Favorite feature of PRMM?
-
Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
-
TerribleOne
- Posts: 586
- Joined: 2005-06-26 16:00
-
Anomaly
- Posts: 13
- Joined: 2005-08-13 06:51
Agreed.Siberian wrote:Plus - as someone allready mentioned - you should be able to see your health since you would in reality be able to tell when you're hurt.
It gets really frustrating when your playing and have no clue if you're an inch away for death or just have a few scrapes. As said in real life you would know whether you're an inch from death or just have some scrapes.

-
TerribleOne
- Posts: 586
- Joined: 2005-06-26 16:00
-
nameless sawell
- Posts: 9
- Joined: 2005-08-13 23:10
-
reehay
- Posts: 12
- Joined: 2005-08-02 22:05
ya i completely agree with this...i tried to get other mods to include stamina type effects from gunshots but to no avail. for instance i think bunny hopping would be easily eliminated if bullets not only caused health damage but also stamina reduction..if a bullet doesnt kill you, sure as hell gonna slow you down. could that also be coded to simulate shots to the leg? a limping animation would simply RULETerribleOne wrote:Id like to continue with that and hope that in PR as your health decreases so does your movement and visual/sound awareness. (when your on deaths door you can hear buzzing or nothing much and your vision is messed up along with you moving very slowly.
-
Tookie
- Posts: 18
- Joined: 2005-08-05 21:11
My favorite feture is the splash dammage from grenades and grenade launchers! In vanilla BF2 you had to get a grenade 1 to 3 feet from your target to kill it. The kill/wound radius of these weapons in real life is 15 meters! Im glad that the mod represents this, because it makes CQB very intense! It makes you more likely to keep your distance and use your Rifle to good effect!







