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Old 01-24-2010, 03:51 PM   #201
Herbiie

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Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by FuzzySquirrel View Post
mm...That's an opinion on both parts, even if some people don't like it to bad, it apparently isn't their decision
He said No one even likes it - and I like it, therefore he is wrong, because at least one person likes it :P


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Old 01-24-2010, 03:54 PM   #202
Duckmeister
Default Re: [Gameplay] PR v0.9 Updates

One of the other things I like about the disappearing rallies is that I will no longer suffer the shame of having forgotten to place another rally after moving halfway across the map!
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Old 01-24-2010, 03:58 PM   #203
Gielster
Default Re: [Gameplay] PR v0.9 Updates

I was pretty much against the new RP system, but now i played a full round on TG and it seems to work perfectly, at least when you have a good functioning squad. A lack of experience with the new system was the reason i didn't like the changes i guess.
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Old 01-24-2010, 04:09 PM   #204
SilverJohn
Default Re: [Gameplay] PR v0.9 Updates

I really like all these new changes, they seem to be exactly what i was hoping for! many Fixes and Many new features! This is seriously the only game i have been playing straight since 06-07 wich says something. Great job to the PR team and looking forward to the full release!
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Old 01-24-2010, 04:18 PM   #205
crazy11
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Default Re: [Gameplay] PR v0.9 Updates

Guys this is not the thread to discuss rallies warning/infractions will come if you guys keep talking about them.


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Old 01-24-2010, 10:24 PM   #206
max nice

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Default Re: [Gameplay] PR v0.9 Updates


All people can edit this picture for PR forum.
Thanks to Burten for detect my fult in Patient, I write Patien.

Things n' stuffs goes here.
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Last edited by max nice; 01-25-2010 at 07:48 AM..
Old 01-24-2010, 10:30 PM   #207
Burton

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Default Re: [Gameplay] PR v0.9 Updates

Patient** cat
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Old 01-24-2010, 11:18 PM   #208
chilean

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Default Re: [Gameplay] PR v0.9 Updates

OMG Nice job cant wait until its realise
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Old 01-25-2010, 01:09 AM   #209
Snazz
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Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by [R-DEV]dbzao View Post
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 2 minutes:
  • Used any weapons from other kits, except the collaborator and unarmed kits
  • Used the epipen or resuscitate hands
  • Occupied any vehicle position
  • Respawned in the game
Curious about that last point, why isn't it punishable to spawn kill civilians?

I know there are cases where you destroy a cache or hideout from medium-long range and a civilian spawns on it. But usually it's close range and at that distance the insurgents shouldn't be able to spawn anyway.
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Old 01-25-2010, 01:23 AM   #210
Celestial1
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by Snazz View Post
Curious about that last point, why isn't it punishable to spawn kill civilians?

I know there are cases where you destroy a cache or hideout from medium-long range and a civilian spawns on it. But usually it's close range and at that distance the insurgents shouldn't be able to spawn anyway.
Destroying a spawnpoint from any range can have implications such as players spawning just before taking it out (even at close range, if it's not been overrun for whatever reason), and it's just an insurance policy that just incase it happens it's not punished for.

Note that the post says nothing about what the 'punishment' is... If, as an extreme example, you were killed and had a 3 minute spawn for killing a civilian outside of the ROE and this wasn't in place, how would you feel to receive that punishment for a civilian spawning into your weapon-of-choice's projectile?
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