PRBF2 v1.0.0.0 Changelog (First Beta)

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Stealth Clobber
Posts: 344
Joined: 2007-02-14 23:48

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Stealth Clobber »

Gosu-Rizzle wrote:Can anyone help me with this one? Its a pretty interesting one:
WEAPONS: Removed the incendiary grenade. It will only be a mxxxxy now. (afterdune) 16430
It will only be a memory now?
Last edited by Stealth Clobber on 2012-09-13 03:45, edited 2 times in total.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

clever, gosu. Forest fire pertains to the fire in shijia. also "it will only be a memory now". fuck, stealth beat me too it, didnt see that page.

Anyways, AAS kokan is curious, probably militia style, where the talib start with all the flags, T55 might make an appearance.
MAPS Beirut, added layer INS, has some fxxxs but mxxxxxxd vxxxxxxs from it -Deer
neat
MAPS: Removed pxxxxxxxxxxxxxxxxxxxxg to bxxxxxxxxxxxxxxxxg (afterdune) 182
u wot, dune
MAPS: Updated Nxxxxxxxn Vxxxxy map (aka Dxxxe) for pxxxm.x We still need the full exxxxr fxxxxr but the map is still WIP.x Txxxxxs pxxxxe cxxxk for bxxs so map can be lxxxxxxxxxd and fxxxxxxxd. (afsoccer) 170
there's a new one, some "x valley", not lashkar, korengal or shijia, right?
Last edited by 40mmrain on 2012-09-13 04:16, edited 13 times in total.
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by [F|H]Zackyx »

I want a submarine next patch
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by AncientMan »

40mmrain wrote:
MAPS: Removed pxxxxxxxxxxxxxxxxxxxxg to bxxxxxxxxxxxxxxxxg (afterdune) 182
u wot, dune
MAPS: Renamed prv_battle_of_ia_drang to battle_of_ia_drang (afterdune) 182

Some of those "removed" could be "renamed" too ;)
40mmrain wrote:
MAPS: Updated Nxxxxxxxn Vxxxxy map (aka Dxxxe) for pxxxm.x We still need the full exxxxr fxxxxr but the map is still WIP.x Txxxxxs pxxxxe cxxxk for bxxs so map can be lxxxxxxxxxd and fxxxxxxxd. (afsoccer) 170
there's a new one, some "x valley", not lashkar, korengal or shijia, right?
MAPS: Uploaded Nxxxxxxxn Vxxxxy map (aka Dxxxe) for pleym. We still need the full editor folder but the map is still WIP. Testers please check for bugs so map can be lightmapped and finalized. (afsoccer) 170
Last edited by AncientMan on 2012-09-13 06:12, edited 1 time in total.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

based ancient man. Let the speculation of N. valley commence.

Perhaps it will be like korengal, but not totally unplayable and shitty, like lashkar..
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by ChallengerCC »

40mmrain wrote:too focused on vehicles was cited. This is a problem for small 64 player servers, because with such little infantry, the whole game mode of AAS kind of falls apart, this happens on kashan sometimes too. However, if 100 player servers become official in 1.0, which they ought to, then this issue should be fixed, even if 32 players are operating vehicles, or doing non-infantry tasks on foot like sniping, or sabotage, then there still ought to be 18 infantry left over, which is enough to tend two flags, right?

Oh, and I wonder about the winter maps from years ago. I mean there were 3 or 4 high quality maps with unique vehicle skins and player skins, in unique settings, why are they not official?
I don?t know where you got that image from but my rounds dont was like you discribe here.
The vehicle layout dont even make this possible.
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Hjid
Posts: 75
Joined: 2009-04-28 18:35

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Hjid »

MAPS: Uploaded Norwegian Valley map (aka Dovre) for pleym. We still need the full editor folder but the map is still WIP. Testers please check for bugs so map can be lightmapped and finalized. (afsoccer) 170
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic33103_1.gif[/img]
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Arab »

I was thinking too about the incendiaries being removed.

I thought it would affect game-play and realism when it got removed.
They didn't elaborate what classes will not have incendiaries.

My guess is that everyone except riflemen, officer, riflemen alt and heavy mg has incendiary. Basically, classes that have weapons for close contact fights and who are more in the front-line.

That way, it balances out the game play by giving insurgents more time to reinforce an attacked cache rather than designated roles like marksmen and that throwing incendiaries on the cache instead of being in the distance and taking down any insurgent heading towards the defending marker.

Binoculars being removed is a good idea too because infantry meant to focus on what the task he is given by the Squad Leader, and there's contacts 150m or 100m that can be easily seen with scoped weapons around an area. Plus Binoculars exposes yourself and leaves you vulnerable for 6 seconds when switching weapons just for spotting contacts which are only reserved for Officers and Snipers. It would encourage movement and spotting enemies with your weapon scope before engaging rather than one person just spotting and not doing anything.

I agree with Linx's suggestion though. And knifing a fob shouldn't do any damage to the player.
Last edited by Arab on 2012-09-13 10:56, edited 3 times in total.
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Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Nebsif »

YOU RUINED PR!!

NO, srsly, YOU'RE TRYING TO RUIN PR!!!!! ABANDON SHIP!!! Perma rally point spammage is creeping back!!
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by ChallengerCC »

Nebsif wrote:YOU RUINED PR!!

NO, srsly, YOU'RE TRYING TO RUIN PR!!!!! ABANDON SHIP!!! Perma rally point spammage is creeping back!!
Its not correct encoded i think. But when it would be a kill.
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Zoddom »

i would welcome permanent rps again. it was just a much more dynamic gameplay back in the old days.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Arnoldio »

Well, BF3 has a pretty dynamic gameplay aswell.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Psyrus »

Arnoldio wrote:Well, BF3 has a pretty dynamic gameplay aswell.
PR has guns... BF3 has guns... we should get rid of PR's guns so that it's not like BF3 at all -_-
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Alek-say »

Zoddom wrote:i would welcome permanent rps again. it was just a much more dynamic gameplay back in the old days.
Why do we need "dynamic" gameplay? To tell you the truth, I don't need it. I mean, that if people start shooting like Rembo, so... It will be a standard, battlefield addon, not PR.
I don't like this idea.
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Spook »

exactly. With Perma RP we can remove transport choppers, remove additional slots in APC's and only leave 1 transport truck on each map. So that when the round starts, all squadleaders take a squad member get in the truck and all together drive to the frontline, where they can spread their RP's und just fight for one objective till the tickets run out. Fuck transport, if you can have rallypoints right?

Nevertheless, Devs are not stupid, they developed this mod. And they know, they'd kill it with this change. I'm sure it means something different.
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Zoddom »

i think they know their mod well enough to be able to reimplement RP which fit into the gameplay quite well. seriously if you think of the RPs now, they are quite useless and rarely seen. maybe they change it like only deployable in X range to a friendly flag or somehting like that. than the RP hunt would at least concentrate on the objectives, which i find quite realistic and exciting.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by Wakain »

I think we're about to hit WTF forum alert level. 8)
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PRBF2 v1.0.0.0 Changelog (First Beta)

Post by 40mmrain »

Psyrus wrote:PR has guns... BF3 has guns... we should get rid of PR's guns so that it's not like BF3 at all -_-
man call of duty has guns too, I demand devs remove guns, because this isnt call of duty
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

It seems like none of you have played on servers with the DBmod. Permanent rally points are not complete game changers. They will still expire if enemies overrun it even from 100m away.


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