PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
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saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: PR:BF2 v1.0 Feature List

Post by saamohod »

Donatello wrote: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).
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.
Kothra
Posts: 513
Joined: 2009-12-31 13:52

Re: PR:BF2 v1.0 Feature List

Post by Kothra »

German NH90? AW YEAH.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

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

Post by kev-killed-ya »

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????
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: PR:BF2 v1.0 Feature List

Post by Orford »

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? :lol:
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

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????
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.
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

Re: PR:BF2 v1.0 Feature List

Post by Donatello »

SMAW is as powerful as HAT kits?
nickname: =WAR= Kadart
kev-killed-ya
Posts: 22
Joined: 2008-12-12 14:50

Re: PR:BF2 v1.0 Feature List

Post by kev-killed-ya »

Spook 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.
Spook spare a thought for us poor infantry classes getting annihilated by a couple of well rehearsed Tank squads :shocked:
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

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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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: PR:BF2 v1.0 Feature List

Post by K4on »

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.
As USMC you can still decide if you wanna pick the SMAW or the SRAW as the AT kit.

Donatello wrote:SMAW is as powerful as HAT kits?
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.

Additional the KIT features HEDP rounds which are effective against soft targets an such.
kev-killed-ya
Posts: 22
Joined: 2008-12-12 14:50

Re: PR:BF2 v1.0 Feature List

Post by kev-killed-ya »

Spook 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.
You might just have to look out for that sneaky guy with the C4 :lol: :lol:
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

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

Post by AFsoccer »

Lovvi wrote:Since you changed the name of Iron Eagle, have you also fixed the map bug?
Yes, numerous bugs were fixed for v1.0, including the map bug. :)
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR:BF2 v1.0 Feature List

Post by PLODDITHANLEY »

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.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: PR:BF2 v1.0 Feature List

Post by Raklodder »

[R-DEV]AncientMan wrote:Removed PR: Falklands and PR: Normandy minimods (future re-integration is planned).
Thanks, sir! Without the Falklands mini-mod, Project Reality is next to perfect!
Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: PR:BF2 v1.0 Feature List

Post by Peeta »

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! :)
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:BF2 v1.0 Feature List

Post by 40mmrain »

forgot to mention this during the beta. Was the bug where the challenger and warrior when tracked would flip out fixed?
SANGUE-RUIM
Posts: 1390
Joined: 2009-04-26 12:37

Re: PR:BF2 v1.0 Feature List

Post by SANGUE-RUIM »

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! :)
did u miss the BETA?
RazoR41
Posts: 315
Joined: 2012-04-01 11:41

Re: PR:BF2 v1.0 Feature List

Post by RazoR41 »

Looks like this is gonna be a hell of release!
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.
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