First impressions

General discussion of the Project Reality: BF2 modification.
Rozjebca
Posts: 2
Joined: 2006-01-28 23:09

Post by Rozjebca »

I play today first time, what can i say im a big fan on this mod now, it is more better than orginal bf2 (orginal bf2 looks like quake , conter stricke game , witch military graphick)
GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

Rozjebca wrote:I play today first time, what can i say im a big fan on this mod now, it is more better than orginal bf2 (orginal bf2 looks like quake , conter stricke game , witch military graphick)

Awesome! Welcome to Project Reality! We hope you enjoy your visit here at the forum. If you have any ideas, questions, comments, or problems here on or about the forums, don't hesitate to send me a PM!

Remember, what you have your hands on and are playing right now is only a Mini-Mod. A "teaser" so-to-speak. It's not the actual full-version of Project Reality. There is much, MUCH more, to come. So stick around, I'm sure you'll thoroughly enjoy what we have in-store for Project Reality. :)

See ya around!
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H2HSnake
Posts: 12
Joined: 2006-01-29 13:44

Post by H2HSnake »

i just about to experience this mod online :) for now i was just testing maps and game mechanics a little without other players...
2 things that are strange to me is :
1. no muzzleflashes.When I shot weapons i don't see any muzzleflashes - strange,is it only me or is it a bug.
2. MEC spec ops weapon (ak101 i guess) has no sound,i dunno if you were trying to make silenced weapon (that's what my brother thought "Wow mec has now silenced weapon!!") but even silenced weapon makes a sound :) so is it silenced weapon or just another bug??.now i am gonna try online :)
Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

H2HSnake wrote:i just about to experience this mod online :) for now i was just testing maps and game mechanics a little without other players...
2 things that are strange to me is :
1. no muzzleflashes.When I shot weapons i don't see any muzzleflashes - strange,is it only me or is it a bug.
2. MEC spec ops weapon (ak101 i guess) has no sound,i dunno if you were trying to make silenced weapon (that's what my brother thought "Wow mec has now silenced weapon!!") but even silenced weapon makes a sound :) so is it silenced weapon or just another bug??.now i am gonna try online :)

in answer to #1, in RL there is more smoke then muzzle flashes when you fire a gun, movies gave you a bad impression :p muzzle flashes is very little, it was intentional and not a bug.

#2Yes the MEC specops weapon having no sound is a bug, the devs are already aware of it and im sure will be fixed in PRMM.3

Welcome to the forums :)

and also,
GRB wrote:Remember, what you have your hands on and are playing right now is only a Mini-Mod. A "teaser" so-to-speak. It's not the actual full-version of Project Reality. There is much, MUCH more, to come. So stick around, I'm sure you'll thoroughly enjoy what we have in-store for Project Reality. :smile:
H2HSnake
Posts: 12
Joined: 2006-01-29 13:44

Post by H2HSnake »

Finally i was playing online today :) this mod is so great :D altought grenade launcher is a bit confusing :) tanks are great,weapons overal are great.I wonder if you'll be allowed to unlock other weapons from BF2.Today it reminded mi Desert Conflict for bf1942,old good times but this one is much much better.Thing that bothers me alot is that there's not many servers and people playing this awesome mod :/.Can't wait to see british forces...

P.S. Oh Yeah!! i see BLOOD :D
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

I see I'm not the only smilie abuser around! :)
DEFkon
Posts: 14
Joined: 2006-01-31 04:02

Post by DEFkon »

I guess i'll drop in my 2 cents as a newb to the formus as well. I've been following PRMM since version .1 and it's one of the reasons why i keep comming back to BF2. I think there's about 90% of the PRMM i love. No Cross Hairs, increased damage, more realistic accuracy on most weapons, ect ect.

A couple of the more recent changes though i'm not so sure i'm a fan of. The new sounds while although a nifty addition don't sound that realistic to me. If you say you went out to the range and recorded them, then i'll accept that but, i've operated AR-15's and AK's on ranges, and IMHO the M16 sfx don't have that charateristic "high pitch twang". :-? Also i doubt you care, but... because sounds in the lower frequencies travel with less disruption, they can be heard from longer distances than higher pitches at the same volume.

About my only beef with PRMM that isn't cosmetic, are the sniper rifles. Is it me or are they the least accurate weapons in the game? I can honestly shoot more accurately and consistantly with every other weapon in the game. The M16's being the best of the crop IMHO. I'd really like to see the effectiveness of the sniper rifles increased, because at the moment they're pretty much useless.

anyhow...

great job guys & gals involved.
H2HSnake
Posts: 12
Joined: 2006-01-29 13:44

Post by H2HSnake »

i agree about sniper rifles...they're useless right now.
Martini
Posts: 211
Joined: 2005-11-05 16:27

Post by Martini »

I really like the new weapons noises (except for MEC spec. ops of course ;)

The only thing that needs changin is the red dot scope on the usmc carbine (m4?) Luv the gun but the red dot is kinda messed up. Either put a red dot on the targets (laser like) or just make a reticle in the middle of the scope i think.
twisted
Posts: 127
Joined: 2005-09-15 02:27

Post by twisted »

no crosshairs and no health bar are 2 of the things that attract me to BF2 PRMM.

in fact i have swicthed crosshairs off in OFP thanks to the great feel it gives in this mod.

i didn't like or understand the bleeding thing at first, but now i find it a very quick intuitive way to tell health (ie hit or not hit). besides with then new lethallity of the bullets your more likely to die when hit rather than just lose health.


IMHO the guns still shoot too accurately from the hip (especially the m4) but at least the effective range without ironsights up is about 20m (game space) max.
beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

About my only beef with PRMM that isn't cosmetic, are the sniper rifles. Is it me or are they the least accurate weapons in the game? I can honestly shoot more accurately and consistantly with every other weapon in the game. The M16's being the best of the crop IMHO. I'd really like to see the effectiveness of the sniper rifles increased, because at the moment they're pretty much useless.
This is a temporary fix, the sniper rifles were overpowering before, (no one used anything else) will be made accurate again when a solution is found.
DEFkon
Posts: 14
Joined: 2006-01-31 04:02

Post by DEFkon »

Ahh, well as a shooter myself i find the most difficult aspects about being accurate deal with the little stuff that you never see replicated in games (or at least very often) Breath control, sqeezing the trigger properly, fighting the urge to flinch, effectivly judging the range and wind..

Ultimately i'd say that the best way to prevent a sniper rifle from being overpowering would be to make it challanging to use, not frustrating. It's gotta be something you can learn to be good at rather than just lucky. Give players Elevation & windage dials, and start the rifle zero'd to a range of 200 meters. Make the sights hover a bit rather than be rock steady, and have them tie into stamina, and health and body position (prone/sitting/crouching/standing). You could even have the gun firing be delayed by a tenth of a second or so to simulate the fact that in reality the shooter would have to slowly squeeze the trigger, and not just yank on it the second they had a firing solution. *shrugs* oh well anything other than "make the shot placement be inaccurate, random and unpredictable"
worst 3
Posts: 253
Joined: 2005-08-13 07:19

Post by worst 3 »

most of that has been propsed but it hard to put in the game
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