project reality header
Go Back   Project Reality Forums > News / Announcements > PR Highlights
21 Aug 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR Highlights Highlights of what work the Devs are currently working on

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 01-24-2010, 05:39 AM   #81
rampo

rampo's Avatar
Send a message via MSN to rampo
Default Re: [Gameplay] PR v0.9 Updates

Jizztastic, new chinese APC?


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
rampo is offline
Old 01-24-2010, 05:42 AM   #82
Moonlight
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by 00SoldierofFortune00 View Post
I think they should have released 0.9 and done the RP beta with that version since the 0.9 changes already change the game a lot. I just hope that the death of RPs doesn't destroy insurgency. Even with less caches, some of the maps like Korengal are already hard enough. All the other changes look good though, especially the CO changes.
Those beta servers with D version are still up. I suggest you go&play there a few rounds. See how awesome the game without enemies popping out of f*** nowhere is.
Neither is the insurgency going to be destroyed. Less/no rallies means more cautious squads which leads to less casualties -> less ticket loss -> bigger chance of winning for the BLUfor.
Moonlight is offline
Old 01-24-2010, 05:44 AM   #83
cyberzomby
Registered User

cyberzomby's Avatar
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by gazzthompson View Post
EVERYTHING about these updates will improve PR, amazing.
Agreed Agreed! .9 will rock the world!
cyberzomby is offline
Old 01-24-2010, 05:45 AM   #84
Guybrush

Guybrush's Avatar
Default Re: [Gameplay] PR v0.9 Updates

Quote:
I like the new kit options, I've always wanted a non-scoped Grenadier and a Scoped medic
It's only a "downgrading" alternative, from default scoped to aimpoint/ironsights. Not the other way around, providing scopes to all.
There won't be scoped medics and thank goodness for that : medics' ammo is here for self defense and eventual fire support. His role is not that of a health-insured rifleman.
This goes well with it being an ironsights kits.
I as a lazy person will be sure to volunteer for this role even more due to the foreseeable increase of digging (less RPs and more FOBs).


I'm a bit concerned about the armour now with all those AT defenses, we'll see how it turns out. I guess I've reached my own OMG level upon seeing these added.


Thanks for all the hires pics in the updates, I love those.
New factions, vehicles, weapons, animations and sounds (these 2 latter being half the immersion), many new maps (the thing I believe PR needs most), touched up known ones, polished gameplay, more kit loot and no more sound bug ?

This has got to be the biggest and best release since 0.5 ! But no wait, the best has yet to come with your fantastic work and all the other community factions which will add their weapons and maps and vehicles and more.
To think that PR is now in another decade... Who would have thought all this possible in 2005 ?
Thank you so much devs for the prolonged efforts your work involves, I hope you get some reward.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Guybrush is offline
Last edited by Guybrush; 01-24-2010 at 06:21 AM.. Reason: quote field
Old 01-24-2010, 05:48 AM   #85
Celestial1
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by 00SoldierofFortune00 View Post
I think they should have released 0.9 and done the RP beta with that version since the 0.9 changes already change the game a lot. I just hope that the death of RPs doesn't destroy insurgency. Even with less caches, some of the maps like Korengal are already hard enough. All the other changes look good though, especially the CO changes.
Quote:
Originally Posted by 00SoldierofFortune00 View Post
Nothing "forces players" to play a certain way, which is exactly my point. Players still play the way they want to at the end of the day which is why I see some problems with the RP changes.
The RP 'beta' changes were great additions to gameplay, IMO. It does force players to act a certain way (play carefully/not die), or face the consequences (die a lot and walk a lot).

The only insurgency map that was killed by the lack of RPs was Korengal-heavily due to the fact that it is extremely easy to be surrounded repeatedly by insurgents. In fact, the rally beta shows us a glaring flaw in the map (not to say the map is bad): you can be easily surrounded and continually killed by the taliban due to the hills, and the main base is easily camped.

Now, Korengal's main base is being moved. A possible result of this is long range fire support from inside the FOB; with such a great overlook over most of the valley, you should expect to see M203 mortars and long range SAW fire from the FOB, which would certainly help reduce the effects of being continually surrounded and overrun my the Taliban. I certainly hope that it becomes a very challenging insurgency map (though not at all impossible) with the changes to insurgency and the map itself.
Celestial1 is offline
Old 01-24-2010, 05:54 AM   #86
Herbiie

Herbiie's Avatar
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by [R-DEV]dbzao View Post
9. Commander



The new ACVs were presented few months ago and will be the new home of the Commanders when they are not in the field. That's right, the Commander has the possibility of accessing his command screen from anywhere again. Of course, the UAV is still available only in the ACV.

This was agreed upon the addition of the new Mutiny system in v0.9. Only Squad Leaders can vote for Mutiny against the Commander that is not doing his job of communications, intelligence and integration of the team.

Also, improved area attacks are available as well as a decreased reload time for the Artillery strike from 60 min to 40 min. The new Foxholes present a good defense against area attacks like Artillery and Mortars as they are not destroyed by these projectiles anymore.
D:
Why does he look so depressed?


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Herbiie is offline
Old 01-24-2010, 06:00 AM   #87
space
Banned
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by Herbiie View Post
Why does he look so depressed?
Have you ever tried being commander on a pub server?


Some really cool changes in this update - I cant wait to try them out.
space is offline
Old 01-24-2010, 06:01 AM   #88
WilsonPL
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Why does he look so depressed?
All hueys down.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
WilsonPL is offline
Old 01-24-2010, 06:03 AM   #89
Celestial1
Default Re: [Gameplay] PR v0.9 Updates

Quote:
Originally Posted by WilsonPL View Post
All hueys down.
Because they crashed into eachother.

On the carrier.
Celestial1 is offline
Old 01-24-2010, 06:05 AM   #90
ExFLaMe

ExFLaMe's Avatar
Default Re: [Gameplay] PR v0.9 Updates

Why don't you leave RP's alone! WHY ?!!!! They were perfect in 0.8 ...

ExFLaMe is offline
Closed Thread

Tags
gameplay, updates, v09
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 03:57 PM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.