Coming from ArmA II
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Coming from ArmA II
Hello everyone, I was wondering is ArmA II like PR? Cause I really like ArmA so is PR like it?
Also, Is there many Australian squads (clans) or servers?
Also, Is there many Australian squads (clans) or servers?
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Comming from ArmA II
Hey aussieguy, welcome to PR.
Depending on which version of PR you're getting, the BF2-PR is quite a bit faster paced, but a really awesome Multiplayer experience.
The ARMA II version of PR has yet to be released, but we figure it's sometime soon.
It's pretty hard to explain how you might like it, so I'll let someone else.
It's pretty nice though, and honestly, I think you'll enjoy the community, if not also the game. ^_^
Welcome to the community Aussie!
Depending on which version of PR you're getting, the BF2-PR is quite a bit faster paced, but a really awesome Multiplayer experience.
The ARMA II version of PR has yet to be released, but we figure it's sometime soon.
It's pretty hard to explain how you might like it, so I'll let someone else.
It's pretty nice though, and honestly, I think you'll enjoy the community, if not also the game. ^_^
Welcome to the community Aussie!
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Comming from ArmA II
Is the maps bigger in PR or is the the same as the normal BF2 maps?
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Comming from ArmA II
AussieGuy wrote:Is the maps bigger in PR or is the the same as the normal BF2 maps?
Okay, your getting a little ahead of yourself.
ARMA (and arma 2, just updated engine) is a milsim, but has gameplay elements in it. BF2 is an old FPS game.
"PR:BF2" is a BF2 (Battlefield 2) mod. The largest released maps are 4x4km.
"PR:A2 (Project Reality: Arma 2) is a yet to be released version of PR, using the ARMA 2 engine. You need both Arma 2 and Operation Arrowhead standalone expansion to play it.
PR:BF2 maps tend to be larger than BF2 ones.. that's just the way I see it though.
PR:A2 will have, if I recall, only 1 map at start, however it will be a huge map. Much larger then any scale PR has been on.

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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Comming from ArmA II
Yeah PR isnt yet a stand alone game.. its a Modification off of Battlefield 2 you would need to aquire a BF2 Game , INSTALL , Install patches, then Download and Install Project reality.
But if you want to get ARMA 2 .. PR will be expanding to that game fairly soon.
But if you want to get ARMA 2 .. PR will be expanding to that game fairly soon.
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Comming from ArmA II
PR is nothing like arma2 but also nothing like BF2 either.Saying PR is like BF2 because it uses the same engine is like saying any game that uses the unreal engine is the same as unreal tournement.
The only way your ever going to be able to tell if you like PR is to play it to be honest.
I recomend getting the pre download for 97 and waiting till that comes as there are many changes comming and if you get PR now it will be totaly different in a few days anyway so is a waste of time.
And yes a good few ozzies play PR.
The only way your ever going to be able to tell if you like PR is to play it to be honest.
I recomend getting the pre download for 97 and waiting till that comes as there are many changes comming and if you get PR now it will be totaly different in a few days anyway so is a waste of time.
And yes a good few ozzies play PR.
in hoc signo vinces
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Comming from ArmA II
Sorry if i am being a bit light in my posts 
I do have BF2 fully patched and I am thinking about getting it on it. I do not want PR on Arma II because I use other mods on it. Just wondering what the differences are in normal ArmA and Bf2
r since i've heard lots of good things about it.
I hope that clears things up
Also: can anyone direct me to some Aussie clans that accept 14 year olds?
I do have BF2 fully patched and I am thinking about getting it on it. I do not want PR on Arma II because I use other mods on it. Just wondering what the differences are in normal ArmA and Bf2
I hope that clears things up
Also: can anyone direct me to some Aussie clans that accept 14 year olds?
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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: Comming from ArmA II
AussieGuy wrote:Sorry if i am being a bit light in my posts
I do have BF2 fully patched and I am thinking about getting it on it. I do not want PR on Arma II because I use other mods on it. Just wondering what the differences are in normal ArmA and Bf2r since i've heard lots of good things about it.
I hope that clears things up
Also: can anyone direct me to some Aussie clans that accept 14 year olds?![]()
I suggest you to take a look at the entire forum highlightment

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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Coming from ArmA II
If you regulary played BF2 at some point, or know the mechanics well, then the manual should include all important differences (except for the presence of teamwork of course, that can't be written down in a manual) - https://www.realitymod.com/manual/pr_manual.pdf
Now, to quickly sum up:
There's two major gamemodes, Assault and Secure and Insurgency. Other gamemodes include a co-op mode (not comparable to ArmA, mainly for practice), a strategically inspired Command and Control mode that is sadly underplayed, and a Vehicle Warfare mode without infantry, that is also not often played sadly - so I'll only explain AAS and Insurgency now.
AAS is similar to BF2's gameplay in a way. You have to capture "flags" - or more accurately, areas. The maps in AAS gamemode are usually between 2x2km and 4x4km large, with up to 1km of view distance - the smallest maps being 1x1km, which is still bigger than many BF2 maps (don't worry, no Karkand here^^)
Instead of capturing these flags randomly as the player wishes, there is a "pre-planned capture order", as the loading screen calls it. Sometimes there are two areas that you can secure at one time, often it is one. You control the area by eliminating the enemies in the area and then holding the position - then the next outpost can be captured, while the recently captured one has to be defended.
Using supply crates from helicopters or supply trucks, and the help of a squad or two, firebases (aka FOBs) can be created anywhere on the map; though their number is limited. A number of defense structures can be constructed around such a firebase, including heavy machine guns and anti-tank missile launchers, and simple things like foxholes and razor wire.
Most importantly, one can respawn at those fire bases. Unlike BF2, you can not respawn on your squad leader or captured "flags" - instead, you can only spawn in the main base, at FOBs, and at your squad's "rally point".
This rally point can be placed by your squadleader (not when he's alone!) and disappears after a minute or two. This means, it can be used to let a recently joined player jump right to the front, or, if only two men died in the last engagement, let them respawn - but if the whole squad was wiped out, they'll have to respawn elsewhere because they cannot place a rally point (obviously).
There is a number of kits you can spawn with - that is the Officer kit (for squad leaders; includes some squad-leader specific items), the Rifleman (scoped or unscoped; includes the usual stuff... A rifle, some grenades, smoke grenades, a shovel to help build firebases and alot more stuff), the Automatic Rifleman (SAW gunner), the Rifleman Specialist (got a breaching shotgun - that can also be used as a less-lethal shotgun in insurgency gamemode against civilian collaborators), and the Medic. More kits can be requested at forward outposts and the main base (at supply crates) or near vehicles (depending on the kit). Those include crewman and pilot kits, anti-tank kits, combat engineer kits, marksman kits, grenadier kits and many more.
The medic system works similar to BF2: You have a medic bag to heal people (look at them and hold left mouse button!) and epi-pens to revive people who got shot but didn't die yet (they can die if they get shot twice in a row, or if something big hit them, or if they chose to "give up" at the spawn selection screen, which speeds up their respawn time but costs the team a ticket - tickets are the number or reinforcements left, losing vehicles costs several tickets). A revived soldier will be at low health and bleeding out, so he needs treatment. Anyone who is shot, in fact, will be bleeding out slowly. Every soldier has a field dressing with gives a little boost to the health and can therefore slow down bleeding a bit, but a medic is usually still required to get the wounded back into a stable condition.
In insurgency, you do not fight over "flags" - you instead search (or defend) hidden weapon caches. You can gain intel by fighting, arresting insurgents, and arresting civilian collaborators - you lose intel by shooting those. Arrests are done with the zip-cuffs in your inventory. With enough intel, an icon will appear on the map, somewhere near a cache.
Insurgents are not equipped like regular soldiers of course. Their arsenal includes suicide cars and trucks and IEDs, so watch out as a BluFor. As OpFor, try to ambush the enemy, because you'll not have their technology and are usually stuck with an AK, some grenades, and an IED.
Hope that little insight will give you a general idea of the gameplay. The mod is free, so feel free to hop into a game
(Remember to patch your BF2 to 1.5 - you need patch 1.41 before that - if you didn't already).
The current download page only has the links for the next version which'll be out at friday, but someone surely can give you the old download links if you want to try it out before friday.
Welcome to the forums! Make sure you have a working mic, read the manual, and at some point, you might want to take a look into the often used third party voip program "mumble" that allows you to have positional audio effects to talk to non-squadmembers like pilots and crewman of the chopper/APC you are in, or friendly squads near you.
Now, to quickly sum up:
There's two major gamemodes, Assault and Secure and Insurgency. Other gamemodes include a co-op mode (not comparable to ArmA, mainly for practice), a strategically inspired Command and Control mode that is sadly underplayed, and a Vehicle Warfare mode without infantry, that is also not often played sadly - so I'll only explain AAS and Insurgency now.
AAS is similar to BF2's gameplay in a way. You have to capture "flags" - or more accurately, areas. The maps in AAS gamemode are usually between 2x2km and 4x4km large, with up to 1km of view distance - the smallest maps being 1x1km, which is still bigger than many BF2 maps (don't worry, no Karkand here^^)
Instead of capturing these flags randomly as the player wishes, there is a "pre-planned capture order", as the loading screen calls it. Sometimes there are two areas that you can secure at one time, often it is one. You control the area by eliminating the enemies in the area and then holding the position - then the next outpost can be captured, while the recently captured one has to be defended.
Using supply crates from helicopters or supply trucks, and the help of a squad or two, firebases (aka FOBs) can be created anywhere on the map; though their number is limited. A number of defense structures can be constructed around such a firebase, including heavy machine guns and anti-tank missile launchers, and simple things like foxholes and razor wire.
Most importantly, one can respawn at those fire bases. Unlike BF2, you can not respawn on your squad leader or captured "flags" - instead, you can only spawn in the main base, at FOBs, and at your squad's "rally point".
This rally point can be placed by your squadleader (not when he's alone!) and disappears after a minute or two. This means, it can be used to let a recently joined player jump right to the front, or, if only two men died in the last engagement, let them respawn - but if the whole squad was wiped out, they'll have to respawn elsewhere because they cannot place a rally point (obviously).
There is a number of kits you can spawn with - that is the Officer kit (for squad leaders; includes some squad-leader specific items), the Rifleman (scoped or unscoped; includes the usual stuff... A rifle, some grenades, smoke grenades, a shovel to help build firebases and alot more stuff), the Automatic Rifleman (SAW gunner), the Rifleman Specialist (got a breaching shotgun - that can also be used as a less-lethal shotgun in insurgency gamemode against civilian collaborators), and the Medic. More kits can be requested at forward outposts and the main base (at supply crates) or near vehicles (depending on the kit). Those include crewman and pilot kits, anti-tank kits, combat engineer kits, marksman kits, grenadier kits and many more.
The medic system works similar to BF2: You have a medic bag to heal people (look at them and hold left mouse button!) and epi-pens to revive people who got shot but didn't die yet (they can die if they get shot twice in a row, or if something big hit them, or if they chose to "give up" at the spawn selection screen, which speeds up their respawn time but costs the team a ticket - tickets are the number or reinforcements left, losing vehicles costs several tickets). A revived soldier will be at low health and bleeding out, so he needs treatment. Anyone who is shot, in fact, will be bleeding out slowly. Every soldier has a field dressing with gives a little boost to the health and can therefore slow down bleeding a bit, but a medic is usually still required to get the wounded back into a stable condition.
In insurgency, you do not fight over "flags" - you instead search (or defend) hidden weapon caches. You can gain intel by fighting, arresting insurgents, and arresting civilian collaborators - you lose intel by shooting those. Arrests are done with the zip-cuffs in your inventory. With enough intel, an icon will appear on the map, somewhere near a cache.
Insurgents are not equipped like regular soldiers of course. Their arsenal includes suicide cars and trucks and IEDs, so watch out as a BluFor. As OpFor, try to ambush the enemy, because you'll not have their technology and are usually stuck with an AK, some grenades, and an IED.
Hope that little insight will give you a general idea of the gameplay. The mod is free, so feel free to hop into a game
(Remember to patch your BF2 to 1.5 - you need patch 1.41 before that - if you didn't already).
The current download page only has the links for the next version which'll be out at friday, but someone surely can give you the old download links if you want to try it out before friday.
Welcome to the forums! Make sure you have a working mic, read the manual, and at some point, you might want to take a look into the often used third party voip program "mumble" that allows you to have positional audio effects to talk to non-squadmembers like pilots and crewman of the chopper/APC you are in, or friendly squads near you.

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_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Coming from ArmA II
Wow, thank you spec for that, that is very helpful.
AAS was a underplayed game type in ArmA, so I should be okay with that and I remember reading about insurgency in my local gaming mag (PC powerplay)
I do have a working mic (although my voice is a little underdeveloped
) but not mumble yet, I do have team speak 3 though. I'll make sure to DL the latest version as I don't have much bandwidth (damn Aussie internet)
Ps. Thanks for correcting my thread title spelling mistake btw
AAS was a underplayed game type in ArmA, so I should be okay with that and I remember reading about insurgency in my local gaming mag (PC powerplay)
I do have a working mic (although my voice is a little underdeveloped
Ps. Thanks for correcting my thread title spelling mistake btw
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Coming from ArmA II
BigD is an Australian server btw, and has a good reputation, so that shouldn't be a problem 
Edit: Ninja'd by Daishi
Edit: Ninja'd by Daishi

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_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Coming from ArmA II
Do they have good pub games? I've heard a few server pub games is where everyone goes lone wolf, and I hate that.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Coming from ArmA II
Well, due to the obvious ping issues, I don't play on there, but they are said to have good public gameplay. You'll rarely really see everyone go lone wolf in any PR server though, don't worry.

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_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: Coming from ArmA II
Short answer, if you can, get a copy of battlefield from a friend download it and decide for yourself after an afternoon of gaming if it is for you. Its the only way anywayAussieGuy wrote:Hello everyone, I was wondering is ArmA II like PR? Cause I really like ArmA so is PR like it?
Also, Is there many Australian squads (clans) or servers?
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Coming from ArmA II
He's got BF2
He'll not download .91 because of limited internet.
So ya. One thing: Since you'll download .95 and try that out, be aware that the first week or two after the release will be full of newbies - because we all are newbies at a new release, and actual newbies tend to join around that time. If you are experiencing immaturity and bad gameplay overall around that time, you might want to try again a couple of weeks later, after all the "wow new toys!" has worn off a bit
So ya. One thing: Since you'll download .95 and try that out, be aware that the first week or two after the release will be full of newbies - because we all are newbies at a new release, and actual newbies tend to join around that time. If you are experiencing immaturity and bad gameplay overall around that time, you might want to try again a couple of weeks later, after all the "wow new toys!" has worn off a bit

--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Coming from ArmA II
Thankyou Spec, again. This sounds like a really fun mod, I can't wait to play!
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Coming from ArmA II
Protip: Download the patches for BF2 and PR from an internet cafe then copy them onto an external harddrive, then to your computer. Or you WILL cap out. The files run to >9000GB, it's a hardcore case of QQ.
If you're with Telstra or Internode you might be alright; they've run previous releases on their internal networks though.
If you're with Telstra or Internode you might be alright; they've run previous releases on their internal networks though.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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AussieGuy
- Posts: 34
- Joined: 2010-10-11 05:37
Re: Coming from ArmA II
Wait, what? The files run to 9GB!?!? But...in total the torrents were around 3 gigs?!?!?
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Coming from ArmA II
The files are ~3GB in total. Perhaps he's referring to the fact you're uploading as well, if you're using torrents. People have posted direct downloads (and official links to direct downloads will be released on release-day), so nothing to worry about.

