I would like to offer an unbiased Point for Point objective analysis of BF2

R and PRa2 as of 9/22/11 based on my experiences.
System Requirements:
PR:BF2 - Built off the older engine, it is considered the lighter of the two mods. However some of the urban maps ie Ramiel can be pretty GPU intensive so a nice muscular graphics card with modern drivers is needed to play the game at highest levels with full AA.
PR:a2 - The ArmaII engine is more CPU intensive so a nice i5 or i7 processor is recommended. Good fast RAM and mobo too will help with the frames per second. Even small overclocks to my processor (PhenomIIx4) seem to affect performance noticeably.
Controls
PR:BF2 - There are a lot less controls in the Battlefield 2 engine, it is certainly more streamlined approachable to a new player. You can get into the game and get going with minimal remapping to play as an effective infantryman.
PR:a2 - There's no hiding the fact that the base controls for ArmaII are a hot mess. They are a major reason ArmaII scored so low in the meta for PC game review sites. Multiple toggles, multiple ways to perform the same action (ie Prone & Go Prone). Vague names for functions like "Reveal Target or Optics Mode" don't help. Setting up your controls in PR:a2 is kind of like whittling a piece of wood, you work on it for awhile then play a round then go back and whittle some more till you shape it into something you can use.
Network Latency
PR:BF2 - Better
PR:a2 - Crunchy, the desync is highly variable. Mostly its degrees of fair to poor, but at least it's being worked on.
In Game Menus
PR:BF2 - Clumsy at best, with practice you get used to getting things done in the older PR but it can sometimes even for a vet be a struggle. Dealing with kits and other in game technical things can be so bass ackwards to use. Building assets can only be done by the squadleader and also can be very sluggish & cumbersome.
PR:a2 - The Interaction key alone puts PR:a2 head and shoulders above PR:BF2. Come up to an object, crate or body and click a key. . .-what do you want to do with this?- Open it? Search It? Drag it? Pick it up? Rotate it? Dissasemble it? Load it? Bandage it? This common sense intuitive approach combined with vanilla ArmaII's "Default action" key and personal inventory makes many aspects of the game so easy to approach use. Building can be done by any player with minor restrictions on FOB placement. Static defenses can be moved tweaked and perfected. A good squad can unfurl and set up a full firebase with TOW, wire, sandbags and MG's in under 90 seconds.
Vehicles
PR:BF2 - Numerous, great variety. So many have been beautifully modeled over the years of development. Most of them are easy to maneuver and responsive. Lots of vehicle to vehicle combat maps, tankwars ftw.
PR:a2 - I'd say less than two dozen total so far. All of them seem to need their power steering fluid checked. Forget pulling off a clean 3 point turn. Logi trucks are notoriously hard to see out of. Individual components being damaged is pretty cool however. Changing a tire while taking fire is pretty harrowing. Disabling a parked enemy vehicle is fun.
Aircraft
PR:BF2 - Helicopters have always been way too finicky, give a little and get a lot. Way too easy to spill and don't really rudder or handle like aircraft. Jets feel pretty nice and smooth with a joystick, dogfighting is pretty rad. Their only setback is even on the largest map sizes they cover distances so quickly they can feel hemmed in with the AWOL boundary.
PR:a2 - Helis feel much more realistic. They hover easier at rest and bank with inertia and soar like an actual flying machine. There are as of yet no jets in this mod.
Factions
PR:BF2 - 16
PR:a2 - 3? So far, but the mod is brand new.
Ballistics & Deviation
PR:BF2 - Probably the most passion inspiring and debated aspect of this mod over the years. The .9 generation of releases seemed to find the best balance of realism and playability within the limitations of the BF2 engine. The player reaction to the current deviation settings have been largely positive.
PR:a2 - Physics driven and realistic rifles at short to mid ranges just point and shoot. At longer ranges watching bullet drop of outgoing .50 cal tracers off over a valley is nothing short of spectacular. Same with watching a heli doorgunner put some "Kentucky windage" on on his shots.
Maps
PR:BF2 - Great variety of maps to match the varied factions from urban to woodland to taiga to desert. Some of the maps are as iconic as the mod itself. Time and weather settings are static, no night combat. Engine limitations can be a headache particularly when dealing with climbing and inclines. The majority of buildings cannot be entered.
PR:a2 - Rediculously massive rugged landscapes, lots of terrain to navigate. Most buildings seem to be occupiable. Great vistas and visibility with graphics settings at high. Sun slowly sets as the day drags on.
Immersion
PR:BF2 - Makes great use of environmental sounds and real time weapon SFX fading over distance. Maps are decorated with burned out statics and vehicles. Certainly gets the most mileage of the old engine to make the player feel like they are part of something bigger. Suffers from a few sound bugs, like hearing choppers all over the map etc.
PR:a2 - This is another category where the new engine is already shining brightly. Hearing heavy ordinance rumble and echo across a valley will turn hairs on your neck. Fires light up the night and are reflected across bodies of water. Dust and particle effects linger and hang so thick you can almost taste it. Played a round in a night thunderstorm last night on TacticalGamer. Without NVG's you couldn't see your hand in front of your face. Lightning would crackle and illuminate the whole surroundings for a second. It reminded me of Jurassic Park.
Coms
PR:BF2 - In game voip is easy to use. There is also an in game channel for Squadleaders to talk to the commander. Intersquad real time communication can only be facilitated with third party chat programs that have to be installed and set up separately. Players largely all have their preference whether they be Ventrilo, Teamspeak or Mumble. Spotting on screen icons are certainly easier to follow and use, squad sizes are smaller and easier to keep cohesive.
PR:a2 - In game VON is multilayered and facilitates any kind of communication necessary. No need for any third party apps. There is a built in positional direct com similar to mumble allowing you to talk to an individual near you without bothering others. Unfortunately a lot of the playerbase is still learning when to use each com level and there is currently a lot of confusion and annoying radio spam. Squads can be any size and can be subdivided into Fireteams. There are no on screen attack or BF2 equivalent icons, everything is shared via the map screen.
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That's all I could think of for now.
