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Post by swfwebmaster on Jan 23, 2009 22:54:09 GMT 1
This is the newest PR Manuel. So, if you want quick access away from your gaming computer or you have not yet downloaded the game and want to start to read up on it, use this link: spartanwarfighters.net/miscel/PR_Manual_v0.85.pdfThe PR Manual is a 3.1 MB size file, so it will take about 20 seconds to download.
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Post by swfwebmaster on Jan 26, 2009 0:09:12 GMT 1
Some things to consider:
- Weapons take a longer time (up to 5 seconds) to shoot accurately after movement.
- Light machineguns have 2 modes which are "Normal" & "Deployed." In normal mode you will have a hard time hitting anything unless using the sights. With the sights you can fire short bursts with reasonable accuracy. When deploying the MG you can only fire while prone, but your accuracy will be very high even when firing long bursts.
- Fixed machine guns are still open for use by both sides
- Manning stationary or vehicle weapons takes time before they are ready to fire: › MG: 5 seconds › Anti-Air Missile: 7 seconds › AT-emplacement: 15 seconds › Armor main gun: 30 seconds
- For the Heavy AT weapon you need to keep the fire button pressed track a target. The missile needs to travel at least 30m or it won't detonate.
- Fragmentation grenades are less accurate when thrown while moving or jumping. Their range has been lowered and their time until detonation has been increased.
- Some soldiers using the F1 hand grenade can build a grenade trap instead of throwing the grenade. It needs to be placed while in the prone and will arm after 5 seconds. It remains in the world for 10 minutes after a player dies. Crawling soldiers will not trigger it.
- While holding a mine or grenade trap the primary commo rose can be used to place a red warning marker on the team's map. Placing a new marker will delete the old one.
- Anti-tank mines arm themselves 15 seconds after placement. They must be placed while in the prone. When the emplacing player dies, the mines remain for another 20 minutes.
- Placement limits per player: › 4 grenade traps › 10 trip flares, C4 packs, or IEDs › 20 AT mines
- Deployable assets and unoccupied vehicles can be rendered unusable with incendiary grenades. These grenades are not shown in the weapons HUD that is activated with your mouse scroll wheel, but can be accessed by using the "9" key, if included with your kit.
- The insurgent Sapper carries two improvised explosive devices (IEDs). One is remotely detonated and the other has a proximity trigger.
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Post by swfwebmaster on Jan 26, 2009 0:29:28 GMT 1
Leader considerations:
- The Squad Leader can right click “PLACE RALLY POINT” to give his squad the order to gather around his position so the Rally Point can be emplaced.
- The squad leader can choose the officer or combat engineer kit to build structures.
- The distance to build other outpost assets has been reduced from 200 meters to 150 meters for v0.85
- The Ground Laser Target Designator (GLTD) can be used to designate targets so they can be engaged by air units. Left-click to place a laser marker on the target. The marker will stay for 30 seconds and will attach to vehicles. If you place a new marker, the old one will disappear. To inform the team about you marking the target you can use the “LASER TARGET” command.
- Depending on the map, regular armies can request an area attack every 60 minutes. Insurgents can order a mortar attack every 30 minutes. The commander can't order the strike by himself. He needs a request from a squad leader.
- The waypoint markers are permanent markers to assist the commander in communicating important locations to the team. The commander can place up to 7 of them on the map.
- The demolish order removes any friendly assets within 50m of it's placement.
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Lofty
Great Contributor
www.spartanwarfighters.net
Posts: 157
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Post by Lofty on Jan 26, 2009 19:47:17 GMT 1
the top 2 markers are used on Assault and Secure maps. The bottom 3 are used in Insurgency maps. Another tip is that you dont have to directly inside an objective to capture it. As long as you are within a 150m radius of the marker, you will capture it. Makes it easier to capture a point as you can stay outside objective
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Post by swfwebmaster on Jan 26, 2009 20:17:19 GMT 1
At least, 3 team mates need to to be in the CP radius to capture it and you can check the progress of the flag change by holding the "Cap Lock" down. Although you can not capture CPs out of order, if you already started neutralizing or capturing a CP you can always finish the current stage of capturing/neutralizing, even if you lose a position during the capture period.
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