[question] gameplay changes in PRSP

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

[question] gameplay changes in PRSP

Post by Rudd »

Are there/what are the gameplay changes to PRSP apart from the obvious changes to maps and lack of humans?

i.e. deviation

is there a full list anywhere?
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WallyJas
Posts: 296
Joined: 2005-11-01 10:07

Re: [question] gameplay changes in PRSP

Post by WallyJas »

I would expect it would be a looooong list .... each map has different GPO's, SL uses assets differently, there are pickup kits .... and it goes on and on :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [question] gameplay changes in PRSP

Post by Rudd »

some of the highlights would be nice, sometimes I'm not sure whats different, e.g. hitboxes in local are pretty stable...but in MP they aren't making accuracy seem differnet.
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jetset22a
Posts: 42
Joined: 2008-08-04 01:22

Re: [question] gameplay changes in PRSP

Post by jetset22a »

Are you sure there's no accuracy/deviation changes? When I first started playing PR SP .8 (after playing the beta, on a created local server) I noticed that the m4 for the USAr is incredibly easy to shoot. There was very little deviation between shots. I was hoping this was an indicator of how it's going to be for .85 but I read in some other thread that there were no changes in deviation; deviation was less due to the server being dedicated/local/whatever it was as opposed to online. However, when I started up a map (also on a created local server) with the US marines and their m16s, the deviation much higher than the USAr's m4. Is this just because they're different guns albeit they're both ARs. The difference in deviation just seems too significant...

On a side note: the deviation for the m4 in PR SP is epic success, thank you PR SP dev/con, although the deviation may not be fitting for mp
Last edited by jetset22a on 2008-12-23 07:05, edited 4 times in total.
Reason: additional information
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [question] gameplay changes in PRSP

Post by McBumLuv »

I really like the way helis handle in PR SP. Haven't tried Jets (don't know what maps they're in where they are usable yet :| ). Assets like FOBs and such are deployed fully constructed. Almost each kit seems significantly changed, and there seems to be less deviation (could just be that its a local server, since Rhio says deviation and ping are linked somehow).
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