Also ich frag mich ja schon ob die DEVs überhaupt noch selber Spielen, hatte lange lange lange keine Runde mehr in denen NVA verloren hat, mit der AK sind sie den ammis vollkommen ebenbürtig wenn nicht sogar immer noch überlegen, jetzt sind die Amis noch schlechter... also ich werde deswegen keine vietnam maps mehr rein nehmen auch wenn ich Vietnam mag aber noch eine Runde in denen die Amis komplett gefull capped werden brauch ich echt nicht.
Another small patch for PR:BF2 with an iteration of the damage changes of last week and some other small fixes. See below for more in-depth information on the changes to the weapon damage model.
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v1.4.9.0 is available now for servers and will soon be available to clients through the automated updater.
WEAPONS: Fixed shotgun damage vs supply crates and doors. Updated hanheld damage system (see below).
STATICS Fixed cable drum disappearing too soon.
LEVELS: Gaza INS16: Replaced M113 with Namer.
Sahel Fixed sliding vehicles. Added woodland camouflage for ARF soldiers.
Kozelsk Fixed metal bushes. Updated combat area to increase playable area.
Damage changes In this patch we further tweak the damage changes. The main changes are: Increased damage of pistol calibers. Reduced damage vs upper leg.
GENERAL: Added option in PR Launcher settings to disable LOD switching for static objects. Experimental to test performance impact. Updated Clear Server Favorites/History on Launch now also clears server logo cache. Added new WHOT/BHOT switching for thermals in vehicles and weapons featuring this. Fixed asset overview not correctly showing decimal spawn times. Fixed commander laser marker not working. Fixed snow effects showing HOT on thermal. Fixed various weapons and vehicles not having proper muzzle flashes on night layers.
PYTHON: Fixed being able to get more than one rally point. Fixed being able to spawn on disabled outposts. Fixed commander CAS marker. Fixed ban_info.log not showing banning admin.
VEHICLES: Updated and optimized Lynx helicopter model. Updated M2A2 Bradley gunner HUD to be less pixelated. Updated coax MG of many vehicles to represent ammo per belt and total carried more realistically. Fixed doorgunners clipping through sides of CH-146 helicopter. Fixed VN-3 being too strongly armored. Fixed MTLB 7.62 gun not overheating. Fixed Mirage IIIEA R.530 MRAAM not having lock-on tone. Fixed British FV101 Scorpion having green tracers. Fixed ammo counter not working on multiple weapons. Fixed CAS huey miniguns not having overheat HUD bar. Fixed AMX10RC having odd sound issues at full speed.
KITS: Updated MEC AR by removing undeployed mode for MG3. Updated spawnmenu kits for taliban by replacing grenadier with rifleman AP. Fixed not being able to request Argentinian alternative sniper.
WEAPONS: Updated M16A2 model and DMR variant animations. Fixed various deviation indicators not working correctly. Fixed ammo indicator and counter not working on multiple weapons.
STATICS: Fixed various occlusion and collision issues on statics.
COOP: Fixed AI not being able to rotate on ZiS-3. Fixed players being able to use AI-only vehicles.
LEVELS: General Updated fields on many maps to improve performance.
Asad Khal AAS32: Updated tickets to 600 vs 600.
Bamyan Extended airstrip. Updated overgrowth to improve performance. Increased viewdistance to 1km. AAS32: Made Zu-23-2 truck respawn (10 minutes). Lowered US tickets by 100 to 750. AAS64: Exchanged Boragh for BTR-80, T-72M for T-72S1 and MTLB HMG for BTR-60. INS64: Removed 50cal and SPG-9 technical and added transport helicopter to US forces. Lowered caches from to 4.
Beirut Skirmish64: Added new skirmish layout with light vehicles. COOP: Fixed various issues.
Burning Sands AAS: Introducing new flag layouts with altered assets.
Gaza AAS/INS: Removed Hamas forward spawns,flags and nonrespawning civi cars. AAS32: Added alternative layer with MEC vs IDF scoped. AAS64:Removed IDF tank spawn delay. Increased tickets to 700. INS32: Added alternative layer with scoped IDF. COOP16: Added new coop layer.
Goose Green AAS: Added 50 more tickets to British Forces on all layers.
Iron Ridge Added additional entrance to the pumpstation. AAS: Adjusted radius and location of multiple flags. AAS64: Removed helicopter of Russian Forces and exchanged SPG technical for additional BMP-1.
Jabal AAS32: Fixed spawnpoint on MEC base not working. Made ZPU-4 not respawn once destroyed.
Kashan Desert AAS32: Removed TT-72S1 that spawned at start of round. COOP: Fixed various issues.
Kozelsk Disabled UAV.
Nuijamaa AAS: Increased ticket bleed on all layers. AAS32: Added ticket bleed. AAS64: Removed French rallypoint at border control flag.
Operation Archer INS: Made DOD around blufor mainbase smaller. Removed caches spawning in the middle of fields and the castle. Helicopters can now fly outside the map. INS32: Now uses USMC instead of Canadian Forces. Skirmish: Introducing new skirmish layers.
Operation Barracuda AAS: Introducing new flag layouts with altered assets.
Operation Marlin AAS: removed checkpoint flag from all routes.
Silent Eagle Moved jet-resupply points to be in front of hangars. Removed them from the end of the runway. Moved jet spawns to be in front of hanger to avoid current and future collision issues. Extended one runway for both teams in their airbases slightly. AAS64: Adjusted German airbase DOD. Made german airbase capped from start with vehicles spawned. Paradrops remain for infantry. Adjusted radius of multiple flags.
Ulyanovsk AAS32: Exchanged SPG-9 technical for BMP-1. Fixed map border combat area not working.
Yamalia Marked helipads. Removed ZiS-3 cannons. AAS: Removed flags closest to main bases, added ticket bleed and expanded DOD. AAS64: Changed Russian heavy assets to T-72, T-90 and two BMP-2 with ATGM. AAS32: US Army vs Russian Forces. Featuring M2A2 Bradley and Stryker vs BMP-2,BMP-3 and BTR-80. CNC: CNC layers mirror AAS assets."
Wenn es so rüber kam, sry war auf keinen Fall so gemeint, ich hab mich nur gewundert, was ihn dazu getrieben hat. Denn eigentl. macht man sich ja nicht extra die Mühe jmd. zu reporten, wenn man nicht irgendwie das Gefühl hat einen Nachteil dadurch zu haben. Wie z.B. jedes Sq ist zu und der Admin blockiert so zu sagen einen Squadslot bzw. lässt auch niemanden rein. Gab ja immerhin noch genügend andere Squads. Hab mich halt nur gewundert, weil es der Erste report ist, den ich je gelesen haben was das Thema betrifft.^^ Unüblich halt.
@CAS_ual_TY entspann dich mal das war eine normale Frage @paragonid You are absolutly right it´s against the rules and the rules are there for everyone so far so good. An explanation not a defenseve speach for this behaviour could be that it is really commen in PR that Admin squads locking there own sq, so they can play and even care about reports and as long as there are enough open spaces left in other Squads it doesn´t matter anyway so much. Just remember only a possible explanation not a defense speach. I just don´t get the point do you had any restriction by that, I just wanted to know why does it matter for you
My suggestion is that the mech inf sq can claim at least a light apc with minimum 6 seats in it and can´t claim heavy apc´s only ask for it. Because you guys are right that they are mostly doining their own thing and so it´s not a hard lose if they are losing the light one for exampel with an heavy mg on it. And if sb. waste an asset it depends on a little bit more than in which sq he is. I also have seen very well working Mech inf sqs that played a crucial role in the game.
Hi guys what do you think about Mech inf? especially if the Mech inf gets the right to take at least one apc when there are enough of them or at least light versions. It´s not working very well right now because when people creating squads and there is no apc sq so they choose an apc on their own. Everything fine at this point but later in game sb. creates an apc sq claims all apc´s and reports the mech inf for having an apc in use. tell me what do you guys think about it. And sry my english is not so well hopefully it is clear what I mean. ^^
Heyho ich wollte mal fragen, was ihr von einer Mech - Inf Regel halten würdet, das Mech - inf anrecht auf ein APC hat, wenn zum. leichte da sind. Ist irgendwie naemlich doof wenn Leute Mech Inf erstellen, es keinen APC sq gibt und diese sich dann ein APC nehmen und dann im Rundenverlauf plötzlich jmd. ein APC sq. aufmacht und die Leute wegen "Assets stealing" meldet. Schreibt mal allg. eure Gedanken zu dem Thema Mechinf. Falls es die Diskussion schon gibt sry. :)