Major Changes in 0.85

General discussion of the Project Reality: BF2 modification.
Kontrollturm
Posts: 104
Joined: 2008-06-22 20:21

Major Changes in 0.85

Post by Kontrollturm »

After reading the Manual, some interessting thinks came to my mind.
At first i have to say very good work to all devs!

Very interessting points:
Sniper gets an GLTD (omg 1337 Snipers again 8-) )
The commander can place a laser target from his map (AMAZING! :D )
Combat Engi dont get an GLTD
Automatic Rifleman is limited upto 6 with 32 players
CnC- Mode (No flags)
Still 2min Spawn time for civis :cry:
New SL commands like " Need an APC/HELI/REPAIRS.." or Observe, Target, build ..
cant build FOP <300m to cp
Sandbags to AA ;)
New Heligun camera


Thats all i noticed, i didnt read in the Dev Journal and it sounds very interessting! Thx to you devs :mrgreen:
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Major Changes in 0.85

Post by charliegrs »

one thing i noticed is that the taliban and the chechens are gonna get scoped riflemen?
known in-game as BOOMSNAPP
'
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Major Changes in 0.85

Post by master of the templars »

Kontrollturm wrote: Still 2min Spawn time for civis :cry:
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Make nukes, Not war
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Major Changes in 0.85

Post by Hotrod525 »

all version of P.R. are MAJOR CHANGE, alwayz !.

My personnal favorite are :

Gun Cam hud ( THEY DO FINALY CHANGE IT =D )
M16A4 whit M68 for US Marines !!!!

New way of life in PR, no more abandoned truck and shit like that, just hope people will do MECH INF tactic...

I love PR.
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Flanker15
Posts: 266
Joined: 2007-02-23 09:37

Re: Major Changes in 0.85

Post by Flanker15 »

I'm pretty sure the Commander could already place a laser target point on his map.
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AgentJadeD
Posts: 299
Joined: 2006-03-26 18:07

Re: Major Changes in 0.85

Post by AgentJadeD »

what about bullet deviation?
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Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Major Changes in 0.85

Post by Incomplete Spork »

CIVIS STILL HAVE A 2 MIN RESPAWN!?

I thought the devs would fix the broken class that is never played.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Major Changes in 0.85

Post by CodeRedFox »

WE ARE CURRENTLY AT OMG

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"apcs, like dogs can't look up" - Dr2B Rudd
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Major Changes in 0.85

Post by daranz »

Incomplete Spork wrote:CIVIS STILL HAVE A 2 MIN RESPAWN!?

I thought the devs would fix the broken class that is never played.
They get a medic bag now, instead of the limited number of having to tell people to hold on and bleed out while they go fetch more bandages from the cache. That alone is a very useful addition, in my opinion as a self-hating civi player (all civi players must hate themselves).
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ACE_FIN1972
Posts: 16
Joined: 2008-11-19 19:47

Re: Major Changes in 0.85

Post by ACE_FIN1972 »

Thought they remove mines but nah, I guess they still exist and they even stay longer after this version. 20 minutes in game world after player has died.

Grenade trip will be nice and also having proximity IED makes insurgent life a bit easier.
Last edited by ACE_FIN1972 on 2009-01-22 01:32, edited 2 times in total.
Reason: Text added.
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Major Changes in 0.85

Post by Incomplete Spork »

daranz wrote:They get a medic bag now, instead of the limited number of having to tell people to hold on and bleed out while they go fetch more bandages from the cache. That alone is a very useful addition, in my opinion as a self-hating civi player (all civi players must hate themselves).
But you still have to look at an exciting black screen for 2 minutes. And thats not counting if you accidentally get on a gun, fall off a building, drown in a 2 ft puddle. Then you get the exciting 8 minute black screen.
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Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Major Changes in 0.85

Post by Blakeman »

Incomplete Spork wrote:But you still have to look at an exciting black screen for 2 minutes. And thats not counting if you accidentally get on a gun, fall off a building, drown in a 2 ft puddle. Then you get the exciting 8 minute black screen.
Yeah but if you get shot by the 'good guys' you take 7 intel points from their pool and also make his respawn timer longer. If and only if you havent used your medic bag in a while though.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Major Changes in 0.85

Post by daranz »

Blakeman wrote:Yeah but if you get shot by the 'good guys' you take 7 intel points from their pool and also make his respawn timer longer. If and only if you havent used your medic bag in a while though.
Falling off a building gives them 7 points back. So be careful around heights.
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TofuwRice
Posts: 165
Joined: 2008-06-27 06:15

Re: Major Changes in 0.85

Post by TofuwRice »

'[R-DEV wrote:CodeRedFox;910681']
WE ARE CURRENTLY AT OMG

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I Lol'd. This is always so true.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Major Changes in 0.85

Post by McBumLuv »

The collaborator should be used as it is, a collaborator. I used to think of it still as a civi, and though it's change in name seems to be the only difference (from 0.75 to 0. 8) , it's role was largely reversed. Insurgents are now supposed to be working much more as a squad, closely together. I've had good games working as a squad, using the collaborator as a supporter. I'm not saying that civis want to walk into bullets, simply that they should avoid the enemy whenever possible. I think that the change was either too undocumented for most players to adapt to it in 0.8, though, so it was largely ignored. I think the spawn should be reduced to a minute at least, but I think with the hefty Coallition punishments the collaborator will be much better used at least. His role's changed in a subtle but major way, that's all imo.

Though I agree that the spawn times can be rediculous, let's hope that you don't get shot nearly as often to compensate for it.
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master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Major Changes in 0.85

Post by master of the templars »

But now you can shoot a civi if he has had his medical bag out in the last minute with no punishment.
Make nukes, Not war
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Major Changes in 0.85

Post by charliegrs »

engineers are now limited

spec ops is gone
known in-game as BOOMSNAPP
'
TofuwRice
Posts: 165
Joined: 2008-06-27 06:15

Re: Major Changes in 0.85

Post by TofuwRice »

Collaborators are perfect the way they are right now. Before .8 they were meat shields for the insurgents and were very annoying when they chase you around with rocks. Then if you chase them back to arrest them it becomes a chicken game! It was absolutely annoying!

Also, Incomplete Spork if you don't want to stare at a black screen don't play the collaborator because that's the consequence you have to accept when you play as that kit. Play more intelligently and the collaborator kit can be immensely useful.

PS: How the hell do you drown in BF2? Thought it was impossible to go underwater.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Major Changes in 0.85

Post by master of the templars »

well civilians can only run for 10-15 seconds while soldiers can run for 30 in 0.85
Make nukes, Not war
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