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Old 02-08-2012, 11:12 PM   #131
Ratszo

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Default Re: Hitting 80 players.

Quote:
Originally Posted by Mubey View Post
Felt like i was in the Vietnan war!lol

Yes they did.
Yeah, Victor Charlie was on the wire at checkpoint most of the night.

Once Joku got his squad into the mine..., we rolled'em up to hillside to end the game.

My ft leader Icyfury bagged over 20 kills.

A sweet victory.
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Old 02-09-2012, 12:55 AM   #132
IcyFury

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Default Re: Hitting 80 players.

Yes, great teamwork that game, especially in my (Ratszo's) squad.

After a couple false starts (didn't envy those pilots, though they did a good job considering they couldn't see the ground until they were level with the trees!) we got a solid squad together and moved up to the objective from the south.

Ended up holding Checkpoint for most of the game, fighting off insurgents coming at us out of the mist, often not seeing them until they opened fire 50 meters away!

Great discipline and coordination from the entire squad, all held together by some very solid leadership on the part of Ratszo. Everyone covered their sectors for the duration of a lengthy engagement and reacted well to contact, letting everyone know where the enemy was.

Awesome game guys


(@Mubey: Somehow it reminded me more of WW2. Probably the couple of Blufor squads that moved up through our position on their way to the front.)
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Old 02-09-2012, 09:35 AM   #133
[R-DEV]wormeaten
PR:A3 Developer

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Default Re: Hitting 80 players.

As we are talking here about A&D mission and new release is already possible to check out publicly I will use this opportunity to explain you a little changes in A&D mod.

What will be different? First of all all sides will start with much less tickets then before. Starting ticket is 140 for attacker and 100 for defenders. But that is only for beginning of the mission. Every time attacker capture one flag tickets are resetting on 120/120 so in that way every flag is like mini round in the round. To win whole round Attackers must capture all flags. If they lose all ticket before they capture some flag mission is over win by Defenders.

But what is happened if Defenders stay out of tickets?
Yes defenders have ticket too and if they lose all tickets before attackers they will have problems with reinforcement. All RP/HO/FO will be temporarily blocked until they gain ticket back.

For example in Feruzabad Resistance you are fighting for Checkpoint and Defenders run out of the ticket all HO is blocked for respawn so you could only respawn in MB. You are still in action but it is harder. If Attackers manage to capture Check Point your gain back 120 ticket and HO is unblocked and functional again and continuing to fight for next objective in this case it is Bazar and Outskirts.
If Attackers runs out of ticket before capturing Checkpoint even after you run out of tickets before you reach 0 you will win and mission end.

Adopt your tactics to the new features. Try to stay live as much is possible.


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Old 02-09-2012, 11:25 AM   #134
galzohar

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Default Re: Hitting 80 players.

I think this is a bit weird. If defenders run out of tickets and attackers still have a reasonable amount left, they will simply avoid capturing the next objective until they compete a sweep of the area cleaning up any hideouts and only then proceeding, making capturing the following objectives much easier. Might as well just make defenders lose when they run out (and maybe give them more to start with to compensate).

Are tickets going to be lost faster? In last version, it would take hours for a side to run out of tickets if they just avoided combat. This was especially bad in insurgency mode where insurgents can only win by making attackers run out of tickets.

You don't mess with the Zohar!

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Old 02-09-2012, 11:52 AM   #135
Antol.PL

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Default Re: Hitting 80 players.

Hey, can someone post here a link to Hotfix #6? Because i cant download it from " multiupload" (i dont know why, maybe its died). Would be very nice.
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Old 02-09-2012, 11:57 AM   #136
Spooky
Project Reality Beta Tester
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Default Re: Hitting 80 players.

Keep in mind that defenders can still spawn at main base and use vehicles for transportation so complete sweep of the area won't be that simple for the attackers.
As for the tickets, scoreboard and scoring system have been improved. Check features list for more information: http://www.realitymod.com/forum/f509...ures-list.html
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Old 02-09-2012, 06:36 PM   #137
[R-DEV]wormeaten
PR:A3 Developer

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Default Re: Hitting 80 players.

Quote:
Originally Posted by Antol.PL View Post
Hey, can someone post here a link to Hotfix #6? Because i cant download it from " multiupload" (i dont know why, maybe its died). Would be very nice.
Multiupload is not Megaupload which is down it is answer already several times.

Just check which link is working which one is not from Multiupload links.

Multiupload is not link for download it is some of links are still active on that Multiupload page.


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Old 02-09-2012, 06:55 PM   #138
HaddockXXX
Default Re: Hitting 80 players.

Quote:
Originally Posted by IcyFury View Post
Yes, great teamwork that game, especially in my (Ratszo's) squad.

After a couple false starts (didn't envy those pilots, though they did a good job considering they couldn't see the ground until they were level with the trees!) we got a solid squad together and moved up to the objective from the south.

Ended up holding Checkpoint for most of the game, fighting off insurgents coming at us out of the mist, often not seeing them until they opened fire 50 meters away!

Great discipline and coordination from the entire squad, all held together by some very solid leadership on the part of Ratszo. Everyone covered their sectors for the duration of a lengthy engagement and reacted well to contact, letting everyone know where the enemy was.

Awesome game guys


(@Mubey: Somehow it reminded me more of WW2. Probably the couple of Blufor squads that moved up through our position on their way to the front.)

I was in that squad, too yea...great team-work. Awesome mood in the mist.
But when i got dropped off by the chopper on the first run, i quickly ran to cover.. to some trees and a rock, then layed down.
I heard some people talk and thought it's our guys...but on map was no one.

--2 where hiding on other side of the rock and one more 15m further.
...i had to 2 grenades. 1 died instantly and the other 2 ran to hide...on my side of the rock. I was lucky and shot both in line..
One was injured and started talking to me...
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