0.97 Changelog
+12
TheShaydeeOne
BXV-[Tr]
deano-uk
kopite73
Alchemist
Stealthgato
speedhound1-WYD-
capitan
Tarranauha200
Naytdawg
Nixy23
fillsson
16 posters
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0.97 Changelog
Looks like we're getting a new client update after all
http://www.realitymod.com/forum/f196-pr-highlights/101629-changelog-project-reality-bf2-v0-97-features-list.html
http://www.realitymod.com/forum/f196-pr-highlights/101629-changelog-project-reality-bf2-v0-97-features-list.html
fillsson- *NwA* Clan Member
- Registration date : 2011-05-15
Re: 0.97 Changelog
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
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
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
i did wonder why that there was text missing on some of the options menu, i even did a reinstall, duh!
Naytdawg- Nayt
- Registration date : 2010-01-05
Re: 0.97 Changelog
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
Tarranauha200- Registration date : 2010-05-02
Re: 0.97 Changelog
you now have to run upto the apc, and ram the launcher in the tracks, like a stick in a bike wheel
Naytdawg- Nayt
- Registration date : 2010-01-05
Re: 0.97 Changelog
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
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
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
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.
capitan- Registration date : 2011-01-29
Re: 0.97 Changelog
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.
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.
speedhound1-WYD-- Registration date : 2010-02-20
Re: 0.97 Changelog
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.
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.
Stealthgato- Registration date : 2011-02-24
Re: 0.97 Changelog
Ofcource they decreased it. Just like they did on TOW launchers.
Tarranauha200- Registration date : 2010-05-02
Re: 0.97 Changelog
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.
Alchemist- *NwA* Admin
- Registration date : 2010-06-14
Re: 0.97 Changelog
is this a server side thing or do we have to dl it ?
kopite73- Kop
- Registration date : 2008-10-31
Re: 0.97 Changelog
Iron Eagle already had jets in one layer.
And this will be a client-side patch.
And this will be a client-side patch.
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
@ Nixy23 By the concept I mean making map even more jet oriented by widening OOB area for jets to 2000m.
Alchemist- *NwA* Admin
- Registration date : 2010-06-14
Re: 0.97 Changelog
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
deano-uk- *NwA* Clan Member
- Registration date : 2010-09-07
Re: 0.97 Changelog
@ 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.
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.
speedhound1-WYD-- Registration date : 2010-02-20
Re: 0.97 Changelog
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 .
BXV-[Tr]- *NwA* Clan Member
- Registration date : 2010-07-02
Re: 0.97 Changelog
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.
TheShaydeeOne- *NwA* Clan Member
- Registration date : 2011-04-07
Re: 0.97 Changelog
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
H.sta- Registration date : 2010-12-04
Re: 0.97 Changelog
Noone is being mad at anything just pointing out what we think .
BXV-[Tr]- *NwA* Clan Member
- Registration date : 2010-07-02
Re: 0.97 Changelog
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.
First line of that post..
"With the release literally right around the corner"
I think we can expect 0.97 soon.
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
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
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
speedhound1-WYD-- Registration date : 2010-02-20
Re: 0.97 Changelog
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...
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
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.
Stealthgato- Registration date : 2011-02-24
Re: 0.97 Changelog
"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.
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.
what9k- Registration date : 2011-04-26
Re: 0.97 Changelog
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..
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..
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
Almost nobody ever uses the RPG-7 as Militia anyways, most people take the RPG-26.
Stealthgato- Registration date : 2011-02-24
Re: 0.97 Changelog
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..
Nixy23- Registration date : 2011-05-01
Re: 0.97 Changelog
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.
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.
Fandango- Registration date : 2011-08-20
Re: 0.97 Changelog
A side shot on Any APC from an RPG-7 should disable it!
Jay Scott- Registration date : 2010-10-12
Re: 0.97 Changelog
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)
speedhound1-WYD-- Registration date : 2010-02-20
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