PRMM 0.3 FAQ

General discussion of the Project Reality: BF2 modification.
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Ghostrider
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Post by Ghostrider »

Pence wrote:Just to make sure, are there any plans for a story in PR and will the MEC be renamed and/or reconfigured to somethink more Islamic drivern. For exsample: You have added bonuses for soldiers near to there squad leader and commander, mabey the MEC could gain this from shrines or vehicals with Islamic objects attached to them?
There're plans for a story for the Mod. It will be ready for PR 1.0 at most. There will not be something "Islamic Driven" because, even though we want a realism mod, we will not be adding controvesial content into it. On another note, MEC is already described as being a professional army, and I believe they will remain that way, because if we were to accurately "model" the MEC as insurgents, they wouldnt have the weapons they have now, including tanks, helos and such...much less the training to have "Special Forces" teams and stuff because they would do guerrilla warfare, and not conventional warfare.

In summary. No religion-related content will make it to the mod, aside of what EA/DICE decided to make with the Mosques, etc...which btw, are never destroyed or scratched by gunfire either.

-Ghostrider

PS: Updated. Thanks Req
Last edited by Ghostrider on 2006-04-29 02:17, edited 1 time in total.
Fullforce
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Post by Fullforce »

'[R-DEV wrote:Ghostrider']I think the batteries include attempts, even if they fail, because they are being used. I could be wrong though, because I do know that sometimes for odd reasons you will "miss" your target when trying to revive a fallen comrade, even though you're right close to him/her.

-Ghostrider
Yes, if you stand there firing your defibs in the air, you'll still run out of batteries.
DEDMON5811
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Post by DEDMON5811 »

you get 6 charges and then you would have to have the batteries replaced or rearmed.
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Ghostrider
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Post by Ghostrider »

'[R-PUB wrote:Fullforce']Yes, if you stand there firing your defibs in the air, you'll still run out of batteries.
There you go!

Thanks FF.

-Ghostrider
Pence
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Post by Pence »

On another note, MEC is already described as being a professional army,
Try telling that to some of the fourm-goers.

Anyway, a question regarding the Artillery, how can we be sure that in the Extraction game mode; if the VIP retreats to repair the SUV, Artillery could be used inside the 'safe area'?
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PsychePsyche
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Post by PsychePsyche »

Extraction mode looks like a blast, as does the additions and tweaks to the sniper class.

Just one question: How much C4 does it take to destroy the VIP truck? (One of my specialties in BF2 and Reality are roadside bombs. :) )
Ghostrider
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Post by Ghostrider »

Pence wrote:Try telling that to some of the fourm-goers.
Dont worry. EA/DICE already did that for use before originally releasing BF2 ;)
Anyway, a question regarding the Artillery, how can we be sure that in the Extraction game mode; if the VIP retreats to repair the SUV, Artillery could be used inside the 'safe area'?
Then go to a place that is under cover, like under a big roof. And make sure to promote Team Work so that you can minimize repair stops thanks to a successful escort team ;)

-Ghostrider
Ghostrider
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Post by Ghostrider »

PsychePsyche wrote:Extraction mode looks like a blast, as does the additions and tweaks to the sniper class.

Just one question: How much C4 does it take to destroy the VIP truck? (One of my specialties in BF2 and Reality are roadside bombs. :) )
I believe it should only take 1 (placed on the truck per se) or 2 as a maximum if trying to destroy it from a roadside blast (close enough). The intention is to make the vehicle bullet resistant, not invinsible. It should act as close to a rea life armored vehicle as possible.

-Ghostrider
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

Didn't see this answered, so posting it again.

Can you also move quicker when you have your iron sights up? This should be added since it would add more of a tactical element of moving while not having to always go prone in order to have an advantage.
Ghostrider
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Post by Ghostrider »

00SoldierofFortune00 wrote:Didn't see this answered, so posting it again.

Can you also move quicker when you have your iron sights up? This should be added since it would add more of a tactical element of moving while not having to always go prone in order to have an advantage.
Sorry I didn't answer this earlier. I had to go, and forgot :|

In response to your quesiton. No, you will still be walking when aiming down the iron sights/scope. You can still move and shoot, but you will get an accuracy penalty for doing so, since there're more..."productive" ways of getting accuracy. You're right, it would add a tactical element...but the thing is that that element is already there.

Even if you go to more tactical simulations (like SWAT4, Rainbow Six Raven Shield, Ghost Recon, etc..) you can do the same things, and get penalized in the same way.

In fact, shooting while moving is NOT recommended irl, because inaccuracies can lead to accidents.

-Ghostrider

PS: #115 is another double post. Please delete. Thanks!
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

I don't necessarly mean running and shooting, just upping the speed of the walk some so you can move down an alley or wall with your iron sights up. I have seen videos of soldiers/marines doing this in Iraqi sometimes, so I got the idea from that. Although, they did sometimes lower their weapon slightly and then aim again, they still had a little more speed when they walked.
Braddock096
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Post by Braddock096 »

My major question: US gets the SPR, what balances that for the MEC side?
Ghostrider
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Post by Ghostrider »

00SoldierofFortune00 wrote:I don't necessarly mean running and shooting, just upping the speed of the walk some so you can move down an alley or wall with your iron sights up. I have seen videos of soldiers/marines doing this in Iraqi sometimes, so I got the idea from that. Although, they did sometimes lower their weapon slightly and then aim again, they still had a little more speed when they walked.
I think this can be posted in the suggestions thread. Sounds good imo. Could be called "Fast Walk" and be activated by looking thru the sights/scope and pressing Sprint Button.

-Ghostrider
Ghostrider
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Post by Ghostrider »

Braddock096 wrote:My major question: US gets the SPR, what balances that for the MEC side?
Only whats posted in the readme file regarding balance changes for all sides.

-Ghostrider
eggman
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Post by eggman »

Hey Gents,

Been travelling on business today, great to see some info being disseminated to the community.

Y'all need to keep in mind that this is just the next release of PR, not the last release.

Additionally there are other changes we're still making that are not referenced there (but we're into minor tweaking and bug fixing).

If there are major issues we'll do a patch, perhaps alongside the release of BF2 1.3.

Great questions and such, much appreciated. For folks making judgements on the changes... let's play it and have some fun with it before deciding what the issues will be.

Thanks for your support!

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Pantera
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Post by Pantera »

If there are major issues we'll do a patch, perhaps alongside the release of BF2 1.3.
I know for sure that 1.3 will make major changes to vBF2 and i am sure that this will affect PR 0.3, so is the Mod team in PR going to delay the relase of the patch so that when 1.3 patch comes out they can fix the 0.3 patch to work with 1.3 ? or are your guys going realease it and when the 1.3 patch is out your going to issue a 1.3.1 patch ?
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Wolfmaster
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Post by Wolfmaster »

I think the most likely option is to do it like with previous vBF2 patches. When we must patch PRMM because EA changed BF2, we take the opportunity to add in tweaks and bugfixes of our own. But if we find any urgent matters in 0.3 after release, and 1.3 BF2 isn't likely to arrive quickly, you might see a PRMM patch just for bugfixing. And then later one to make our mod compatible with 1.3.
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.:iGi:.U.G.H.
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Post by .:iGi:.U.G.H. »

'[R-DEV wrote:Ghostrider']

If anyone is looking for the support weapon, I think may still be as accurate as before, but the support guy will move slower, making him an easier target because of his "weight".
Great. :-| The speed they moved at was never a problem. It is their weapon accuracy as they dived around the place that is.

So still one on one with an assault rifle we will have next to no chance against the support weapons as they fire while keeping full accuracy while in mid air as they go prone. :confused: I can't think of anything more unrealistic in this game and it will still mean half the people on a server using it as an assault weapon rather than taking up positions and laying down strategic suppressive fire.
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Rhino
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Post by Rhino »

.:iGi:.U.G.H. wrote:Great. :-| The speed they moved at was never a problem. It is their weapon accuracy as they dived around the place that is.

So still one on one with an assault rifle we will have next to no chance against the support weapons as they fire while keeping full accuracy while in mid air as they go prone. :confused: I can't think of anything more unrealistic in this game and it will still mean half the people on a server using it as an assault weapon rather than taking up positions and laying down strategic suppressive fire.
1 big tip. Flank the support gunner ;)
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.:iGi:.U.G.H.
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Post by .:iGi:.U.G.H. »

'[R-DEV wrote:Rhino']1 big tip. Flank the support gunner ;)
:-|

How can you flank something you don't know is there? And if you do see him you have no time to do anything as he will already have killed you (from more or less any distance) with his magical prone spam accuracy ability.

I really want to love this mod but at the moment the majority of teams are made up of support/snipers which are just annoying and .3 doesn't look like it will change it. It's the same problem we had in vBF2 after one of the patches until they 'fixed' the support weapons. I just wish we could get some decent assualt rifle combat more and get some decent firefights for once...
Last edited by .:iGi:.U.G.H. on 2006-04-29 09:48, edited 1 time in total.
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