Re: PR:BF2 v1.0 Feature List
Posted: 2013-07-31 21:37
No Helmand Province?! 
___sangue-ruim___ wrote:did u miss the BETA?
I kind of a agree with you but in real life you would be able to feel the heat around the barrel, as well as see the barrel getting red hot (which would be bad). None of those can be simulated in game.Steeps wrote:Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.
They should have done this:Added cannabis/hemp field clumps (you can't smoke it, but you can set it on fire...).
YES!!!![R-MOD]Spec wrote:Nametags weren't changed from the last open beta version afaik.
Your lucky I'm just currently working on this part of the manualsamebutdifferent wrote:How long will mines and those buryable things stay after i died? still 20 minutes? Will they still stay longer when i recover my kit?
Besides that: awesome job, DEVs. So looking forward! Thanks for all your work and time!!!
does the timer still tick if you recover the kit?[R-DEV]Rhino wrote:Your lucky I'm just currently working on this part of the manual
A single player may place up to 30 mines, 10 trip flares, 4 grenade traps and 30 Water Container VOIEDs. These devices remain active until 10 minutes after the soldier deploying them has died (20mins for mines).
I think if you pick the kit up again the mines stay, but can't say for sure.notmyingamename wrote:does the timer still tick if you recover the kit?
You know, I was just thinking the same thingRazoR41 wrote:They should have done this:
Once the hemp fields burned your player had a Tear gas like effect, but with Rainbows!![]()
Kinda explains why some of the Milita kits are getting gasmask now.RazoR41 wrote:They should have done this:
Once the hemp fields burned your player had a Tear gas like effect, but with Rainbows!![]()
Yes, I think it was necessary becouse unlike real life you can't tell if your gun is about to overheat or not. And in PR your gun overheats way more faster than IRL so overheat meter is a necessity.Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.
why did you remove that feature?'[R-DEV wrote:AncientMan;1923907']
Python
Removed the need of a mortar fire mission.
Because its for the most part useless. The only time it is used is by the squad leader who is running said mortars. Just becomes a nuisance because they have to pull out their gltd, request the fire mission, because mortars screens go black and they cannot adjust ranges until it is back.Kevokpo wrote:I did a quick read, and so far I liked it, except for this:
why did you remove that feature?
GREAT JOB and thx for making the best mod ever

Count down timer here cobber.Arab wrote:
So Friday 12:00 PM UTC would be Friday 2:00am Australian Time, meaning the time when the key would be released. So Basically 5-6 Hours in the morning everyone would wake up, maybe install PR 1.0 setup if they are hardcore and play it in the afternoon!