PRT
   
PR Time
Next event
Days
Hours
Min
Sec
Post new topic Reply to topic  [ 5 posts ] 

[Event] Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT

 Post subject: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
PostPosted: 06 Feb 2015, 21:04 
Offline
Supreme Commanding Officer
Supreme Commanding Officer
User avatar

Joined: 16 Feb 2011, 16:04
Posts: 5112
Country: Germany (de)
Image

Over the past weeks the Project Reality team has been working together with UTurista in order to improve the current PR Insurgency game mode, based on several community ideas and feedback.

For the upcoming weekend, we would like to run an Insurgency 2.0 Alpha Test Event, to check one of two new concepts. The 2nd concept will be tested on a later date.

Insurgency 2.0 Alpha Test Event

Saturday, Feb. 7th, 2015 at 16:00 PRT

Sunday, Feb. 8th, 2015 at 16:00 PRT

(PRT = Project Reality Time)

on
Official PR  Insurgency 2.0 Alpha Test - Event Server
(sponsored by New Era Warfare)


Testing Conditions:
We'll be testing the new (work in progress) Insurgency 2.0 settings for PR 1.3.
The changes are purely server side, so you don't have to take care of anything apart from joining the server.
We would like to mention again, that the concepts are not guaranteed to be in the next patch. That's depending on the feedback we get. At a later point when one of the concepts has been chosen, we will be extending the tests to other PR community servers in order to get more feedback. More info to come.



INSURGENCY 2.0 ALPHA CHANGELOG:

UAV - Unmanned Aerial Vehicle
  • Updated the UAV uptime to be limited again.
  • The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while loitering (operating) and refuels at 0.2% fuel/sec.
  • UAV can be send back to base at any point to start refueling (deploy UAV within 1 big grid of command post). Returning to base does not consume any fuel.
  • UAV deploy time depends on distance to travel. The UAV travels at 50 m/s.
  • The UAV takes 45 seconds to land/start.

Hideouts
  • Updated Hideout minimum build distance to other hideouts to be 150m instead of 200m.

Caches
  • Updated Caches to only have one available at a time.
  • Updated Caches to be revealed, 5 minutes after the last one got removed.
  • Updated Caches to get relocated after 40 minutes if they haven't been destroyed (Insurgents will win the map if the cache has been moved two times successfully).
  • Updated Insurgents to see on-map markers of previous cache locations.
  • Added new function that allows to decide on the area of the next cache, it will be set by the server in case the commander doesn't set the next cache area in time.

Civilians
  • Reduced Civilian help radius to 3m horizontal and 1.5m vertical meters.
  • Reduced Civilian ROE time from 2 to 1 minute.

Vehicles
  • Updated CAS and Tanks to re-spawn after 20 minutes instead of 15.
  • Updated APCs and IFVs to re-spawn after 15 minutes instead of 10.

Intel System
  • The BLUFOR cache marker can be inaccurate if BLUFOR doesn't gather any Intel points.
  • Insurgents will see the real cache location as well as the inaccurate marker.
  • The Intel system now correlates with the maximum distance that the cache-marker for BLUFOR can be from the actual cache position.
  • Heavy assets and long distance kills no longer generate intelligence points.

What do these changes mean in terms of gameplay?
  • It allows more opportunities and gameplay variety for Insurgents. Although the first cache will be random, allowing the commander to set the next cache position will add a new dimension of gameplay: Insurgents need to consider possible locations for the next cache while BLUFOR need to prevent them from placing the cache by controlling these possible locations.
  • Intel-system: The cache marker, which is visible for BLUFOR, will appear after 5 minutes have passed - this marker is not guaranteed to be accurate though. With a maximum spread of half the map size (e.g.: 500m on 1km maps), BLUFOR will need to obtain Intel points to reduce this distance and get an accurate cache position.

Deploying the cache
  • In this Alpha test the cache is deployed in the same way you build a hideout - as a commander, you select your phone, press T and select 'build hideout' (temporary) - this will check all possible cache locations in your area and the cache will be selected randomly.
  • Don't forget that you should do this while the current cache is still in-play, otherwise the game will select one for you when the cache is destroyed.


Make sure to to post your feedback here:
http://www.realitymod.com/forum/f252-pr-bf2-feedback/133188-feedback-insurgency-2-0-alpha-1st-test-event.html


Thanks for your consideration,

- The Project Reality Team

Thread at the PR forums: http://www.realitymod.com/forum/f376-pr-event-news/133187-insurgency-2-0-alpha-test-event-07-08-02-2015-16prt.html#post2054880

See you on the field!

cheers,
Curry.

_________________
Image
Brooklyn-Tech: Go in, get the job done, leave in style, repeat as necessary.
Friado: Yo! I would like to join Outlaws! (it will fit my cyber gangster career)
Warrior: Like a very rude sand storm!


Top
 Profile  
Reply with quote  
 Post subject: Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
PostPosted: 07 Feb 2015, 15:46 
Offline
Supreme Commanding Officer
Supreme Commanding Officer
User avatar

Joined: 16 Feb 2011, 16:04
Posts: 5112
Country: Germany (de)
Server is up!

Curry.

_________________
Image
Brooklyn-Tech: Go in, get the job done, leave in style, repeat as necessary.
Friado: Yo! I would like to join Outlaws! (it will fit my cyber gangster career)
Warrior: Like a very rude sand storm!


Top
 Profile  
Reply with quote  
 Post subject: Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
PostPosted: 07 Feb 2015, 17:38 
Offline
Grunt
Grunt
User avatar

Joined: 08 May 2011, 01:10
Posts: 500
Country: Portugal (pt)
Ehhh this is not working out well at all. Tbh I would start with only making it one cache at a time, removing mortars and increasing spawn time for assets.

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
PostPosted: 07 Feb 2015, 17:57 
Offline
Junior Officer
Junior Officer
User avatar

Joined: 12 Jan 2013, 19:56
Posts: 708
Country: Germany (de)
Following changes have been made for the next map:
Updated Intel System - long range kills grant Intel Points again
Updated Intel System - Reduced needed Intel to get the marker closer, to test some technical stuff (temporary change)
(K4on)


I think it works great, at least for INS side. Teamwork is definitely improved.
Fake-caches have a meaning again, tactical decisions have to be made regarding defense and fake-caches and placing new cache.

At the same time, BluFor still gets their pewpew kills and fun. I actually liked the long-range thing. We would just go out on rooftops and shit on fake cache to get attention (and get shot :) ).

_________________
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Insurgency 2.0 Alpha Test Event - 07./08.02.2015 @16PRT
PostPosted: 08 Feb 2015, 11:56 
Offline
OA
User avatar

Joined: 08 Jul 2012, 21:21
Posts: 69
Country: Germany (de)
Ehhh this is not working out well at all.
-who exspected that?

BTW Live Changelog here:
http://www.realitymod.com/forum/f376-pr ... ost2054881


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

cron
[ Disclaimer ]

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
CoDFaction.com Style by Daniel St. Jules of Gamexe.net
+