Server is now called [QRF] CombinedArms | Hardcore
#### SERVER PASSWORD: hc ####

Our goal is to establish a slow-paced thrilling gameplay experience, providing more strategical and tactical depth and force players to work in a team even more. The core feature of PR, which has gotten less important with the new release is the value of life. If you do not value your players or vehicles life, then you do not rely on the help of others and give in to the temptation to do stupid and risky maneuvers which you would never do in real life. Reckless rushing and lonewolfing decreases the quality of the game.
We want to increase it and make players play thoughtfully and spent more time with coordinating and performing a smooth successful inter-squad combined arms assault than waste it on rushing and respawning 5 times on a FOB next to an enemy flag in the same period of time.
We wrote alot of posts in the forums regarding all of this but not much got really impemented. And we do not blame the DEVs for it. Alot of people like it the way it is. We just want to offer an alternative to people who want to play the game with less constant but instead short and intense action!
All those changes are serverside, so you can just join and play without any additional downloads.
We have to protect the server with a password otherwise we would infringe the PR server license rules.
The password for the server is: hc
You can also find it in the Server Name itself.
Also keep in mind that we are still an ONLY AAS SERVER. You will find no Insurgency there!
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Applied Changes (always up-to-date!):
(keep in mind that this is not permanent and that we are only testing this. We might tweak or remove changes based on players feedback and our experiences in the upcoming tests!)
1. Rallypoints
-Implemented 0.98 Rallypoint System (with slight changes)
We totally support the RP functionality as it was before, so we brought it back with some changes. It should only be used to actually rally up with your squad and not abused as a permanent spawnpoint.
-Needs 2 Squadmembers close to SL to place it.
-Expires after 90 seconds
-Needs 10 Minutes to reload | Reloads instantly if near a friendly FOB
-Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)
-Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)
2. FOBs
NEW: -Reduced max. amount of FOBs from 6 to 2
NEW: -You can build up assets all over the map aslong as one FOB is active on the map.
NEW: -Only one TOW can be build.
-Increased how many seconds it takes until an outpost is reenabled after getting overrun (if no enemies are close) from 90 to 120
-Reduced amount of enemies needed to overrun a FOB from 2 to 1
Because FOBs mostly get abused as an almost indestructible RP as a backup spawnpoint close to enemy flags, we reduced its number. This should increase the value of FOBs so they cannot be build across the whole map mindlessly as backup spawnpoints and should only be used as defensive outposts to defend flags or be used to simulate arriving reinforcements far behind the actual battle.
This also ensures that defeating the enemy in a long firefight actually is a victory and saves you some time. So in most cases you won't face the same enemies 2 minutes after they respawned on their backup FOB again.
We want that people use all the power their team can provide and combine it to form nice attack and defend units where vehicles and infantry are forced to stick together. If you want to assault an objective, you have to make sure you will get supported by more INF squads and vehicles otherwise you will just get killed and you will have to redeploy all the way up to the front again.
The last reason is the increased importance of logistics. APCs, Trans Helos, Trans Trucks etc. will now be busy for the whole round instead just for the first couple of minutes after round start. APCs will be forced to fullfil their actual role and transport personnel more often. Doing logistics and transport will now make fun again and provide alot more immersion to the gameplay.
3. Objectives
- Increased number of players needed to neutralize an objective from 2 to 3
We want to prevent ninja capping by a couple of lonewolfs since it is unrealistic that 2 guys can secure a whole objective.
4. Dead Time
- Increased spawn time after being killed from 45 to 60 seconds
Just a minor tweak which contributes a bit to the increasing of the value of life. Don't know why it was even changed back in the last update.
5. Ticketcost
Default Values:
-10 = Tanks, Jets, Attack Helicopters, IFVs
-5 = APCs, AAVs, Transport Helicopters, Recon
-2 = Jeeps, Trucks
-1 = Soldiers
New Values:
-20 = Jet
-20 = Attack Helicopter
-15 = Tank
-15 = IFV
-15 = Transport Helicopter
-10 = Recon
-10 = AAV
-10 = APC
-5 = Transport
-1 =Soldier
To force people to be more careful with their vehicles, we increased the ticketcost for all of them. A team should get punished for mindlessly pushing their assets to the front and get blown up. We also try to balance the length of the round with it, since they naturally take much longer now with the new spawn system. Therefore bigger ticketloss should balance this out. You might wonder why the trans helo is so expensive? Since transport and logistics get a much bigger role with our configuration a trans chopper is worth way more than before. A loss of such an asset will be a big hit for your team, so people should start dropping off crates and players in safe zones far behind the battlefront and only do hot drops or evacs in emergency situations.
5. Spawntimes
NEW: All vehicles except transport trucks, choppers and jeeps need 5 minutes longer to spawn.
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So thats it! We will test this out in the next days and on our upcoming gaming days as always on Sunday and Tuesday 18:00 PRT (During winter daylight saving time: 19:00 PRT)!
All of this is just a test and nothing permanent yet, keep that in mind!
We are thankful for everyone who gives it a shot and especially if you leave constructive feedback in this thread. See you guys on the battlefield.
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Quick Reaction Force
A German Project Reality Realism- and Tactics Clan
We are happy to present to you our new Project Reality Server!
Name: [PR v1.+] [QRF] CombinedArms | Hardcore (pw:hc)
Server Size: 100
Server Loaction: Berlin, Germany
Map Rotation: Warmup-Skirmish & AAS, We do not run insurgency on our server.
Server Admin(s): [QRF] ChallengerC.C.; [QRF]Spook_485; [QRF]Pter@nodon; [QRF]Kruemeltee; [QRF]xplayer; [QRF] Ch1gg1
[QRF]CptFuture; [QRF]Yol8r; [QRF]Nate; ; [QRF]Raysix; [QRF]Quentin; [QRF]Bl00dwurscht; [WGP]Thrakkattack; [WGP]Excalibur; [F|H]dutchy; !Grex GhostWolf; !Grex MuckelMaster; [3dAC] WeeD-Killer; [BSP] Mats391
Ban List: RA Banlist
Reserved Slots: -
Squadless Kick: Admin decision
Server IP: 85.214.253.121:16567
BF2 VOIP: Enabled / Mumble is mandatory
Website: Quick Reaction Force
Teamspeak 3: qrf-clan.de
High Ping Kick: Admin decision
Ban Appeals Forum Link: [QRF]SERVER UNBAN REQUESTS AND FEEDBACK
Head Server Admin: ChallengerCC
PR Forum Representatives ChallengerCC, Spook, Nate
SERVER-RULES
1
Teamplay and tactics have top priority on our server.
Ignoring this guideline will get the respective players excluded from the server.
2
Racist, extremist, obscene or abusive language as well as insulting other players will not be tolerated.
3
The roles of all players are to be performed properly, as intended in Project Reality.
If you are not sure, please read the PR Manual.
4
Vehicles should not be wasted mindless, but be used with care and caution.
Vehicles, assets and special kits should only be used by players who know how to use them.
5
No Squadcreation before 02:00 min!
6
Excessive roadkilling is not allowed.
7
Squads should be named according to their intended role. (APC, CAS, TANK, ..)
- 7.1 The first appropiately named squad gets the asset.
- 7.2 Do not duplicate asset squads.
8
Heavy assets are not allowed before 15 vs. 15 players.
9
Do not attack enemy mainbases, unless AAS says so.
- 9.1 Camping the enemy mainbase is strictly forbidden.
- 9.2 Shooting into or out of a mainbase is not allowed until 9.3
- 9.3 Only if the last flag of your team is in play, you are allowed to offensively use your main as cover and for supplies to engage targets outside.
If the last flag of your opponent is in play, you are allowed to return fire if getting shot at from the enemy mainbase. While doing so, engaging not-involved units in the enemy mainbase is not allowed.
10
It is not allowed to build FOBs, especially Mortars inside of your deathzone.
11
The first enemy flag shall not be rushed until the enemy capped it. All other objectives may be rushed/blocked at all times even if they are not in play.
12
Further reasons for the removal of players from the server:
- 12.1 - Deliberate teamkills
- 12.2 - Blocking vehicles
- 12.3 - Not following orders given by commander / squadleader
- 12.4 - No teamplay
- 12.5 - Player is idle
- 12.6 - Vehicle robbing
- 12.7 - Use of cheats
- 12.8 - Use of gamebugs or exploits
13
Admins will switch players to achieve a better team-balance.
14
It's up to the respective admins how they respond to a violation of these rules.
It depends on the form and number of infringements, whether they will react with
"Warning", "Kicking", or "Banning".
15
PR:Mumble is mandatory on our server.
We hope that these few rules will help the gameplay to be like Project Reality is meant to be played. Project Reality with good teamwork, tactics-realism and fair teams & gameplay provides a great gaming experience for everybody.
[QRF]-Clan, Berlin, Germany
Errors excepted, subject to change without prior notice.
We provide a challenging, intense and fair Project Reality experience with mature admins.
You and your Clan Members will be switched to the same faction!
You can also request being put onto our server's switchlist: <<< Switchlist / Admins and Moderators >>>
Feel free to join us any time!
Post Feedback here or in our Forums, Ban requests and appeals as listed above.
Please obey the Guidelines for Posting
Our Server awaits you during our Gaming-Day Times:
Sunday 18:00 | Tuesday 18:00
PRT (During winter daylight saving time: 19:00 PRT)
(Check out QRF-Clan - YouTube aswell, Thank you!)
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Changelog:
-20.10.2013
RPS:
CHANGED: Cannot be placed if an enemy is less than 1/2 big grid away from you (distance is halved according to map sizes)
CHANGED: Gets overrun if at least 2 enemies are less than 1/4 big grid away from it (distance is halved according to map sizes)
FOBS:
NEW: Removed ability to spawn on FOBs.
-16.12.2013
NEW: Rallys are supported permanently in a range of 75m near a FOB.
-07.02.2014
CHANGED: Spawnable FOBs are back again. You can build 2 FOBs, which are spawnable.
NEW: You can build Assets all over the map aslong as a FOB is active on the map.
NEW: Only one TOW can be build.
CHANGED: RPs as usual, classic 0.98.
NEW: All vehicles except transport trucks, choppers and jeeps need 5 minutes longer to spawn.








