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Old 04-07-2010, 03:53 AM   #31
master of the templars

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Default Re: [Changelog] PR v0.91 Features

Quote:
Updated botnames.
Oh thank god !
I have been dieing for this, now i will be able to play PR again.

Make nukes, Not war

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chuckMFd on 0.9- Can we trade back Assault on Mestia for Qinling?
[R-DEV]masaq - It's rather difficult to "apprehend" a Tu-95... you try persuading a 200-ton aircraft to land somewhere it doesn't want to, when it has enough fuel to get home and it knows you can't/won't shoot it down
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Old 04-07-2010, 04:08 AM   #32
Priby

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Default Re: [Changelog] PR v0.91 Features



"German Forces?"


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Old 04-07-2010, 04:31 AM   #33
TomDackery

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Default Re: [Changelog] PR v0.91 Features

Quote:
Originally Posted by master of the templars View Post
Oh thank god !
I have been dieing for this, now i will be able to play PR again.
They added my name, AM I RIGHT? ?
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Old 04-07-2010, 04:52 AM   #34
[R-DEV]Chuc
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Default Re: [Changelog] PR v0.91 Features

Darkside - Indeed we are still developing our own FN MAG to use, which is why no updates on the matter have been given out yet.


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Personal Folio -
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- WWJND?!
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Old 04-07-2010, 05:19 AM   #35
PLODDITHANLEY
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Default Re: [Changelog] PR v0.91 Features

Quote:
Originally Posted by badmojo420 View Post
Why was this changed? 10 crates seems pretty low. Dedicated logistics driver will have to do some juggling when the crates start disappearing after only your fifth trip.
I agree what was the problems that required this solution?
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Old 04-07-2010, 05:57 AM   #36
=]H[= JakCurse
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Default Re: [Changelog] PR v0.91 Features

Why can't people just change their view distance in their graphics options instead of making the DEV's ruin my sniping? *Sadface*


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Second Battalion, Royal Welsh Regiment, British Army.
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Old 04-07-2010, 06:03 AM   #37
gazzthompson

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Default Re: [Changelog] PR v0.91 Features

cause that would be massively unfair. Looking forward to seeing the RP change, seems like a happy medium from current and previous versions.


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Old 04-07-2010, 06:34 AM   #38
clueless_noob

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Default Re: [Changelog] PR v0.91 Features

Lots of very welcomed changes and fixes. Thank you!

Here are my favourites with some questions and comments:
Quote:
Updated various muzzle effects.
Does this include reduction of smoke when firing ZPU-4?
Quote:
Updated Lashkar Valley, reducing view distance to help with lag, and fixing some minor issues.
Missing dome of death around British main base is not a minor issue, IMO
Quote:
Replaced militia medic's AKS47 with a Simonov.
Simonov? Is it the same as SKS?
Quote:
  • Medic kit requires 2 players in the squad to be requestable, instead of 4.
  • Rally Points rearm automatically 10 min after expiring. Skirmish gamemode it's still 2 min.
Sweet, more medics. And if they can't revive me, I have a slight chance to spawn at the rally point again
Quote:
Fixed roadmarkers to have no collision (on Silent Eagle)
I don't know what material those markers were made of, but you really should consider patenting it
Quote:
Fixed BRDM2 periscope, water engine, seat icons, rate of fire, and suspension.
To make it flip over more easily?
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Old 04-07-2010, 06:41 AM   #39
killonsight95
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Default Re: [Changelog] PR v0.91 Features

Quote:
Originally Posted by PLODDITHANLEY View Post
I agree what was the problems that required this solution?
people used to drop loads and loads of ammo bockes and crates around spamming to get more points and also if you drop enough i guess you could event crash the server
Quote:
Updated Deployable MG nests to have 4x zoom.
finnaly!!!! they will actualy have some use now
will you be able to deploy a non-zoom and zoomable one?


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Old 04-07-2010, 07:12 AM   #40
[md]MadMak[rus]

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Default Re: [Changelog] PR v0.91 Features

Could you fix issue with undergrowth on Kozelsk? Bushes are like rocks... you just can't drive through them.

Playing PR:BF2 since v0.7
Playing PR:ArmA2 since v0.1 Beta release


K/D ratio: ~4.5
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