Yurch's antics reach a new level!

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Hannibal1

Forever sig-less
Jun 14, 2000
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Yes, the first aid system has transformed the bleeding effect from a counter-teamwork feature into something that encourages fighting as a unit. Unfortunately, in some circumstances it can also create suicidal playing, which is rather unrealistic. However, I think Inf 2.9 will change that, as long as those area-specific wound effects are still in - if taking bullets both reduced combat effectiveness (by making running or aiming harder) and started bleeding, I think a bleeding system would be a great addition to RA.

Does anyone know if those wound effects have been implemented in 2.9?
 

(SDS)benmcl

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May 13, 2002
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Yes it could make people play more agressive. The thing though it only stops the bleeding. You don't gain anything so you are disadvantaged.

If it does become an issue and easy fix would be to lengthen the time required to stay still and heal. You end up taking two players out of action until healed.

Like I said, only if it appears there is a problem and so far I have not seen it.
 
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Freon

Braaaaiinss...
Jan 27, 2002
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where can i get RA? the link in yurch sig leads to an attachment lost in the Great Forum Crash. and no i don't want to connect to AFA to get it. i want the nice .zip version with the .int and all ;)
 

RAZZ

aka FURY13RT
To the topic:
The new ra (the one posted there) feels a bit... alot... slower and sluggish than I last recalled ra being.

As I've chanted befor, the problem is no longer with manuver. Ra is a great improvement over regular INF. That said: The Habitual mistake of games like this is to take all these realistic peoples and firearms and pack em into swat or ut deathmatch maps.
The game plays fast and keeps you on your toes of course, but there can only be one outcome (a very realistic instagibb) and no ammount of self torture will stop that.
RA needs to be paired with a larger map and realistic engagement scenarios. What I fear is that hampering movement to an extreme degree will make playing larger maps more of a chore.
 

keihaswarrior

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Jan 7, 2003
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You certainly have been out of it. RAv2 is not new. There hasn't been a new RA for a while. There is another mutator that starts with ra, but it is made by duke, not yurch. Duke's ra286 is an entirely different animal with less focus on realism and many many more features.

Also, RAZZ rav2 players don't play the same maps that vanilla players play. Also, the games are less of a chore because there is tas. TAS give u an objective so that players don't end up endlessly wandering around a big map. Anyway, I suggest you actually play a game of tas before u try to make conjectures.
 

5eleven

I don't give a f**k, call the Chaplain
Mar 23, 2003
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KW, what do you mean RA286 has less focus on realism? I would have to argue wit ya on that one! :D

Ben, I just NOW noticed your quote below your sig! LMFAO, that is priceless, and I remember that in-game conversation. Damn, that's funny! :lol: :lol: :lol: :lol:
 

RAZZ

aka FURY13RT
RAV2 is definatly not new.
But the RA posted on this page by Cleeus is different from the original.
Stamina is lower, speeds are slower. Its got an attempt to add projectile sounds (which is nice in longer range combat) but that 40mm kick when shooting while moving is just plain odd.
I did my old trick of banking a corner to grenade, only to see my nade kick off 20 degrees from the obvious direction of the barrel.
Tis a bit frustrating in some respects -_-

There were multiple versions of original ra2 cause its been an incremental process to refine it.
Its still "rav2" cause (I would suspect) changing the name of a mutator causes mayhem with setting up the code.
What I DO fault them for is not putting dates into the changelog. so its hard to know if I have the last version having not been around for the blow by blow.

My Favorite map is still Extreme prejeduce. I havent had a chance to load up on all the latest yet, but I know this RA on that map is aulkward to move around with.

There are many ways to get realism. Slowing down play on a larger (more ideal map) is not good imo.
Playing a map like vietnam, with the original ra, was time consuming.
When you get a map large enough to support the weapons, having a slower walk speed and no stamina makes that map harder to play.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
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i did not change anything on ra2!

The RA2 in my sig is the latest version yurch released, it's the version we are playing for about 2 or 3 months and it's an almost perfect version (gameplay wise) imo.
 
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yurch

Swinging the clue-by-four
May 21, 2001
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RAZZ said:
There are many ways to get realism. Slowing down play on a larger (more ideal map) is not good imo.
Playing a map like vietnam, with the original ra, was time consuming.
When you get a map large enough to support the weapons, having a slower walk speed and no stamina makes that map harder to play.
Thats why we added gametypes. Problem solved.
 

RAZZ

aka FURY13RT
I dident mean to sound like Im accusing you of anything. Just that the version2 I'm comparing it to is considerably older and Im feeling a noteable change in speed/stamina from when I last played.

Yes, Yurch. (unless Im missing something) gametypes will change you from chasing a flag to chasing a dom point to chasing buttons and on occasion you might have to kill people...
But if your still in the same warehouse/corredore/dm style maps then theres little difference in weapons balance.

INF is a game that needs some open field combat for its longer range weapons. A mutator that hinders you too much makes the large map less attractive. When you can no longer get down the block in jog mode, I think its become a bit much.

You can debait weather its added anything to the gameplay, but I can tell its eating away at my wandering range.