[Update] Project Reality v0.85 Feature List

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NemeanHavoc
Posts: 128
Joined: 2008-01-16 19:54

Re: [Features] Project Reality v0.85

Post by NemeanHavoc »

No chinook :sad: , Removing the SF kit is probarly for the best. but stil going to miss the fun hehe.

For the rest..it looks AWSOME!! realy looking forward to it!
DAF supporter/Skinner
sav112
Posts: 170
Joined: 2007-02-11 23:27

Re: [Features] Project Reality v0.85

Post by sav112 »

Love the work done but if I can shoot and it feels right, hitting close targets and I can run longer then a 80 year old I’ll be happy……….. :p
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: [Features] Project Reality v0.85

Post by Tartantyco »

i'm in dis tread whining about stuff i haven't experienced yet.
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Features] Project Reality v0.85

Post by Rangu »

Woot! :D
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Features] Project Reality v0.85

Post by Mora »

I am sadly not going to enjoy this release.. Actually i haven't since 0.75 ...
Pride
Retired PR Developer
Posts: 1467
Joined: 2007-07-19 18:13

Re: [Features] Project Reality v0.85

Post by Pride »

Mora wrote:I am sadly not going to enjoy this release.. Actually i haven't since 0.75 ...
Of course, an opinion formed after extensively playing and evaluating the new build.


Wait, what?



Why don't you just shut up with the negative assumptions until you have actually played it :roll:
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
sav112
Posts: 170
Joined: 2007-02-11 23:27

Re: [Features] Project Reality v0.85

Post by sav112 »

Forgot to say not played PR in about two months after the deviation was just getting too annoying…………tried the other Mods AXI and FH2 although god in there own right AXI looks amazing but very vanilla playing experience and FH2 was let down by there maps being choke point over kills with no tactic required….looking forward to PR again.
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Zrix
Posts: 4425
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Re: [Features] Project Reality v0.85

Post by Zrix »

Zrix wrote:Generally looks very good, but this kinda bothered me;
"- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning."

The AA seems powerful enough as it is, especially when its concetrated, like on Muttrah or Barracuda. This will also kinda remove the dogfighting in air combat, wont it?
Just thought of something.

The average human reaction time is around 250-300ms. And that is if your focused. If you are doing other stuff at the same time, like talking on VOIP, it will most likely make it even higher.

500ms sound delay + 300-400ms reaction time means almost a second of flight time for the AA missile before the flares come out. Is it even technically pssoible to dodge this at anything but extreme ranges?
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Features] Project Reality v0.85

Post by cyberzomby »

Tartantyco wrote:i'm in dis tread whining about stuff i haven't experienced yet.
Dude come one! Thats just part of the vybe of a new release :) Its like coockys and milk! It belongs together!

Im just curious about everything! Not bitching. (just to clear this up)
www_th3_bomber
Posts: 26
Joined: 2008-10-06 14:50

Re: [Features] Project Reality v0.85

Post by www_th3_bomber »

will the training servers be updated with the new vehicles?


i would love night maps in project reality, maybe an idea :) ??
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Features] Project Reality v0.85

Post by gazzthompson »

www_th3_bomber wrote: i would love night maps in project reality, maybe an idea :) ??
bf2 dose not handle night maps very well in terms of lighting.

and i have to agree with mora, as from what i understand a exclusive(pretty much) pilot, the asset sting in .85 is large (removal,adding some but with bad spawning system,unless changed, this new 1/2 second missile thing ect)
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: [Features] Project Reality v0.85

Post by Mora »

gazzthompson wrote:bf2 dose not handle night maps very well in terms of lighting.

and i have to agree with mora, as from what i understand a exclusive(pretty much) pilot, the asset sting in .85 is large (removal,adding some but with bad spawning system,unless changed, this new 1/2 second missile thing ect)
Exactly!
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Features] Project Reality v0.85

Post by AnRK »

'[R-DEV wrote:Rhino;910255']WILCO! :p
When I read that the Brit sonudbyte immediately played in my head, I only play 10 rounds of PR a week now too... heh, I sound like a recovering alcoholic or something :p

Wish I had the patience to read through the changelog, I'll just take it as 2 condensed changes:

* New good things
* Older things made better
MonkeySoldier
Posts: 1200
Joined: 2008-08-10 21:03

Re: [Features] Project Reality v0.85

Post by MonkeySoldier »

Mora wrote:Exactly!
Do you mean the pilot kit not having a pistol?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Features] Project Reality v0.85

Post by gazzthompson »

MonkeySoldier wrote:Do you mean the pilot kit not having a pistol?
doubt it, other things. though pilot not having a pistol is lame, should just reduce effectivness of pistol/low mag count rather than remove it , though i do see the point in it (1337 pilot squads) but if pistols are owning rifles, its not all the pistols fault...
MonkeySoldier
Posts: 1200
Joined: 2008-08-10 21:03

Re: [Features] Project Reality v0.85

Post by MonkeySoldier »

Other question, about those incendiary grenades to destroy caches and such. Because (almost) every kit gets them, does that mean those incendiary won't do much damage to players? Since I could imagine everybody just having a huge party with molotovs and incendiary grenades. (Note: This is not about bitching it's overpowered or something, just want to know whether they're just as lethal against players like molotovs.)
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Features] Project Reality v0.85

Post by Alex6714 »

Charity Case wrote:I find it interesting that the changes people seem to dislike the most are the ones that matter the least.
But thats entirely one persons opinion...
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Snowno
Posts: 154
Joined: 2007-08-10 14:32

Re: [Features] Project Reality v0.85

Post by Snowno »

Mora wrote:Exactly!
Also, in the full changelog it says that they increased the damage done by AA missiles VS jets by 50% meaning that you will never be able to survive if a missile scratch you.
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Alex6714
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Re: [Features] Project Reality v0.85

Post by Alex6714 »

Snowno wrote:Also, in the full changelog it says that they increased the damage done by AA missiles VS jets by 50% meaning that you will never be able to survive if a missile scratch you.
Don´t forget:

VEHICLES: Standardized reload time of hellfire missiles to 5 seconds.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
sn1p3rslippinz
Posts: 58
Joined: 2008-05-29 00:21

Re: [Features] Project Reality v0.85

Post by sn1p3rslippinz »

I think the changes are great, cant wait to try them out :D


Thanks devs and congratulations on the release.
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