I was one of the supporters of the idea that binos should be re-introduced for BLUFOR. But on the other hand I'm sure the DEVs had their reasons. It's a bit too early to start this argument again, let's wait for the release and see how it goes. It may turn out to be a good idea after all.Donatello wrote:Look closer.
52,8% of voters requested binos to be back in one way or another
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).
PR:BF2 v1.0 Feature List
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: PR:BF2 v1.0 Feature List
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR:BF2 v1.0 Feature List
carmikaze wrote:Why was it necessary to remove the JDAM?
Because its buggy and unrealistic. It either kills nothing, or kills everything in every building, in every bunker/ tunnel ...and if it hits a static sideways it'll detonate the same direction causing no effect and a horizontal weird smoke screen. + its way too big. I mean its almost like a mini-nuke.
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kev-killed-ya
- Posts: 22
- Joined: 2008-12-12 14:50
Re: PR:BF2 v1.0 Feature List
Decreased number of H-AT kits to one per team.
How long will we have to wait for the kit to become available again,once a hat mans taken out????
How long will we have to wait for the kit to become available again,once a hat mans taken out????
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Orford
- Posts: 856
- Joined: 2009-06-17 15:41
Re: PR:BF2 v1.0 Feature List
Mauser GDog wrote: SNIP:
Rhino, do you seriously have almost 40k posts!?!?!?
You sir, are a dedicated man.
Who do you think makes all the Cat and Spiderman meme's?
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR:BF2 v1.0 Feature List
lets hope longer than now...HATs are just a pain in the ***. very good that there is only one now in the game, one of the best changes. Would have loved if every faction would get unguided HATs...like the SMAW for US. Or at least make the HATs more difficult to use, like increase setup time and increase deviation. I hate those OP wire guided laser missiles. Just 2 lonewolfing HATs can stop a coordinated combined arms assault in no time, without any effort.kev-killed-ya wrote:Decreased number of H-AT kits to one per team.
How long will we have to wait for the kit to become available again,once a hat mans taken out????
Last edited by Spook on 2013-07-31 19:16, edited 1 time in total.
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Donatello
- Posts: 145
- Joined: 2007-07-08 13:17
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kev-killed-ya
- Posts: 22
- Joined: 2008-12-12 14:50
Re: PR:BF2 v1.0 Feature List
Spook spare a thought for us poor infantry classes getting annihilated by a couple of well rehearsed Tank squadsSpook wrote:lets hope longer than now...HATs are just a pain in the ***. very good that there is only one now in the game, one of the best changes. Would have loved if every faction would get unguided HATs...like the SMAW for US. I hate those OP wire guided laser missiles.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR:BF2 v1.0 Feature List
Come one I cannot remember my last round where vehicles pwned the enemy INF really hard, except INS ofc.
I hope this will change in 1.0. Actually it did change. Since I experienced much more teamwork and support from the APCs and Tanks in the 1.0 beta because they simply survived much longer than before. Thumbs up for that.
Heavy Armor was just too weak in 0.98 IMO.
I hope this will change in 1.0. Actually it did change. Since I experienced much more teamwork and support from the APCs and Tanks in the 1.0 beta because they simply survived much longer than before. Thumbs up for that.
Heavy Armor was just too weak in 0.98 IMO.
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: PR:BF2 v1.0 Feature List
As USMC you can still decide if you wanna pick the SMAW or the SRAW as the AT kit.Spook wrote: Would have loved if every faction would get unguided HATs...like the SMAW for US. I hate those OP wire guided laser missiles. Just 2 lonewolfing HATs can stop a coordinated combined arms assault in no time, without any effort.
The SMAW is not that armour penetrating and effective against a Tank f.e., but the SMAW would be more useful on maps with lots of Light Armoured Vehicles due to the higher ammount of ammunition.Donatello wrote:SMAW is as powerful as HAT kits?
Additional the KIT features HEDP rounds which are effective against soft targets an such.
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kev-killed-ya
- Posts: 22
- Joined: 2008-12-12 14:50
Re: PR:BF2 v1.0 Feature List
You might just have to look out for that sneaky guy with the C4Spook wrote:Come one I cannot remember my last round where vehicles pwned the enemy INF really hard, except INS ofc.
I hope this will change in 1.0. Actually it did change. Since I experienced much more teamwork and support from the APCs and Tanks in the 1.0 beta because they simply survived much longer than before. Thumbs up for that.
Heavy Armor was just too weak in 0.98 IMO.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR:BF2 v1.0 Feature List
You needed 4 C4's in 0.98 to kill a tank instantly. Would be interesting to know how much damage they now do to heavy armor.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: PR:BF2 v1.0 Feature List
Yes, numerous bugs were fixed for v1.0, including the map bug.Lovvi wrote:Since you changed the name of Iron Eagle, have you also fixed the map bug?
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: PR:BF2 v1.0 Feature List
I'm happy to see insurgents can more easily get officer kit, always annoyed me that you had to die or go to main. Should mean more hideouts too.
Nice job interesting to see how the RP works out, nice to see a sneaky but big change to APC's to make them more useful in a support role.
Nice job interesting to see how the RP works out, nice to see a sneaky but big change to APC's to make them more useful in a support role.
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Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: PR:BF2 v1.0 Feature List
Thanks, sir! Without the Falklands mini-mod, Project Reality is next to perfect![R-DEV]AncientMan wrote:Removed PR: Falklands and PR: Normandy minimods (future re-integration is planned).
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Peeta
- Posts: 1204
- Joined: 2008-11-28 02:05
Re: PR:BF2 v1.0 Feature List
Did I miss the part where you guys removed player tags or was that change reverted?
Either way, this has always been the best modification for Battlefield 2 and rivals the quality of actual retail games. Very nice work as always!
Either way, this has always been the best modification for Battlefield 2 and rivals the quality of actual retail games. Very nice work as always!
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PR:BF2 v1.0 Feature List
forgot to mention this during the beta. Was the bug where the challenger and warrior when tracked would flip out fixed?
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SANGUE-RUIM
- Posts: 1390
- Joined: 2009-04-26 12:37
Re: PR:BF2 v1.0 Feature List
did u miss the BETA?Fighter wrote:Did I miss the part where you guys removed player tags or was that change reverted?
Either way, this has always been the best modification for Battlefield 2 and rivals the quality of actual retail games. Very nice work as always!![]()
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RazoR41
- Posts: 315
- Joined: 2012-04-01 11:41
Re: PR:BF2 v1.0 Feature List
Looks like this is gonna be a hell of release!




