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Posts posted by =VG= keed
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So the main funtion of this a more pretty filter for their store page. Good for fans to follow, and nice to edit and opt-out of specific notification e-mails. I guess Steam finally follows suit with a redesign.
This has to be the largest media platform to stick with their design and layout for so long. As much it is critizied I hope the do it right. Personally I always notice less and less funtions with redesigns or "overhauls" of a UI. Simplification is not hiding buttons behind drop-out menus. Bloody Spotify UX-Devs! >:|
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6 hours ago, Vanillapop said:
You know for me games have always been something you learn your self, weather its an arcade shooter, modern fps, or flying games like ace combat ive always learned how to do things my self, a big example is all the puzzles in resident evil, my first game on pr was me jumping in on deployment in karbala joining a squad, and instead of pulling a medic bag out i blew my self up with a grenade and ever since then ive been learning, even now just three months ago i learned how to fly helicopters after repeat crashes and messing with sensitivity. so in my no one cares opinion i dont think classes would fun at all its learn as you go just like any other game.
First memory of the game I have is shooting a guy in Main because he had no name-tag floating above his head. So I assumed he must be the enemy. Baby-steps!
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More content for COOP is always a good thing. Making maps, editing assets, creating navmeshes and testing for errors is a lot of work. The old engine, the editor and the self minded nature of this mod are all working in unison against you, with the purpose to make this process very tech heavy, frustrating and plain unattractive. Yet some still do it.
TLDR: Pls make ALT with only and less MECH assets for POL and similar for MEC but keep the hinds.
I have mixed feelings about this. On one side it was one of the most intense urban combat situation I had on COOP for a while. I was constantly moving, speeding around corners, checking my six, helping oblivious and clearly overwhelmed blueberries by asking directly for their help and providing some guidance. I noticed that once you reach the main town the team kind of merges into a big "super squad". Because of the close quarter style I used local chat for comms much more than squad chat. I lost track of my squad pretty quickly but hey, as long as I stay in cap zone and keep popping enemy tanks I am PTFO. Speaking of cap zones. I think you did an excellent job with the spawn system! Bots we equally spread out in the city, no groups more than three, very little spawn camping opportunities and situations which resembled a flanking manouver. The thing where the bot tanks suddenly pop up behind you was a nice surprise but compared to the scale of the map kind of unbelivable. But non then less, a definite improvement.
The city itself was very fun and satisfying. But the Milan spam at the beginning is kind of unneccesary. I know you want to make it more challenging but like with the spawns in the tanks not related to the flag, it feels like the game doesn't take itself serious anymore. This has never been the case with PR maps, since they always hold some kind of narrative. Not historical accuracy but a belivable amount of credibility. When I deployed into Shahadah, I had the impression that this is the first person perspective of my goofy Company Of Heroes sandbox maps that I created when I was 16. But not a serious setting. Let some launchers stay but reduce the amount. They fire beyond visual range anyway and we will figure out the locations very quickly.
This map has potential to implement some really good changes into COOP. I would like to see the spawn system on more urban maps and possibly a larger asset selection. More mechanics which make rounds less predictable, encourage different tactics and help with (I know it sounds cheesy) with immersion.
Since you practically took creative lead in COOP I can only hope you are ready for the SHILKA OP PLS NERF messages...
Cheers for the map!
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Do you mean admin tag ??
With great power, comes great responsibility. - Spiderman's uncle- 4
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2 hours ago, =VG= TEDF said:
bash the muricans
I missed that one. Did the ruskies attack or defend the town?
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I think its time for a OPFOR event, right xD
That wil surely attract players and a lot of newbish regulars don't even know about this... Paging @=VG= TEDF- 1
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Have you thought about doing PR related drawings? This game could use some fresh OC
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Maybe it just needs this fix applied to.
Noice, that was quick. You have to teach me how to do it
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New update went live 1.5.4.4. Server needs updating
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Quote
https://www.realitymod.com/forum/showthread.php?p=2187439#post2187439
PR:BF2 v1.5.4.3 Changelog (2018/May/21)
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GENERAL:- Updated settings to have PERF Beta by default. Enabled for all active users as well.
- Fixed thermal sights sometimes staying on when switching modes.
- Fixed issue with optics shader not showing when switching from weapon with BUIS.
COOP:- Updated bomb car AI to be more aggressive and aim to drive into the enemy.
- Updated AI jets to not be able to drop bombs to fix crashing issues.
- Fixed various IK issues with COOP vehicle gunners.
- Fixed AI teamkilling at times by trying to use the horn.
- Fixed crashes with Falkland and Polish factions on COOP maps.
VEHICLES:- Fixed Russian Gopher not having the correct sounds.
- Fixed M1A2 Abrams TUSK causing launches of other vehicles into air on collision.
- WEAPONS:
- Fixed SMAW resetting to 250m when switching between spotting and launcher.
- Fixed STG-44 not having sounds synced to animations.
LEVELS:- Asad Khal
- Added Skirmish64.
- Bamyan
- AAS32: Fixed Zu-23-2 truck not being teamlocked.
- Charlie's Point
- AAS64: made Docks and Peninsula flags neutral, moved NVA forward spawn further south.
- Jabal Al Burj
- Updated Skirmish layouts. Added Skirmish64.
- AAS32: added two more logistic vans to Syrian Rebels, switched one technical for Zu-23-2 truck, added 2 BMP1. Added TOW Humvee and LAV25 to US forces.
- Karbala
- INS64: Delayed two technicals and SPG, removed 1 SPG.
- Kokan
- Updated Skirmish layouts. Removed Skirmish32.
- Ramiel
- AAS64: updated flag and asset layout.
- Route E-106 - BETA
- Added new lightmaps.
- AAS64: Fixed flag bleed.
- Various other minor fixes.
- Shahadah
- AAS64: Adjusted heavy asset spawn times.
- Shijia Valley
- Updated Skirmish layouts. Removed Skirmish32.
- Vadso City
- Updated Skirmish layouts. Added Skirmish64.
Yes, the server needs updating
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There have been and always will be periods where the Playercount will drop at below 20 players in average. It's just a phase. I for one enjoy the low pop times cuz it makes the maps more challenging
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I tested Saareemaa on a empty server: STD and ALT cause CTD. Good call on removing them!
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Welcome back man!
(Feel invited to my squads, even though I only do MIC INF ) -
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Weird rule
in PR
If you are getting bored as the driver... you suck at making conversation
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Hi guys,
could we install a SSL cert for our site? I keep getting error messages and since they are free and quasi standard for websites I believe we should get one.
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23 minutes ago, =VG= TEDF said:
PPSH41
Yes! I am looking forward to our new high tech surplus weapons we "researched"
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Updated main post with some background info. No assets list needed because we don't bring any to the fight
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Everybody can join and make squads. To join the event they would have to check this thread anyway. Only essential (read: expensive) squads are sign up only. (APC IFV TANK LOGI CAS TRANS).
However feel free to form squads beforehand like last time. We will make a battleplan during the staging phase.
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@=VG= Double_13 I arranged a candle light dinner in a metal coffin on both maps for u two <3 We'll going to have to talk about a few things before
@=Wolf= Jersans I agree smaller squads = more effective. I find the sweet spot is 5 members. Because you will be able to cover all necessary roles while reducing the herding aspect. Problem is to implement this we would have to make all battles Sign-Up only, which is not the case. Background for this is reducing overhead for battle planning and making it easier for peeps to join on the fly.
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Ok, looks like we are in for a fight!
I made some changes on a operational basis after processing the feedback from the last LIVE battle. Here are some changes we will implement:
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Sign-up-only squads:
- Logisitcs
- APC/IFV (Boragh, Beast and MTLB)
- INF squads will be issued support vehicles (anything with ammo cases NOT small crates or big boxes. For this battle every INF squad will receive a Support BRDM or Support Techie. It is up to the squad leader to micro manage ammo runs, much like in normal COOP. Logistic squad will handle FOB construction.
- INF squads are required to assign one permanent Light Anti Tank rifleman (LAT guy).
Main post has been updated. If you want a specific change feel free to write a comment!
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Sign-up-only squads:
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@=VG= Kavelenko When you laze you will see an indicator in the left hand side top corner of the GTLD (ON/OFF) now.
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@VODKA Jersans plan will be done on the fly. Don't know how many squads we have if they are dependable.
@=VG= Kavelenko Note: Joining squads is NOT required but is recommended since it will reserve a spot on the server and a hella' good time.
Kits: We have Mosins and Siminovs, no Grenades, no Field Dressings. AT kit is RPG7 with one HEAT warhead.
So all you need basically
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Updated the main post. If you wish to join a squad please specify which squad and which role. If you don't care who to join, and/or what kit to take please feel free to say so and we will handle it.
(Note: Joining squads is NOT required but is recommended since it will reserve a spot on the server and a hella' good time.)
Developer & Publisher Homepages Beta on Steam
in Everything Else
Posted
Interesting that you mention that. Recently Steam introduced a new approval model for new games coming to steam. Its called "Everything is allowed, unless it's flat out illegal". No more curation needed! .. Wait, was there any before??