PRMM .2 Changes
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Paladin-X
- Retired PR Developer
- Posts: 592
- Joined: 2005-06-12 16:00
PRMM .2 Changes
As we approach the release of Project Reality Mini-Mod ver.02, we felt it necessary to present to our community a preview of what is to come. PRMM .02 will be but not limited to an update that will address the issues and concerns brought to our attention by you and our testers. PRMM .02 will once again raise the bar for enthralling, realistic game play.
NOTE: This is not a complete or final list of changes. Some changes may not make it to final build.
PRMM .2 Changelist:
Vehicle weapon damage system overhaul (IE most weapons' power will be increased)
Fix server browser button text and server update text (broken from BF2 1.02)
Fix a couple of spelling errors
Fix non-functional rangefinder on LAV and BTR-90
Fix weapon reload sound bug (can hear someone reload from across the map)
Return Ammo/Mag Counters to vehicles
Return crosshairs to mounted and stationary MGs (only when zoomed)
Return crosshairs to APC firing ports
Return nose cam view to attack helo gunners
Tweak handweapon firing sounds to fade a little more over distance
Tweak blood effect to dissipate quicker and fall instead of rise
Increase HEAT splash radius
Increase Grenade Launcher splash radius
Increase Eryx/ATP damage to vehicles
Remove SMG from AT class and return non-silenced pistol
Reduce AT ammo from 6 to 3
Reduce recoil on LMGs
Remove call UAV ability from squad leader/commander commo rose
Add tank reload sounds when switching between Sabot/HEAT
Add HEI/AP rounds for APCs
Add zoom to MBTs/APCs/AAVs
NOTE: This is not a complete or final list of changes. Some changes may not make it to final build.
PRMM .2 Changelist:
Vehicle weapon damage system overhaul (IE most weapons' power will be increased)
Fix server browser button text and server update text (broken from BF2 1.02)
Fix a couple of spelling errors
Fix non-functional rangefinder on LAV and BTR-90
Fix weapon reload sound bug (can hear someone reload from across the map)
Return Ammo/Mag Counters to vehicles
Return crosshairs to mounted and stationary MGs (only when zoomed)
Return crosshairs to APC firing ports
Return nose cam view to attack helo gunners
Tweak handweapon firing sounds to fade a little more over distance
Tweak blood effect to dissipate quicker and fall instead of rise
Increase HEAT splash radius
Increase Grenade Launcher splash radius
Increase Eryx/ATP damage to vehicles
Remove SMG from AT class and return non-silenced pistol
Reduce AT ammo from 6 to 3
Reduce recoil on LMGs
Remove call UAV ability from squad leader/commander commo rose
Add tank reload sounds when switching between Sabot/HEAT
Add HEI/AP rounds for APCs
Add zoom to MBTs/APCs/AAVs

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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
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worst 3
- Posts: 253
- Joined: 2005-08-13 07:19
Sounds good you fixed a lot of things that were unrealistic. I canâ$™t wait to hear what else you have changed.
But wondering if you changed the medics healing and wether or not people can be killed when shot in the head interested of injured
:
Great job cant wait to play it
when will it be released?
But wondering if you changed the medics healing and wether or not people can be killed when shot in the head interested of injured
Great job cant wait to play it
when will it be released?
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FBX
- Posts: 36
- Joined: 2005-08-13 02:59
why remove the smg from AT class? Did you think they were over powered?
Personally I really liked how the mp5 was done in this mod and it would be a shame to remove it. It wasn't overpowered in my opinion because, yes it killed quickly like all the guns in the game, but it really was weak at a distance when going against more accurate weapons.
I can think of a bunch of alternatives to removing the SMG for this class, like lowering their sprinting abilites to where it regains itself a lot slower (right now, heavy soldiers and light soldiers both have equal sprinting abilities).
Personally I really liked how the mp5 was done in this mod and it would be a shame to remove it. It wasn't overpowered in my opinion because, yes it killed quickly like all the guns in the game, but it really was weak at a distance when going against more accurate weapons.
I can think of a bunch of alternatives to removing the SMG for this class, like lowering their sprinting abilites to where it regains itself a lot slower (right now, heavy soldiers and light soldiers both have equal sprinting abilities).
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Paladin-X
- Retired PR Developer
- Posts: 592
- Joined: 2005-06-12 16:00
I loves the MP5 too, but I was advised that the AT class does not carry a rifle/smg. Eddie can probably explain it better, but pretty much the AT guy is supposed to have 1-2 rockets and a sidearm. He should be accompanied by another soldier that has a couple extra rounds and a rifle.
Maybe I can throw it in as the unlock for spec ops or something? I know it's not necessarily realistic, but what about giving it to the medic?
EDIT: I think it may help increase the need for teamwork. You won't have 1 man army AT guys running around. The other soldiers will depend on AT class against armor and the AT guy will depend on others for infantry support. Pairing up AT+Support would be good.
Maybe I can throw it in as the unlock for spec ops or something? I know it's not necessarily realistic, but what about giving it to the medic?
EDIT: I think it may help increase the need for teamwork. You won't have 1 man army AT guys running around. The other soldiers will depend on AT class against armor and the AT guy will depend on others for infantry support. Pairing up AT+Support would be good.

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StormRavn
- Posts: 53
- Joined: 2005-08-15 22:28
i cant agree with that statement more!@!.. I enjoy sniping and really love the M95 , however beckwith makes a strong point in real time ops most snipers do carry some sort of rifle/smg on top of there sniping weapon to help deal with aggressors while in route to sniping spots. this game is all about realism so this should be included a additonal rifle/smg/shotgun that we can sling arms and use when nessacary.Beckwith wrote:i think sniper should get the MP5, most snipers do carry some sort of Carbine/SMG as well as there rifle even STA platoon guys
however i would really like to see other world rifle models besides the M95 dont get me wrong this is a nice weapon however there is other models just as good like the PSG-1 things like that..
also something that should be added into the sniping kit and assault kit is colored smoke gernades to mark your spot for artilllery and bombing shoots. and also to mark a LZ for incomin troop transports. this is something i really think should be put into play it makes alot of sense and is used by all branches of the military for these reasons
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eddie
- Posts: 5495
- Joined: 2005-05-09 20:42
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StormRavn
- Posts: 53
- Joined: 2005-08-15 22:28
without tryin to rain on the parade i really think thats terrible the removal of the weapon from the AT class and just givin them a pistol and some rockets.
I am a huge player of anti tank in the game and yes i understand the main weapon for the at class is terrible but it gives ya some protection when need be.
I am a total fan of this mod however i have a huge frown. changed a class that is so desperatly needed such as the AT what a couple rockets now and a damm pistol come on . i dont think a lot of people will be playin this class any more .
this is how it will play out if you need a AT rocket to stop a armor just wait for some noob to select that class kill them steal there kit use the rocket then go back to true weapons this class will no longer be player due to the removal of the weapon.
I am a huge player of anti tank in the game and yes i understand the main weapon for the at class is terrible but it gives ya some protection when need be.
I am a total fan of this mod however i have a huge frown. changed a class that is so desperatly needed such as the AT what a couple rockets now and a damm pistol come on . i dont think a lot of people will be playin this class any more .
this is how it will play out if you need a AT rocket to stop a armor just wait for some noob to select that class kill them steal there kit use the rocket then go back to true weapons this class will no longer be player due to the removal of the weapon.
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StormRavn
- Posts: 53
- Joined: 2005-08-15 22:28
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BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54
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Paladin-X
- Retired PR Developer
- Posts: 592
- Joined: 2005-06-12 16:00
Precisely my thoughts on this.BrokenArrow wrote:i think that just increasing the mag count on the pistol would be fine. giving the AT only an AT weapon and a pistol completely takes away the option of having lone wolf AT soldiers. it forces more teamwork. protect your AT guy, or you get nailed by armor.

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StormRavn
- Posts: 53
- Joined: 2005-08-15 22:28
[R-DEV wrote:Paladin-X]Precisely my thoughts on this.BrokenArrow wrote:i think that just increasing the mag count on the pistol would be fine. giving the AT only an AT weapon and a pistol completely takes away the option of having lone wolf AT soldiers. it forces more teamwork. protect your AT guy, or you get nailed by armor.
well i can handle more mags gimmie 10 mags a good sidearm like desert eagle 50 cal not the crappy 9 and i will play AT all day long please make this happen!!!




