PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
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frankwilliam
Posts: 61
Joined: 2010-02-05 12:22

Re: PR:BF2 v1.0 Feature List

Post by frankwilliam »

Awsome, the new rallypoint system sounds like it could work out great!
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PR:BF2 v1.0 Feature List

Post by Unhealed »

___sangue-ruim___ wrote:I hope its still disabled...
Me too. I liked that change.
But I don't mind if BLUFOR will be able to pick up basic insurgent kits(anyone can operate AKs), but the other way around - hell no.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: PR:BF2 v1.0 Feature List

Post by Stealthgato »

[R-DEV]AncientMan wrote:Updated stationary weapons to allow firing from slow movement speeds (<10 km/h).
Oh boy, does this mean we can move slowly with ATGMs armed on the Spandrel and Bradley? ohohohohohoho


Also, on picking up enemy kits - I get it removing ability to use LATs, specialists etc. but you should leave the ability to take other faction's basic rifleman kit, imo.
Roughbeak
Posts: 92
Joined: 2013-07-22 03:28

Re: PR:BF2 v1.0 Feature List

Post by Roughbeak »

"Remove Normandy and Falkland minimods"

Why, at least put them in the files. I thought those were extremely epic. ;)
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: PR:BF2 v1.0 Feature List

Post by SANGUE-RUIM »

Roughbeak wrote:"Remove Normandy and Falkland minimods"

Why, at least put them in the files. I thought those were extremely epic. ;)
they will put everything back on later...
Mauser GDog
Posts: 78
Joined: 2010-06-21 15:25

Re: PR:BF2 v1.0 Feature List

Post by Mauser GDog »

Updated Operation Marlin with the addition of French Forces replacing Canadian Forces.

Well if that's not a slap in the face with a sweaty French leather glove! :shock: Pull out the Canucks and call in the Frenchmen!? Damn, we need some Canadian Devs to get us back in the fight! :mrgreen:

Which maps are left with Canadian Forces?
Operation Archer (I think?), anything else?
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Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PR:BF2 v1.0 Feature List

Post by Unhealed »

Stealthgato wrote:Oh boy, does this mean we can move slowly with ATGMs armed on the Spandrel and Bradley? ohohohohohoho


Also, on picking up enemy kits - I get it removing ability to use LATs, specialists etc. but you should leave the ability to take other faction's basic rifleman kit, imo.
I think they made that change mainly becouse there is no nametags anymore, so it's harder to tell who is who and it's ten times more harder to tell it when someone is wearing enemy kit.
I like that, becouse seeing friendly in full enemy gear except uniform was really dumb.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: PR:BF2 v1.0 Feature List

Post by Stealthgato »

Mauser GDog wrote:Updated Operation Marlin with the addition of French Forces replacing Canadian Forces.

Well if that's not a slap in the face with a sweaty French leather glove! :shock: Pull out the Canucks and call in the Frenchmen!? Damn, we need some Canadian Devs to get us back in the fight! :mrgreen:

Which maps are left with Canadian Forces?
Operation Archer (I think?), anything else?
The map was made for the French forces to begin with, it just got released before the faction was ready so you were just a guest :P There's Operation Archer, Yamalia, Kokan Alternative and judging by the "Why 1.0 isn't out yet" video they'll be on the Alternative layer of Kashan Desert.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:BF2 v1.0 Feature List

Post by Rhino »

Mauser GDog wrote:Updated Operation Marlin with the addition of French Forces replacing Canadian Forces.

Well if that's not a slap in the face with a sweaty French leather glove! :shock: Pull out the Canucks and call in the Frenchmen!? Damn, we need some Canadian Devs to get us back in the fight! :mrgreen:

Which maps are left with Canadian Forces?
Operation Archer (I think?), anything else?
lol, Op Marlin was always intended to be a FF map, CF where just there till they showed up :p

As for a list of maps with the CF on them (some may be only on alternative layers):
  1. Kashan Desert
  2. Kokan
  3. Op Archer
  4. Yamalia
EDIT: Damn ninjas!
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Mauser GDog
Posts: 78
Joined: 2010-06-21 15:25

Re: PR:BF2 v1.0 Feature List

Post by Mauser GDog »

Stealthgato wrote:The map was made for the French forces to begin with, it just got released before the faction was ready so you were just a guest :P There's Operation Archer, Yamalia, Kokan Alternative and judging by the "Why 1.0 isn't out yet" video they'll be on the Alternative layer of Kashan Desert.
Fair enough, too many good men were dying in the fruitless endevour for the west that is OP Marlin anyways, let the French have their fun! :D

The other maps you listed are more than enough for my Canucks to keep busy with...
Hmmmmm, dedicated Canadian Forces Server? 8)
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Mauser GDog
Posts: 78
Joined: 2010-06-21 15:25

Re: PR:BF2 v1.0 Feature List

Post by Mauser GDog »

[R-DEV]Rhino wrote:lol, Op Marlin was always intended to be a FF map, CF where just there till they showed up :p
Canadians as placeholders.....why of all the insults I never.....stay calm, breath, there is still lots of fighting for everyone boys!

Rhino, do you seriously have almost 40k posts!?!?!?
You sir, are a dedicated man.
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Yosik
PR:BF2 Developer
Posts: 90
Joined: 2011-08-12 16:41

Re: PR:BF2 v1.0 Feature List

Post by Yosik »

Why did you remove Dien Duong and Siege at Ochamchira?
Those were really fun maps, especially Ochamchira.. Are they going to come back eventually?
PR0_SNIPE
Posts: 149
Joined: 2013-06-29 13:08

Re: PR:BF2 v1.0 Feature List

Post by PR0_SNIPE »

lol'd at civilian wave animation!!!! will use.
You're hit and then hear the shot.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: PR:BF2 v1.0 Feature List

Post by Arc_Shielder »

ma21212 wrote:Indeed, Im wondering if its the voices from EOD.
Nope. (7)
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: PR:BF2 v1.0 Feature List

Post by nAyo »

Forgotten wrote:,,Removed binoculars from most conventional army kits.'' - why did u do that? :cry:
I pray to god for my thread/poll about binos (https://www.realitymod.com/forum/f252-p ... dback.html) to be taken into consideration, otherwise I would not understand the purpose of a community poll :|
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
DonDOOM
Posts: 819
Joined: 2007-02-10 11:42

Re: PR:BF2 v1.0 Feature List

Post by DonDOOM »

nAyo wrote:I pray to god for my thread/poll about binos (https://www.realitymod.com/forum/f252-p ... dback.html) to be taken into consideration, otherwise I would not understand the purpose of a community poll :|
The outcome of your poll was that nothing regarding binos should be changed since the beta, which is the case.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.0 Feature List

Post by ComradeHX »

I am glad Rally points make a lot of sense now.

Instead of infinitely-lasting spawn points; now it is used to support FOBs(so one person spawncamping does not work at all) and attacks (next to APC).
KrunCh
Posts: 12
Joined: 2010-11-23 02:00

Re: PR:BF2 v1.0 Feature List

Post by KrunCh »

Added cannabis/hemp field clumps (you can't smoke it, but you can set it on fire...).
LOL :25_flamer
Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: PR:BF2 v1.0 Feature List

Post by Donatello »

DonDOOM wrote:The outcome of your poll was that nothing regarding binos should be changed since the beta, which is the case.
Look closer.

52,8% of voters requested binos to be back in one way or another :wink:

PS This game encourages you to watch out around (bushes etc) so binos is only known way to keep my\your eyes comfortable (because of that "pixel-effect"; read first post in that thread - thats good one, constructive).
nickname: =WAR= Kadart
carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Re: PR:BF2 v1.0 Feature List

Post by carmikaze »

Why was it necessary to remove the JDAM?
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