0.97 Changelog

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0.97 Changelog

Post by fillsson on Sat 20 Aug - 19:51:32

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Re: 0.97 Changelog

Post by Nixy23 on Sat 20 Aug - 20:00:53

Fixed steering issues on some APCs

f'k yes!

Awesome!

Then again, they -had- to do this. They left so many gaps when updating to 0.96. I can't wait for them to fix this and make stuff good again <3


Last edited by Nixy23 on Sat 20 Aug - 20:58:08; edited 1 time in total
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Re: 0.97 Changelog

Post by Naytdawg on Sat 20 Aug - 20:24:06

i did wonder why that there was text missing on some of the options menu, i even did a reinstall, duh!

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Re: 0.97 Changelog

Post by Tarranauha200 on Sat 20 Aug - 20:44:02

RPG is "fixed" but they decreased damage. I remember reading some manual and it said RPG goes straight for 500m without dropping IRL. Cant be sure thought.


Last edited by Tarranauha200 on Sat 20 Aug - 20:46:52; edited 1 time in total

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Re: 0.97 Changelog

Post by Naytdawg on Sat 20 Aug - 20:45:35

you now have to run upto the apc, and ram the launcher in the tracks, like a stick in a bike wheel :D
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Re: 0.97 Changelog

Post by Nixy23 on Sat 20 Aug - 21:00:10

RPG's go straight for up to their entire 900m before they self destruct. For long-range targets you do need to correct for the drop from gravity of course. But it shouldn't go arced, like it is in PR.

Anyhoos, the RPG will be back to it's former self (that is, the 0.95 variant) but will take two rounds to disable an APC right now. Fair enough trade, seeing how I'd rather hit an APC and make it tracked, than not hitting it at all Wink
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Re: 0.97 Changelog

Post by capitan on Sun 21 Aug - 1:27:22

If real life RPGs behaved the way 0.966 ones do, they would never ever ever have entered production. Can throw grenades further. Glad its going back to how it was.

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Re: 0.97 Changelog

Post by speedhound1-WYD- on Sun 21 Aug - 2:59:53

arggg why nerf the RPG ? its not a grenade its a 1Kg shaped charge HEAT round, hit any vehicle with it that hasn't got specific RPG protection and the result is usually the demise of all occupants even in most modern APC's and IFV's, why does PR make 'realism' for 1 side but not the other ?
simple solution, make the RPG 'real' but make the 'kit' rarer.

does anyone know if this release will be a full DL or a patch on a patch ?

also, is the ZiS3 the field artillery piece ?

overall though i like it when PR fixes stuff rather than breaks what isn't broken, so thumbs up.

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Re: 0.97 Changelog

Post by Stealthgato on Sun 21 Aug - 3:50:59

RPG-7 was doing way too much damage on APCs imo (realism wise).



Yes, Speed, ZiS3 is the field gun. Dunno what they mean by added 3.7 zoom to it, it already has way more than that, hope they didn't decrease it. Maybe a 3.7x zoom level.
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Re: 0.97 Changelog

Post by Tarranauha200 on Sun 21 Aug - 10:13:07

Ofcource they decreased it. Just like they did on TOW launchers.

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Re: 0.97 Changelog

Post by Alchemist on Sun 21 Aug - 10:28:17

I must say I love Iron Eagle concept with jets, I am gonna definitely test it out.

Yes, but with Iron Eagle we want your feedback. We're trying a new thing where the out of bounds for jets only is 2000m past the map edge in all directions. Pilots will have to zoom their minimap or set it while in bounds. If they center it while out of bounds, then the minimap will show their out of bounds location.
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Re: 0.97 Changelog

Post by kopite73 on Sun 21 Aug - 11:22:00

is this a server side thing or do we have to dl it ?
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Re: 0.97 Changelog

Post by Nixy23 on Sun 21 Aug - 11:23:07

Iron Eagle already had jets in one layer.

And this will be a client-side patch.
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Re: 0.97 Changelog

Post by Alchemist on Sun 21 Aug - 12:00:02

@ Nixy23 By the concept I mean making map even more jet oriented by widening OOB area for jets to 2000m.
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Re: 0.97 Changelog

Post by deano-uk on Sun 21 Aug - 13:57:39

yay 12 patches for the medic, no having to stay out of the fight or finding the long but less dangerous ( falling ) way to your objective
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Re: 0.97 Changelog

Post by speedhound1-WYD- on Sun 21 Aug - 14:01:37

@ Stealth, if the RPG7 is doing to much damage in PR why in real life have the coalition forces in Iraq and Afghanistan put RPG cages on their light armour ? the RPG cage sets weigh tons (literally) are expensive and degrade vehicle performance. Answer, the RPG7 warhead is lethal, if the molten copper rod doesn't get ammo/fuel it will get the occupants, in fact the 'rod' is so powerful with lighter skinned vehicles it often passes straight through and out the other side.
i believe it will pass through anything upto 30cm or rolled steel armour plate, RPG cages work by disconnecting the 'earth' from the electrical fuse on the front of the projectile.
NATO forces are still trying to develop anti -RPG protection that isn't cages or reactive armour. because the RPG7 warhead is weak ?

no i believe the problem with the RPG kit in PR is simply its quantity, after all if your driving armour in AAS you are very careful of HAT kits are you not.

sorry for the rant but Blue on Ins have been getting stronger whilst the Ins have been getting weaker, anyone remember IED's in PR ver.8 ? if you dont basically the sapper kit IED was nearly as powerful as an Arty IED now, only every squad had one !!
the game felt very different to the basically them versus us with guns its like now, it played much more like what you would see on the news rather than now which is a bit like AAS but with caches.

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Re: 0.97 Changelog

Post by BXV-[Tr] on Sun 21 Aug - 14:11:53

Agreed with speed . I do believe rpg's are the only thing that could be enjoyable as ins . It should be stronger and rarer , not the other way around .
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Re: 0.97 Changelog

Post by TheShaydeeOne on Sun 21 Aug - 14:30:24

If the RPG does become stronger and rarer, then you'll be finding people taking the kits and dying more so and no vehicles getting destroyed. It'll start being like sniper/marksman kits.

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Re: 0.97 Changelog

Post by H.sta on Sun 21 Aug - 18:04:27

I don't see why your discussing this, the PR Dev team has several MAs and are well aware of every point you are making. no point being mad at one little thing you don't like in a sea of awesomeness

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Re: 0.97 Changelog

Post by BXV-[Tr] on Sun 21 Aug - 18:40:02

Noone is being mad at anything just pointing out what we think .
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Re: 0.97 Changelog

Post by Nixy23 on Sun 21 Aug - 22:21:28

http://www.realitymod.com/forum/f196-pr-highlights/101661-map-pr-bf2-v0-97-map-gallery.html#post1648443

First line of that post..

"With the release literally right around the corner"

I think we can expect 0.97 soon.
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Re: 0.97 Changelog

Post by speedhound1-WYD- on Mon 22 Aug - 1:34:35

hey, i'm not mad over it just perhaps a little perplexed that's all, why the realism for conventional forces but not for insurgents?
well lets just say that they have become a little unloved.
also PR's MA's don't have the final say on what goes into the game, many examples exist where 'game play' has over ridden realism in PR so that argument isn't totally valid.

anyway its all just silly conjecture on a forum that wont get locked by the ever so serious PR forum moderators:D

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Re: 0.97 Changelog

Post by Nixy23 on Mon 22 Aug - 2:07:03

The SISU 128 player server has been patched to 0.97 already. If it is to go up this week, it means the patch will have to be distributed before then...
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Re: 0.97 Changelog

Post by Stealthgato on Mon 22 Aug - 12:37:22

0.96 and previous versions

1 x PG-7 round = Heavily damaged, possibly tracked or turret disabled
2 x PG-7 rounds = Destroyed

0.97

1 x PG-7 round = Damaged, still combat effective. Unlikely to be tracked or have turret disabled.
2 x PG-7 rounds = Heavily Damaged, possibly tracked or turret disabled
3 x PG-7 rounds = Destroyed

This applies only to the standard PG-7 projectile. The tandem warhead is unaffected.

Though still not quite realistic (certain ones can take lots of hits without sustaining any significant damage, irl) it's a much better representation than what we have now.
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Re: 0.97 Changelog

Post by what9k on Mon 22 Aug - 13:27:59

"Decreased RPG-7 damage to APCs"

Doh! I went APC hunting on Al Basrah a few days ago, Hit the APC twice in the rear with an RPG, It turns around and kills me.
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Re: 0.97 Changelog

Post by Nixy23 on Mon 22 Aug - 13:41:06

If what you say is true Stealth, that would really suck. I know that the more modern APC's can withstand a fair number of RPGs (more than 3 at least) but in-game, when there's a limited amount of kits, and a limited amount of rockets you're carrying?

For the insurgents that's bad, yes. But the Militia LAT kit has an RPG-7 as well. This would mean they are going to be terribly useless now on Dragon Fly / Fools Road / Ochamchira / that-map-with-the-silly-tunnelcomplex. Good going..
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Re: 0.97 Changelog

Post by Stealthgato on Mon 22 Aug - 13:42:45

Almost nobody ever uses the RPG-7 as Militia anyways, most people take the RPG-26.
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Re: 0.97 Changelog

Post by Nixy23 on Mon 22 Aug - 13:49:03

I quite like the SKS and having 2 rounds, but yeah.. the 26 is an option we're going to have to resort to then..
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Re: 0.97 Changelog

Post by Fandango on Mon 22 Aug - 16:58:53

Released and RPG fixed! Good luck to the APC squads :)

I tested it 10 minutes ago and it takes 3 shots from RPG-7 to take out AAVP and LAV. At least no more RPGtillery and we can really hit something with RPG-7.

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Re: 0.97 Changelog

Post by Nixy23 on Mon 22 Aug - 17:15:09

3 shots are gonna be a PITA Razz
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Re: 0.97 Changelog

Post by Jay Scott on Mon 22 Aug - 19:26:03

A side shot on Any APC from an RPG-7 should disable it!
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Re: 0.97 Changelog

Post by speedhound1-WYD- on Tue 23 Aug - 0:50:11

lol how old is me geezer, had to google PITA but yeah, good luck getting 3 off and getting 3 hits on a Stryker unless you've given the gunner Rohipnol, anyhows we'll just have to learn double teaming apc's and ifv's from now on (still not going to be easy)

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Re: 0.97 Changelog

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