RUNNING WITH RIFLES

RUNNING WITH RIFLES

**SOLDIERS AT WAR - HEAVY** 1.8
Viser 61-70 af 104 forekomster
< 1 ... 5  6  7  8  9 ... 11 >
Opdatering: 11. sep. 2017 kl. 2:53

1.59

-Introduced extended engagement range for armoured vehicles {more testing needed}

-Introduced new remote firing heavy machineguns for tanks, tank commander is now buttoned up and protected.

-Fixed mg36 muzzle flash and heat flash

Opdatering: 10. sep. 2017 kl. 1:24

1.58

-APC's & IFV's can now damage vehicles with cannon.

-Shoulder Launched Light Anti Tank - Dual Purpose High Explosive munition can now damage vehicles.

-Reworked armour protection system for tanks, better protection to front and sides from all light anti tank threats.

-T-80 tanks have a high profile, making it slightly difficult to hit top armour from a 2 storie building.

-Shoulder Launched Light Anti Tank - Dual purpose high explosive rounds now make hull impact sound with vehicles.

-Fixed - Small arms bullets not making metal impact sound when colliding with Shell Point Armour Screen.

Opdatering: 9. sep. 2017 kl. 21:19

1.57d

-Revised anti tank rocket trails.

Opdatering: 9. sep. 2017 kl. 16:28

1.57b

-Graphical revision to vehicle fire & smoke effects
-Graphical revision to gas tank smoke & fire effects

Opdatering: 9. sep. 2017 kl. 3:54

1.57

-Changes to artificial intelligence, regarding sight range, combat with and between A.I should now be within the players view and engagement range.

-Medics have their own artificial intelligence now, they will tend to stay in cover more, leave cover less, stay away from rooftops, have a high tendency to join and stay with a player squad, their healing range is reduced so that they will not run so far in the open away from their squad to heal.

-Number of medics increased from {1 in 5} to {1 in 4} soldiers.

-Medikits are now unlimited use, this is to bolster and support the A.I medic in the field and increase the total heals that take place over the duration of the battle.

-Sniper rifles now have an extended engagement range to simulate a 'stand-off' engagement and the nature of a sniper shooting from well covered and concealed positions unobserved by the target, and the independent nature of their authorised ability to engage targets of opportunity well beyond the parent unit's engagement range they are attached to.

-Further reduction in the quantity of light anti tank weapons in soldiers hands by 50%

Opdatering: 7. sep. 2017 kl. 4:58

1.56c

-Introduced new soundtracks for main menu and end battle.
{All This Scoring Action - Remixed by Anzac Joe, Impact moderato}

-Rectified missing barrel textures in winter maps.

Opdatering: 6. sep. 2017 kl. 5:06

1.56b

-Rectify RPK-74 rate of fire from 9 round burst to full-auto

Opdatering: 6. sep. 2017 kl. 2:59

1.56

-Introduced ground work for new realistic ballistic system {R.B.S}

Opdatering: 5. sep. 2017 kl. 5:57

1.55b

-Rectified SMAW HEAT & HEDP munitions passing through shell point armour system

Opdatering: 5. sep. 2017 kl. 4:01

1.55


-Revised Light Anti Tank weapon numbers in a 10 soldier group down from 4 to 2

-Re-designed soldier casualty fate system using a more scientific approach resulting in more scenarios of kia, wia, stunned, and glanced shots while reducing the amount of wounded on the battlefield to more realistic believable numbers.

-A greater distinction is made between casualty results for HE vs Frag, High caliber vs small caliber bullets.

-Realistic hand to hand combat casualty values are now modeled, simply stabbing someone does not constitute a kill, stabbing at someone enters your character into hand to hand combat with the opposing character having a chance to fight back with equal chance to either kill, wound, stun or glance an attack. So be careful in hand to hand combat, as in real life, shear weight of numbers wins when battle is brought with the bayonet and knife. The only advantage of you getting the jump on the opponent is to have the first roll of the dice.