My PR v 0.9 Review/Comments + Video!

General discussion of the Project Reality: BF2 modification.
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AurianTitan
Posts: 172
Joined: 2008-03-15 16:40

My PR v 0.9 Review/Comments + Video!

Post by AurianTitan »

Hey guys, some of you people might know me in game on the battlefield and this is my first time on the forum. First, let me give you a brief introduction of myself. I've been playing Project Reality since version 0.6. But I've known about PR longer than that since Muttrah version 1 came out. I was stuck playing other FPS games on my low-grade laptop. I was thirsting for a realistic game, basically my whole gaming life lol. And when I got a new computer (gaming computer), I started playing Day of Defeat (because of the disorientation effect from grenades/explosions). It was innovate to me. My clan member told me about modders trying to give Day of Defeat a realistic feel. He also told me about a mod that is on the rise and that was Project Reality. He never played Battlefield 2 but he did research quite well. By the time I got BF2, I totally forgot about Project Reality and I was into the BF2 game. Then I realized, "wow... this sucks... so many grenades being through and always dying." I tried to remember that mod that my friend told me about long ago and I looked up videos on Youtube and I found it! It was Project Reality! I downloaded it and started playing since version 0.6 and I finally found the game I really loved--realism and no more mindless killing!

I really loved how far Project Reality came and tried so hard to win a competition and also please a growing community. This mod most definitely deserves a award. I tried to get my friends into it but they were not interested at all (they were into the quick FPS games like Modern Warfare 2) and the steep learning curve that came along with PR.

Anyways, on to the point... VERSION 0.9!!! :mrgreen:

I was amazed at how large the update was compared to past patches. This patch included so many things that it will have rough edge but that's fine! It's a great sneak peak for what is to come. When I first saw the trailer for 0.9 about parachuting. I was like dang, I had the image in my head from the beginning scene of Avatar inside the shuttle where all soldiers are seated and we're going to jump out in PR onto the battlefield! But nah, I was just falling out of no where lol. But that's ok. Its not a problem.

I tested out all the maps (but some not so much as the round ended) and from my experience, the best maps would happen to be Silent Eagle, Siege at Ochamachira, Lashkar Valley, Yamalia, and Gaza Beach.

Reasons:

Silent Eagle - Parachuting, amazing bloom/haze effect made it seem that the graphics were enhanced. The map is large and the city is beautiful with every enter-able buildings (besides the church) and thus brings much teamwork with all these assets and the environment around us. And the nice touch of the church bell which can be annoying but I think its a nice addition to the map. (One time, we were capping central village and we got it. Then the bell went off and my squad was like, "the bell is going to go off every time we capture this village or point or something?" lol...)

*I ALSO HAVE SOME FOOTAGE FROM SILENT EAGLE. CHECK IT OUT HERE!: http://www.youtube.com/watch?v=SCCrROqA2mA

Ochamachira - great because its a "survival, last stand" map. Defending from all sides can bring in a vicious game and lots of teamwork and struggle.

Lashkar Valley - a blend between Korengal Vally and Operation Archer. An insurgency map that deals with more mountainous terrain and a beautiful landscape (seen from mountain views onto the valley). Its a fun map to play on... HOWEVER, I believe there should be (which I know you guys are working on) is the base rape of the British Deployment Area. Setting up a not-allowed barrier around the base would be good against insurgents. Last game I had on this map didn't even look like PR. Everyone was camping inside the British base and the British still won!!! LOL.

Yamalia - Its a nice and simple but elegant map. It provides open views of the area around us which can be an advantage for snipers and machine gun emplacements. And a small entrenchment area. I also love that the foxholes were enlarged and works great on this map since its so flat. The parachuting is a great addition to this map also. The towers and defensive props already set on the map are also useful.

Gaza Beach - This map reminds me of a mixture between Ejod Desert and Al Basarah. I loved Ejod Desert because of its intensity focused on the city center and the mechanized battles outside. And the insurgency element from Al Basarah helps reinforce this intensity within the map with the new factions of IDF and Hamas (which are great classes, not so different from the other factions but nice geometries and a whole new addition of weaponry to try out!)

All the other maps, such as Beirut can be dull and slow during gameplay because of the map setup. Iron Ridge is too large and mostly forest where it appears to be like Fool's Road where there are only isolated fire fights and not large scale fire fights to defend a cache. Most of the militia forces are just sitting in their base practicing at the shooting range. Dragon Fly is also the same,

I've noticed that a lot of people are having performance problems (which is there own problem but also whatever that patch holds is lagging them badly--I have no lag or performance downfall. Not one bit). When rounds end and a map rotation occurs--like half of the players disconnect or crash from PR. And its just ridiculous. Also, the kits having no icons can be irritating but I was told that it was just a temporary place holder for the weapon/bag geometry instead of just the kit.

New Rally System: The new rally system has some pros and cons to it. Well not necessarily cons but can be hard to adapt or dragging to some gameplay/rounds. The new rally system provides more teamwork and people sticking together to fight off hostiles--not as dying much. And building more firebases brings in more HMG emplacements, foxholes, etc--MORE THINGS TO HELP US IN BATTLE!!! (even though we have to build more). The rally system having only 60 seconds is not only an emergency action to take if a member is down and no firebase is around. However, reloading the rally is often annoying during some rounds of major defeat. But otherwise, we will adapt to these changes and hopefully stick together as a squad so we won't die as often. Plus if you have Mumble, which isn't being used to its full potential and can be seen as useless in this but it does add realistic features which is exhilarating. Just having all these innovative things coming our way!

Cons: What happened to training? I mean, I was still in the process of learning how to fly (after all these years of playing PR, i just decided to learn how to fly!) I will try out Cooperative later.

What I would like to see: I've always wanted to see a game that can make a artillery squad or assets. Where a squad can take control of artillery batteries (replacing off map support--except JDAM) and troops in the front lines can call in support on specific locations. And how about replacing the mortar off-map support with a constructible mortar pit that can be used at places around firebases.

But yeah, that's all I have to say. Hopefully no typos... Too lazy to proofread (and its super late... well its morning now xD). But yeah. I really did enjoy this patch even though it has some rough edges but it is only a taste of what to come! See you guys on the battlefield!! :mrgreen:

BTW, check out this video from Silent Eagle gameplay!! http://www.youtube.com/watch?v=SCCrROqA2mA
Last edited by AurianTitan on 2010-02-07 12:57, edited 1 time in total.
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: My PR v 0.9 Review/Comments + Video!

Post by Nebsif »

Phew, I rad it all..
me thinkz Iron ridge is an uber map. Sometimes theres no fighting, or just small firefights, but when the fighting comes to one of the towns, or near that small tunnel thingy, its epiic, the map itself is beautiful, both the forest and urban areas.
I also didnt feel that LMGs/Snipers dominate Yamalia, I ALWAYS try to take ironsights on this map (unless im canadian :S), pretty easy to sneak up on ppl with all the grass and trees.
Rawr!
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: My PR v 0.9 Review/Comments + Video!

Post by Jedimushroom »

Well I'm pretty sure Dragon Fly is bugged so that only 40 people can play it, which is a pretty big problem if true. Also Yamalia needs a bleed on the Canucks if they have no flags, and Gaza is unwinnable for the IDF, I mean they get 1 cache at best.

Other than that I have only found greatness in the new release, and the previous problems should be quite easy to fix.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
Rissien
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Re: My PR v 0.9 Review/Comments + Video!

Post by Rissien »

Jedi, we got 6 caches as IDF yesterday untill they took our last fob and just sniped us on our way to the city from main.
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ZZEZ
Retired PR Developer
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Re: My PR v 0.9 Review/Comments + Video!

Post by ZZEZ »

Jedimushroom wrote:...Gaza is unwinnable for the IDF, I mean they get 1 cache at best.
...
I wouldn't say its impossible, people still don't know the map or how to play with all the new stuff.
When people will learn how to play with the Merkava tank the odds will change, allot of people don't know that you can have a full squad inside the tank together with the crew for awesome rescue and transport missions....Merkava also has a ATGM round called LAHAT.
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: My PR v 0.9 Review/Comments + Video!

Post by Jigsaw »

Jedimushroom wrote:Well I'm pretty sure Dragon Fly is bugged so that only 40 people can play it, which is a pretty big problem if true.
Not true in the slightest, I played it yesterday with a full 64 man server and had no performance issues at all.

@OP enjoyed that video mate, liking the close work between armour and infantry although shame it didn't end well :)
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Bringerof_D
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Re: My PR v 0.9 Review/Comments + Video!

Post by Bringerof_D »

Yamalia i think is perfect the way it is

and no snipers and MGs do not rule on this map, well MGs do better than snipers, it's really open but the trees are too thick for someone to actually get a clear shot, you can see a lot of movement but you cant tell where the enemy actually is. i think Riflemen dominate here. the AR on my squad one round got only 2 kills while defending one of the objectives while the rest of us who stuck together and opened fire into bracketed areas where we spotted movement got many more
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: My PR v 0.9 Review/Comments + Video!

Post by sniperrocks »

Great video! Great review :)
You're very lucky you don't have lag issues !
AurianTitan
Posts: 172
Joined: 2008-03-15 16:40

Re: My PR v 0.9 Review/Comments + Video!

Post by AurianTitan »

well i'm not saying they dominate but MG's and snipers would have an advantage to take out infantry if they're crossing the fields or add suppression. plus there are towers and other emplacements. but yeah, its a good map for infantry such as grenadiers and just riflemen themselves and the occasional struggle against a APC. The TOW on this map works great (if you put it in a right position away from the trees) lol and im guessing its a bad map for helicopters (well its the pilots' fault for getting to close to the hot zone) because i saw A LOT of Russian choppers get shot down LOL.
Snazz
Posts: 1504
Joined: 2009-02-11 08:00

Re: My PR v 0.9 Review/Comments + Video!

Post by Snazz »

The last review was closed because it's considered Feedback and the Feedback section is locked in the meantime.

Previous 0.9 review: https://www.realitymod.com/forum/f10-pr-general-discussion/75226-project-reality-9-review.html
General Feedback forum: https://www.realitymod.com/forum/f257-v0-9-general-feedback
AurianTitan wrote:Iron Ridge is too large
Iron Ridge is much smaller than Silent Eagle and Yamalia.

Cool video though, I liked the shift of balance based on combined arms assets.
AurianTitan
Posts: 172
Joined: 2008-03-15 16:40

Re: My PR v 0.9 Review/Comments + Video!

Post by AurianTitan »

Oh, sorry about that.

But I also forgot to talk about Vehicle Warfare. I only played one round of it and people already disliked it and found it boring. With the value of tanks and their spawn, most people just camped, waiting for each other to encounter each other. I played on Muttrah City during this mode. But idk, that was just that round. If people start adapting to it and finding tactics, I'm sure the gameplay would be better.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: My PR v 0.9 Review/Comments + Video!

Post by Jedimushroom »

Jigsaw wrote:Not true in the slightest, I played it yesterday with a full 64 man server and had no performance issues at all.)
That's odd; I played on both T&T and Reality Teamwork and on both servers on Dragon Fly people were randomly d/c from the server if there were more than 20 per side...
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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