PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
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K4on
Retired PR Developer
Posts: 5055
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Re: PR:BF2 v1.0 Feature List

Post by K4on »

Shovels to remove grenade traps? Cant see the logic and makes combat engineers less valuable than they already are other than for cache removal, which I gather the Breacher can do anyway?
sure

see the use of the shovel more as a technical reason.
using the knife to diffuse/cut the grenade traps makes more sense ofc.
Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: PR:BF2 v1.0 Feature List

Post by Donatello »

zloyrash wrote:Can someone explain this? Examples?
Like we can drive but cant shoot? Or we can shoot but cant drive?
bump :roll:
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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: PR:BF2 v1.0 Feature List

Post by Heskey »

[R-DEV]K4on wrote:sure

see the use of the shovel more as a technical reason.
using the knife to diffuse/cut the grenade traps makes more sense ofc.
Why not use the bayonet then? And I do worry about the creeping redundancy of the Combat Engineer ever since they were no longer able to repair bridges (understandable) and vehicles. All they can do now, that's special, is place and remove mines?
simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: PR:BF2 v1.0 Feature List

Post by simeon5541 »

'[R-DEV wrote:AncientMan;1923907']SP/COOP
  • Added ESAI support (Enhanced Strategic AI) (by Void).
Will bots laze targets for CAS ?
melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: PR:BF2 v1.0 Feature List

Post by melonmuncher »

simeon5541 wrote:Will bots laze targets for CAS ?
Thought about it, but in the end I couldn't decide if I wanted to add it or not so left it as is. Maybe in the future though.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PR:BF2 v1.0 Feature List

Post by hobbnob »

Heskey wrote:Why not use the bayonet then? And I do worry about the creeping redundancy of the Combat Engineer ever since they were no longer able to repair bridges (understandable) and vehicles. All they can do now, that's special, is place and remove mines?
Maybe the new damage system will disable engines more often, in which case there will be an amazing use and possibility for a proper logistics/transports/REME squad
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simeon5541
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Location: Serbia

Re: PR:BF2 v1.0 Feature List

Post by simeon5541 »

[R-DEV]melonmuncher wrote:Thought about it, but in the end I couldn't decide if I wanted to add it or not so left it as is. Maybe in the future though.
But you want to say that is actually possible to implement that feature in BF2 engine ?
Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: PR:BF2 v1.0 Feature List

Post by Kerryburgerking »

Updated Commander markers; can now be placed rapidly.
Updated UAV system; it now takes only five seconds to redeploy while on station.

I just came buckets
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

Yep Kerryburgerking, I will have a really good time as CO now. Could be OP though, if used together with very good CAS. But CAS got nerfed anyways so it should be good.
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Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: PR:BF2 v1.0 Feature List

Post by Kerryburgerking »

Spook wrote:Yep Kerryburgerking, I will have a really good time as CO now. Could be OP though, if used together with very good CAS. But CAS got nerfed anyways so it should be good.
See you on the battlefield then ;)
kgjerding
Posts: 10
Joined: 2009-04-20 10:37

Re: PR:BF2 v1.0 Feature List

Post by kgjerding »

>> Updated the max number of Civilians you can't kill before being arrested within a 10 minute timeframe to 4. After this timelapse, your kill history is cleaned up. <<

Say what? Doesn't make sense man..
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

I think it means that you get killed/arrested if you kill 4 civis within 10 minutes. After those 10min your civi kill history is cleaned.
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Harvester
Posts: 9
Joined: 2011-04-22 19:47

Re: PR:BF2 v1.0 Feature List

Post by Harvester »

Guys, why are not prepared Fuchs 1A8 and Fennek for the German army???
Fuchs 1A8 https://www.realitymod.com/forum/f388-p ... 8-wip.html
Fennek Project Reality: Dutch Armed Forces - Fennek VWWRN - YouTube
Oddball
Posts: 38
Joined: 2013-07-30 16:03

Re: PR:BF2 v1.0 Feature List

Post by Oddball »

So I want a clarification on this...
This AA that is shown here
PR:BF2 Mod v1.0 Trailer - YouTube

Has NOT been in any version i've ever seen, and that goes a few years back...
So whats the deal here?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR:BF2 v1.0 Feature List

Post by Rudd »

Type 95 SPAAA - Wikipedia, the free encyclopedia

it's the chinese AA vehicle, we've moved away from AA vehicles with cannons, however China hasn't had their AA replacement built yet, so they get to keep theirs :)

- but it's got a kickass digital cammo pattern now :)
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Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: PR:BF2 v1.0 Feature List

Post by Donatello »

If flares for aircraft are improved does it mean that personal AA weapons (Stinger etc) are useless in 1.0 ?

Seriously, it was pain in the *** to shot helicopters with stationary AA in 0.98. More pain if you used Stinger.
And now with advanced flares ... :-(
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR:BF2 v1.0 Feature List

Post by Rudd »

Donatello wrote:If flares for aircraft are improved does it mean that personal AA weapons (Stinger etc) are useless in 1.0 ?

Seriously, it was pain in the *** to shot helicopters with stationary AA in 0.98. More pain if you used Stinger.
And now with advanced flares ... :-(
there is a video that k4on made on silent eagle demonstrating the best ways to shoot helis down with handheld AA, but I can't seem to find it
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K4on
Retired PR Developer
Posts: 5055
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Re: PR:BF2 v1.0 Feature List

Post by K4on »

Donatello, maybe you wanna read the Weapons Changes aswell? That should skip your worries.
Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: PR:BF2 v1.0 Feature List

Post by Donatello »

Well,

"Updated AA Missile speeds and damage system, balancing the AA's vs. Air units gameplay and being non effective against all other units."

sounds shady for AA users. "Updated" is equal to "increased"?

My worries - thats what increased :smile:
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: PR:BF2 v1.0 Feature List

Post by Pvt.LHeureux »

Heskey wrote:I
Reduction of field dressings to medics. Can they heal themselves using medic bag, or are the patches supposed to be for their own personal use?
The "ressucitate" hands are more powerfull now. Also they reduced the field dressings on the medic to reduce the number of times where medics would drop a field dressing on a wounded soldier, then revive him with the epipen. The revived soldier could sprint as soon as being revived because of that, which is totally unrealistic.

Now medics will use field dressings for themselves and medic bags to heal friendlies.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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