|
|||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR Highlights Highlights of what work the Devs are currently working on |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#101 |
|
PR:BF2 Developer
![]() |
There will be more info about deployable ammo amounts and reloading with the release changelog.
Until then just trust the fact that we have put a lot of thought into how the mechanics of everything in PR function and how we believe the changes we make will affect gameplay. |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#102 |
![]() Join Date: Mar 2009
Posts: 494
Location: Windsor, Ontario
|
Excellent work. Looking forward to the release very much.
|
|
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. |
|
|
|
|
|
#103 |
|
Support Technician
![]() Join Date: Apr 2010
Posts: 2,053
Location: Tony Soprano's Waste Mangement Company.
|
This looks really cool, I hope the insurgent main bases (and mosques?) have invisible bubbles....
TO wet the appetite, here is Michael Yon's photojournalism dispatch from his embed reporting with the 3-17th Field Artillery in Late April, 2010. |
|
|
|
|
#104 |
![]() Join Date: Jul 2009
Posts: 70
Location: harriman,New York
|
I have a woody wood pecker now,I LOVE THE DEVs. In a heterosexual way.
![]() |
|
|
|
|
#105 |
![]() Join Date: Nov 2007
Posts: 1,973
Location: Vancouver
|
HIGH EXPLOSIVE, ONE ROUND, ZEROING!
ADJUST FIRE MINUS 30 METERS, FIRE FOR EFFECT FIRE FOR EFFECT! |
|
Anything can be a weapon, anyone can be a threat. Never under estimate the combat ability of your opposition. He may seem weak and harmless now but even a dead man can carry a few pounds of explosives in his gut or deliver a decisive blow by rotting away in your water supply.
|
|
|
|
|
|
|
|
|
|
|
|
#106 |
![]() Join Date: Dec 2009
Posts: 35
|
Awesome, I'm gonna go mortar team always
|
|
|
|
|
#107 |
![]() Join Date: Feb 2010
Posts: 12
Location: Miami, Florida
|
Omg So Awsomeness... and i busted a nut on snipers having radio again... !!!!!!!!!!!! And som1 plz explain what you guys mean by the changing of 3D markers.. u talking bout attack markers real time or on 2D map lay out?
|
|
|
|
|
#108 |
![]() Join Date: Feb 2010
Posts: 218
Location: Washington (STATE)
|
Oh man please no. I don't want raining hell from enemies to be able to MOVE. We OPFOR and Insurgents already have enough problems trying to make sure Bombs, Missiles, and Old mortar strikes don't hit us. Using movable mortars and artillery would piss me off a lot more, as they could just find a new place to hide when their position gets compromised.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "None are more hopelessly enslaved than those who falsely believe they are free" |
|
|
|
|
|
#109 |
![]() Join Date: Nov 2008
Posts: 500
Location: Vancouver, BC
|
Love the amount of previews u just gave us
Mortar system, Sniper radio, German faction and assets of Lashkar, no more rainbow grass (unless the PC being used is all powerful), 3D markers staying in for the next patch, 2 level zoom GTLD, and stupid insurgents that don't run when mortars fall jk How much ammo of each will it get? |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. I won't cluck for you |
|
|
|
|
|
#110 |
![]() |
awesome!!
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| deployable, mortars, tutorial, update |
| Thread Tools | |
| Display Modes | |
|
|