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PR Changelogs The changelogs for recently released Project Reality versions

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Old 10-30-2017, 09:29 PM   #61
Aleon
Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by [R-DEV]AlonTavor View Post
Please make some videos so we can see what needs to be adjusted.
I'll get to you if I manage to reproduce it. Only happened when the lazed vehicle was really close (30-40 m?) and moving. The bomb hit literally in my face, far enough from the APC to not kill it.

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Old 10-30-2017, 09:51 PM   #62
Singh408
Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by Kavelenko View Post
holding the laze on target? .
Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
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Old 10-31-2017, 01:11 AM   #63
[R-DEV]Psyrus
PR:BF2 Developer
Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by [R-DEV]Arab View Post
It's a vBF2 engine bug. Just tested it.
When someone places a mine (including a tripflare), and a player connects, it will be invisible for the connected player.

Not sure what we can do about it, doesn't rule out a possible solution though.
I believe that is not the case:
Quote:
Originally Posted by DogACTUAL View Post
Invisible vehicle mines after the update. Was on the server the whole round without interrution from the beginning.
It seems to be a different issue, potentially. Hard to know without a way to repro.
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Old 10-31-2017, 06:13 AM   #64
Heavy Death

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Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by _MB_ View Post
Can you elaborate on this a tiny bit? Just interested, what is the actual speed, coz having 4 km map, the largest distance available is diagonaly over the square and to the other end and back it is 2*4*Sqrt[2] km = cca 11,3 km
You fail at simple maths. Its 5.65km.

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Old 10-31-2017, 10:02 AM   #65
Kavelenko
Supporting Member

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Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by Singh408 View Post
Doesnt that makes more sense? See, now armor has better chances of surviving from Cas strike by killing the spotter in time. we'll see how this new system plays out.
Well it might be an improvement for Deployment servers because humans don't have the ability to zero in on the spotter instantly but for COOP servers most of the armour especially the AAVs will destroy you from huge distances if you were to stand in clear view.

I understand the reason why the devs made this change due to lases sticking to vehicles even though they have taken cover, yes that does make sense, equally its not that realistic for a Bot to automatically turn and shoot the spotter from 500m+.
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Old 10-31-2017, 10:06 AM   #66
_MB_
Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by Heavy Death View Post
You fail at simple maths. Its 5.65km.
No I dont, I counted the distance there and back, as I write in the comment.

Edit: the reason I did so was to estimate the largest timescale between you sending the laze and getting the info you lazed (eventhough using those 5.7 km could be more reasonable for how tha game probably works - it tells you you lazed when the laze impacts)
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Last edited by _MB_; 10-31-2017 at 10:14 AM.. Reason: Clarification
Old 10-31-2017, 01:23 PM   #67
blayas

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Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

[*]Updated commander system by removing any placed markers 10m after he/she resigns.



Devs, we often depended on the comander's ability to do multiple marks of mines, allowing the deployment of defensive mine belts, as I often did (I'll post some footage here later).

Could at least the mine marks be permanent? or giving the ability for engineers and sappers to make markings without limitations, would greatly assist in the construction of these defensive mine belts, including the use of specialized squadrons in it.
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Last edited by blayas; 10-31-2017 at 01:34 PM..
Old 10-31-2017, 01:42 PM   #68
[R-DEV]AlonTavor
PR:BF2 Developer
Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
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Old 10-31-2017, 02:12 PM   #69
blayas

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Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by [R-DEV]AlonTavor View Post
Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
oh, great


And about the possibility of engineers and sappers being able to make more marks, or without limitation of marks, or if the limitation is in the player's function and not related to the kit, SL can make unlimited marks, as I said would be interesting for specialized squads in mining and sabotage.
has this possibility already been discussed?

Edit: just a few examples hehe







meh, I lost my karbala super mine belt defense screen
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Last edited by blayas; 10-31-2017 at 05:28 PM..
Old 10-31-2017, 05:49 PM   #70
PeppeJ

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Default re: PR:BF2 v1.4.18.0, v1.4.19.0 & v1.4.20.0 Changelog

Quote:
Originally Posted by [R-DEV]AlonTavor View Post
Changed marks are only commander placed Fob/Object/Mortars which used to be constant. Mines and bridges not touched.
Does it remove them even if you come back as commander after 2 mins?

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