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Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 01:00
by sold67
The HAT kits have been limited to one per team by the looks of it, what drove this decision? It can be pretty frustrating only having 1 HAT kit per-team especially when the person isn't doing much. It's most apparent as a problem to me though on maps with unconventional factions like fools road when you are up against a fair bit of British armor and the LAT doesn't really cut it. I should probably put this in the feedback section.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 03:22
by Psyrus
sold67 wrote:The HAT kits have been limited to one per team by the looks of it, what drove this decision? It can be pretty frustrating only having 1 HAT kit per-team especially when the person isn't doing much. It's most apparent as a problem to me though on maps with unconventional factions like fools road when you are up against a fair bit of British armor and the LAT doesn't really cut it. I should probably put this in the feedback section.
I'm not 100% sure, but I think it had a lot to do with the fact that armor survivability was pretty terrible in previous versions, and exploits getting 3 HAT kits were rife.
So what they did was increase the number of LAT kits, make it a spawnable kit, and allow you to have 3x anti-tank emplacements, up to 150m from a FOB.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 19:28
by DesmoLocke
[R-CON]Psyrus wrote: and allow you to have 3x anti-tank emplacements, up to 150m from a FOB.
TOWs with no zoom.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 21:24
by Kerryburgerking
DesmoLocke wrote:TOWs with no zoom.
Right click
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 22:39
by X-Alt
Kerryburgerking wrote:Right click
Pretty sure it was removed in 1.0..
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-30 22:44
by tankninja1
X-Alt wrote:Pretty sure it was removed in 1.0..
I've asked before and somebody responded it was a bug.
Where is the hotfix for 1 shot wounded!?
Posted: 2014-01-31 06:47
by Conman51
I remember reading in a few places that some devs said they were going to release a hotfix for this "next week". And that was a week or 2 ago. Ca new possibly get a patch to fix just this issue? Its starting to get quite annoying.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-31 08:15
by K4on
Might arrive in February
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-31 12:06
by Jacksonez__
Are you planning to make German AAV? (could be useful in Silent Eagle and Wanda Shan)
Flakpanzer Gepard - Wikipedia, the free encyclopedia
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-31 12:20
by ghostfool84
Gepard isnt used anymore i think, so the Wiesel 2 Ozelot would be a suitable German AAV.
Somebody started modeling it, but i dont know the status yet:
https://www.realitymod.com/forum/f388-p ... ot-bw.html
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-31 13:01
by Rusty_42
Someone said that DEVs are not releasing hotfix updates just because server side for PR-updater are expensive. Is it true?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-01-31 13:31
by Rhino
As it says in the first paragraph of that wiki page:
In Germany, the Gepard was phased out in late 2010 to be replaced by "SysFla", a mobile and stationary air defence system using the LFK NG missile and the new MANTIS gun system. The mobile platform of SysFla will likely be based on the GTK Boxer.
Its also best to call them ADV, Air Defence Vehicles since AAV also means Amphibious Assault Vehicle, like the AAVP7A1.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-03 22:27
by UTurista
Can I ask what's the hold up of the next patch?
Are the devs waiting for more features to be included, is it a case of missing Devs or the GameBreaking bug one hit kill is not considered important?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-03 22:31
by -=anders=-
Nah, not missing devs exactly. We must test as much as we can though... Ancientman is in power...
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-04 00:02
by carmikaze
O_turista_portugues wrote:or the GameBreaking bug one hit kill is not considered important?
I wouldn't consider it gamebreaking
It's pretty fun.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-04 01:13
by UTurista
carmikaze wrote:I wouldn't consider it gamebreaking
It's pretty fun.
But it is, a game (not a simulator) needs to be balanced. PR turns towards asymmetrical balance but its still balance, but when we add a one hit kill in a map were the streets are large due FPS and on side has awesome equipment the game becomes boring to non-conventional armies 'cause Blufor can easily cover all angles, even with a good ambush the insurgents can lose the fight.
I don't want to offend the devs, clearly I'm missing something, but I found funny that a bug like this can be ignored and make his way through the main build yet a hotfix needs this long to be tested and launched.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-04 02:29
by Wheres_my_chili
Ive been thinking the same thing turist. I hear we might get a hotfix this month if we're lucky though.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-04 02:37
by ComradeHX
O_turista_portugues wrote:But it is, a game (not a simulator) needs to be balanced. PR turns towards asymmetrical balance but its still balance, but when we add a one hit kill in a map were the streets are large due FPS and on side has awesome equipment the game becomes boring to non-conventional armies 'cause Blufor can easily cover all angles, even with a good ambush the insurgents can lose the fight.
I don't want to offend the devs, clearly I'm missing something, but I found funny that a bug like this can be ignored and make his way through the main build yet a hotfix needs this long to be tested and launched.
How does ambushing insurgent lose to blufor?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-04 07:40
by Inspektura43
Can anyone give me link to PR 0.981(or 0.973) full installer torrent?