32

Re: [Gameplay] PR v0.9 Updates

Post by Zach1923 »

SovSniper wrote: Im going to love to shoot down Americans with my SVD
Whoa bud, take it easy. :shock:

JK of course :D
Last edited by Zach1923 on 2010-02-01 05:33, edited 1 time in total.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Gameplay] PR v0.9 Updates

Post by Human_001 »

I have a question regarding this update.
The maximum number of Weapon Caches needed to be destroyed by coalition forces was lowered from 10 to 7 caches. Also the amount of tickets gained from destroying a cache was increased from 10 to 25 tickets. This change will hopefully make rounds either shorter or more balanced.
I thought PR is about Long round and Unbalance. If I recall correctly, on last update the objective was to move game slowly, but now we are trying to shorten round and balance the forces?

The civilian collaborator kit rules were also tweaked so that coalition forces can only engage them inside the ROE if they executed any of these actions in the last minute:

-Respawned in the game
Wouldn't this cause spawn camping for shooting civilian inside of mosque?


In addition to this I have two other questions that can not be quoted from post.

1. Can civilian still be arrested without any reason just like current setting?

2. Kit Drop option can drop all kind of kit even the default kit? If so this will be great addition as you can now pursue enemy to drop weapon.
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Human_001 wrote:
Wouldn't this cause spawn camping for shooting civilian inside of mosque?


In addition to this I have two other questions that can not be quoted from post.

1. Can civilian still be arrested without any reason just like current setting?

2. Kit Drop option can drop all kind of kit even the default kit? If so this will be great addition as you can now pursue enemy to drop weapon.
Blufor already spawn camps the ins main.

1) what?

2) What?
galeknight1
Posts: 252
Joined: 2009-08-15 22:33

Re: [Gameplay] PR v0.9 Updates

Post by galeknight1 »

mosinmatt wrote:Blufor already spawn camps the ins main.

1) what?

2) What?
1. He is wondering if you can still arrest civilians ingame (with handcuffs) without any penalty. I haven't seen anyone say otherwise, so I'd suppose so.

2. He is asking if you can drop the default rifleman kit. (at least I think so) If so yeah I think you can.

Just clearing things up for mosinmatt, don't quote me on my answers :smile:
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: [Gameplay] PR v0.9 Updates

Post by Bellator »

I thought PR is about Long round and Unbalance. If I recall correctly, on last update the objective was to move game slowly, but now we are trying to shorten round and balance the forces?
It isn't fun either when you know who is going to win from the start. Also, now it seems like many insurgent players don't take defense seriously, but only seeks to kill enemies for fun. Perhaps this will improve that.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Gameplay] PR v0.9 Updates

Post by Rudd »

Human_001 wrote:I thought PR is about Long round and Unbalance. If I recall correctly, on last update the objective was to move game slowly, but now we are trying to shorten round and balance the forces?
This is a common misunderstanding

its not inbalance, its asymmetry

(assuming the teams have equal skill)
inbalance is giving one team a higher probability of winning than the other

asymmetry is having different capabilities on each side, but still an EQUAL CHANCE OF WINNING.

I don't think PR has ever been about forcing long rounds, rather about having rounds that are long enough to be strategically substantial.
Image
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: [Gameplay] PR v0.9 Updates

Post by RHYS4190 »

Like the command and control mode, bought time ya got rid of those nasty control points. and just got every thing cartelised, Don't have to juggle with those control points so we can now focus of keeping on organised.

Commander tent, will probably be well used on the command and control mode.

AAS, Don't know but it sounds good. What the thing needed was less effaces on control points and more on keeping the team organised.

Vehicle, Now that sounds like fun.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: [Gameplay] PR v0.9 Updates

Post by RHYS4190 »

galeknight1 wrote:1. He is wondering if you can still arrest civilians ingame (with handcuffs) without any penalty. I haven't seen anyone say otherwise, so I'd suppose so.

2. He is asking if you can drop the default rifleman kit. (at least I think so) If so yeah I think you can.

:


you can just deside now hay im not playing any more and just throw down your gun.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: [Gameplay] PR v0.9 Updates

Post by Jedimushroom »

I think many of the complaints about the new collaborator ROE, specifically how you can shoot them if they have just respawned, are missing a very important point. As Blufor, you don't know if a collaborator has just respawned unless you actually see them respawning, which is very unlikely. The idea is to stop collabs just spawning on a cache as it's being blown up and costing Blufor points and intel.
Image

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: [Gameplay] PR v0.9 Updates

Post by Rissien »

SovSniper wrote: BTW is the plane they are parachuting out of an NPC or can you fly it?
Im pretty sure its already been stated they removed the plane and your just spawning in midair.
Image
MA3-USN Former

クラナド ァフターストーリー
Panzerfire
Posts: 1717
Joined: 2008-03-19 01:37

Re: [Gameplay] PR v0.9 Updates

Post by Panzerfire »

SovSniper wrote:Im really looking forward to the Russia vs US map. Im going to love to shoot down Americans with my SVD as they are parachuting down.
Enjoy while you can.... ;)
because that map is originally set for the german faction which should be ready not long after 0.9 is released.

PS: We are talking about "Silent Eagle" right?

USMCMIDN: KILL EVERYTHING!
gx: KILL! KILL! KILL 'EM ALL!!
[R-DEV]Dunehunter: Great attitude for hearts and minds :p
Lan
Posts: 358
Joined: 2008-10-26 02:15

Re: [Gameplay] PR v0.9 Updates

Post by Lan »

Jedimushroom wrote:I think many of the complaints about the new collaborator ROE, specifically how you can shoot them if they have just respawned, are missing a very important point. As Blufor, you don't know if a collaborator has just respawned unless you actually see them respawning, which is very unlikely. The idea is to stop collabs just spawning on a cache as it's being blown up and costing Blufor points and intel.
But they dont lose points for killing a civvi thats the reason most people just shoot the "annoying" civvi in the first place because there isnt (and still wont be in the new release) any kind of real punishment imo.
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: [Gameplay] PR v0.9 Updates

Post by mosinmatt »

Jedimushroom wrote:I think many of the complaints about the new collaborator ROE, specifically how you can shoot them if they have just respawned, are missing a very important point. As Blufor, you don't know if a collaborator has just respawned unless you actually see them respawning, which is very unlikely. The idea is to stop collabs just spawning on a cache as it's being blown up and costing Blufor points and intel.
Exactly. They do not know if they just spawned! So guess what that means? Booger hook off the bang switch.
Plus, we still have not been told the penalties, if any, there will be.
Losing intel, longer respawn for the blufor, and can't select a new kit are fine in my opinion.
Click
Posts: 195
Joined: 2010-02-01 20:06

Re: [Gameplay] PR v0.9 Updates

Post by Click »

this is looking very good and Devs making PR look realer ever patch
Locked

Return to “Announcements & Highlights”