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Invisible Bug


=VG= Nyther

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While these are all fun and valid criticisms of the game engine's limitations, regarding the original "invisible bug" point, due to the scripted requirement to be in a squad in order to man assets, it does in fact make it easier to know who is one-manning.

Unless you have proper knowledge of which asset type is strictly for bots/players on a given map, by scanning through the players manning asset(s) and accounting for them on the map, you can tell immediately that a player is one-manning if they appear manning an asset but cannot be located through choosing them on the map or squad management panel. I have been using this method, since first noticing the related limitation, to effectively pinpoint one-manners and encourage them to go back and man assets properly, or take administrative actions against them if they become uncooperative.

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- Dropping a box safely from a Osprey flying maximum speed meters above T-shape rooftops.

- Firing a SMAW rocket at a BTR60 and the thing only starts to sparkle like a gay vampire

- Being deployed to the same warzones even though we secured them a million times each

- But the best one: Playing a decade old mod made by people in their free time out of passion and still having more fun than in a AAA shooter made by companies with million dollar budgets and professional developers

I like how this thread is derailing :D

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2 hours ago, =VG= keed said:

- Dropping a box safely from a Osprey flying maximum speed meters above T-shape rooftops.

- Firing a SMAW rocket at a BTR60 and the thing only starts to sparkle like a gay vampire

- Being deployed to the same warzones even though we secured them a million times each

- But the best one: Playing a decade old mod made by people in their free time out of passion and still having more fun than in a AAA shooter made by companies with million dollar budgets and professional developers

I like how this thread is derailing :D

I am loving this post! But isn’t it two decades? 

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27 minutes ago, Jersans said:

I am loving this post! But isn’t it two decades? 

Apparently from 2005, which makes it 1 and 1/5 decade old.

And regarding bugs, driving abrams with full speed on khami, hit a gate and fly due to it some 100-150 meters up in air, only to land back on top of the head of some INF squad leader. His squad reaction trully priceless.

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46 minutes ago, Spartanish said:

Apparently from 2005, which makes it 1 and 1/5 decade old.

And regarding bugs, driving abrams with full speed on khami, hit a gate and fly due to it some 100-150 meters up in air, only to land back on top of the head of some INF squad leader. His squad reaction trully priceless.

I stand corrected.  

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LMAO - even the base game isn't from the 1990's  :scooby_02: 

Weird thing, according to the wiki's, Battlefield 2 (the game PR is built on) was released 2005 (June) like he said...but the history of PR says PR was created July 2004.... so, maybe they started building PR on a alpha/beta of BF2 while it was in development?  Odd...

Falcon BMS, on the other hand, is a mod built on a base game (Falcon 4.0) that was released 20 years ago.  Of course, the current iteration of BMS is only a few years old, and BMS only took the forefront over other Falcon 4.0 mods like Red Viper, etc. about 5-6 years ago.

 

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  • 2 weeks later...
On 16.12.2017 at 7:25 PM, =VG= SemlerPDX said:

LMAO - even the base game isn't from the 1990's  :scooby_02: 

Weird thing, according to the wiki's, Battlefield 2 (the game PR is built on) was released 2005 (June) like he said...but the history of PR says PR was created July 2004.... so, maybe they started building PR on a alpha/beta of BF2 while it was in development?  Odd...

Falcon BMS, on the other hand, is a mod built on a base game (Falcon 4.0) that was released 20 years ago.  Of course, the current iteration of BMS is only a few years old, and BMS only took the forefront over other Falcon 4.0 mods like Red Viper, etc. about 5-6 years ago.

 

Original PR runned on BF:Vietnam

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I know you guys are mostly joking, but I just wanted to add my two cents for perspective.  I have been playing BF2 lately and didn't 't realize how un-realistic it had been until I had PR to compare it against.    For instance, medic, engineer, etc can drive an APC and can heal people/repair a vehicle just because they are in a vehicle next to the vehicle needing repairs.  PR has certainly come a long way in changing that in the parameters is has available to it.

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So, that's explains why in this world exists some of these game genres (there's also some genres that i'm not mentioned, it is generally consists of FPS and TPS):

- Squad-Based FPS (Battlefield franchise?)

- Squad-Based Tactical Shooter/FPTS (PR:BF2 obviously, SQUAD, Insurgency, Day of Infamy) some other titles)

- Military Simulation (ARMA franchise, and something more Realistic Military RTS like CoH series)

- FPS (CS series, Rainbow Six Siege, Call of Duty franchise?)

- TPS (Tom Clancy's franchise? But, not including the Siege (maybe), Wargaming game titles, War Thunder etc.)

- TPTS (Resident Evil series except the RE7 etc.)

- or maybe even MOBA-FPS/TPS (Overwatch, Paladins etc.) :P

 

And they're still develops till this end of the year- of course...

 

- Inch

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