PR:BF2 v1.2.0.0 Changelog

The changelogs for recently released Project Reality versions
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

The Art of War wrote:They buy from the germans after all! > :D I wish the DBW would use the HK 416, but they are so stubborn on the G36...
What's so hi-tech about what is basically a piston ar15?
Midnight_o9
Posts: 1572
Joined: 2008-07-26 09:39

Re: PR:BF2 v1.2.0.0 Changelog

Post by Midnight_o9 »

you do realise that without deviation, we'll all be super snipers? The firefights will be over within seconds, the MG will be nothing less than a death mowing maching, the sniper will be the Reaper himself. Not even talking about insurgents and militia, we can remove them from the game...
Also, I already said that in many other threads but... you can't aim right so we should change the game? How about you change how you aim and we keep the game as is?

The deviation will never please everybody, when it was more deviation people cried for less, now there are people crying for none at all, AND people crying for going back to the former deviation.

The way I see it people in general have no trouble getting kills ingame, if you do, then you don't know how to play correctly and I'd suggest you see with this wonderfully crazy person here : https://www.realitymod.com/forum/f10-pr ... ality.html
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

Midnight_o9 wrote:you do realise that without deviation, we'll all be super snipers? The firefights will be over within seconds, the MG will be nothing less than a death mowing maching, the sniper will be the Reaper himself. Not even talking about insurgents and militia, we can remove them from the game...
Also, I already said that in many other threads but... you can't aim right so we should change the game? How about you change how you aim and we keep the game as is?

The deviation will never please everybody, when it was more deviation people cried for less, now there are people crying for none at all, AND people crying for going back to the former deviation.

The way I see it people in general have no trouble getting kills ingame, if you do, then you don't know how to play correctly and I'd suggest you see with this wonderfully crazy person here : https://www.realitymod.com/forum/f10-pr ... ality.html
who say remove deviation from snipers? to me the sniper kit can be removed as well and you think firefights mean to be that long? the insurgents and Militia are already fuck up since i meet they, the only thing they still got is the sneaky advantage and free spawn and no deviation cam make they fire back on the enemy AR

for the kits the grenadier after the 1.0 was a beast hit target accurate at 450 meters and now you cant hit a window at 100 meters my favorite kit died, the light AT especially RPG still missing at 100 meters even waiting 5 seconds the AR you can never count with your ain even waiting 5 seconds and if you move just for a bit you screwed cant respond at the time no deviation just remove/reduce the movement speed wile deployed.

the game it self already have recoil we don't need deviation we just need hit the dam ting were is in the iron sight if add bullet drop which is possible
[align=center]Sorry i cant into English...
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Dr_Death wrote:that's........... kinda not true. Deviation its not hardcoded, you cant change the way it works, but you can completelly remove it and look the after effects.
You didn't read.

Fact that bullet fires from center of screen IS hardcoded.
That's why we have deviation after movement; which CAN be turned to zero but would turn this game into counterstrike but with even higher bullet damage.

Deviation simulates a lot of factors. Aiming takes a little more skill IRL, which isn't simulated by rightclick+dragging your mouse across the mousepad.
Roque_THE_GAMER wrote:who say remove deviation from snipers? to me the sniper kit can be removed as well and you think firefights mean to be that long? the insurgents and Militia are already fuck up since i meet they, the only thing they still got is the sneaky advantage and free spawn and no deviation cam make they fire back on the enemy AR

for the kits the grenadier after the 1.0 was a beast hit target accurate at 450 meters and now you cant hit a window at 100 meters my favorite kit died, the light AT especially RPG still missing at 100 meters even waiting 5 seconds the AR you can never count with your ain even waiting 5 seconds and if you move just for a bit you screwed cant respond at the time no deviation just remove/reduce the movement speed wile deployed.

the game it self already have recoil we don't need deviation we just need hit the dam ting were is in the iron sight if add bullet drop which is possible
That's why everyone say you don't know how to aim.

If you do know how to aim; LAT is quite accurate(and easy to use) under 200m, especially the HATO ones.
Again, mouse movement adds to deviation. IF you knew how deviation works then you would know that moving a little does not make deviation reset to maximum.

Shoot back at deployed AR? You mean you did CoD s**t(sitting in open, trading shot with deployed AR) and got rekt? Working as intended.

OpFor keep getting the short of end of stick; is nothing new... Removing deviation isn't going to help.

Even though game has recoil(although barely anything noticeable for blufor weapons...); it does not replace deviation.
Last edited by ComradeHX on 2014-06-01 13:11, edited 11 times in total.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:You didn't read.

Fact that bullet fires from center of screen IS hardcoded.
That's why we have deviation after movement; which CAN be turned to zero but would turn this game into counterstrike but with even higher bullet damage.

Deviation simulates a lot of factors. Aiming takes a little more skill IRL, which isn't simulated by rightclick+dragging your mouse across the mousepad.



That's why everyone say you don't know how to aim.

If you do know how to aim; LAT is quite accurate(and easy to use) under 200m, especially the HATO ones.
Again, mouse movement adds to deviation. IF you knew how deviation works then you would know that moving a little does not make deviation reset to maximum.

Shoot back at deployed AR? You mean you did CoD s**t(sitting in open, trading shot with deployed AR) and got rekt? Working as intended.

OpFor keep getting the short of end of stick; is nothing new... Removing deviation isn't going to help.

Even though game has recoil(although barely anything noticeable for blufor weapons...); it does not replace deviation.
here a tutorial how to aim:

1: aim down the sights and move your mouse to the enemy body
2: Right click
3: ???
4: Profit

now seriously what is difficult with aim? if you are say about my skill see this video from BF3 you can see aim is not a problem to me.

as a AR i always got shoot back even killed no deviation can make that happen more often.
[align=center]Sorry i cant into English...
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:here a tutorial how to aim:

1: aim down the sights and move your mouse to the enemy body
2: Right click
3: ???
4: Profit

now seriously what is difficult with aim? if you are say about my skill see this video from BF3 you can see aim is not a problem to me.

as a AR i always got shoot back even killed no deviation can make that happen more often.
Your tutorial sucks, no wonder you can't hit anything.
1. aim down sight.
2. put mouse on target.
3. wait 1s.
4. fire by LEFT click.

If target is moving, 2 will place sights on where target WILL be, and then WAIT 1s, then fire.

Even in BF3 your aim was all over the place, WITH BIPOD AK-74M.
Last edited by ComradeHX on 2014-06-01 19:32, edited 1 time in total.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:Your tutorial sucks, no wonder you can't hit anything.
1. aim down sight.
2. put mouse on target.
3. wait 1s.
4. fire by LEFT click.

If target is moving, 2 will place sights on where target WILL be, and then WAIT 1s, then fire.

Even in BF3 your aim was all over the place, WITH BIPOD AK-74M.
yup, thats my AK74m counter sniper fag, i say right click because i use the left hand on my notebook (right my left click is broken) in my home pc i use right hand for the extra buttons.

and that's was a tutorial how to aim (in general fps) not how to be a seating duck, one second in any fps even on true simulators can be deathly.
[align=center]Sorry i cant into English...
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:
and that's was a tutorial how to aim (in general fps) not how to be a seating duck, one second in any fps even on true simulators can be deathly.
That's why you position your self(takes a little more thought) so you don't have to wait 1s.

That's why you don't run around doing CoDs**t.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:That's why you position your self(takes a little more thought) so you don't have to wait 1s.

That's why you don't run around doing CoDs**t.
or doing Arma s**t.
[align=center]Sorry i cant into English...
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:or doing Arma s**t.
You do CoDs**t in Arma?
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:You do CoDs**t in Arma?
no, i just do what i suppose to do: get cover, aim, fire. and what is wrong with COD? you seems like some one who sucked in cod and blame it for everything, i do played cod but after the black ops come out i get tired of this style of game play and come to a more slow and realistic game play.
[align=center]Sorry i cant into English...
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR:BF2 v1.2.0.0 Changelog

Post by Rudd »

Guys, these public displays of affection really have to stop.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: PR:BF2 v1.2.0.0 Changelog

Post by ComradeHX »

Roque_THE_GAMER wrote:and come to a more slow and realistic game play.
That's why deviation exists.

You blame everything on deviation for some reason...
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

ComradeHX wrote:That's why deviation exists.

You blame everything on deviation for some reason...
deviation is not realistic.
[align=center]Sorry i cant into English...
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR:BF2 v1.2.0.0 Changelog

Post by Rudd »

Roque_THE_GAMER wrote:deviation is not realistic.
It's the most realistic option avaliable in BF2
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

[R-DEV]Rudd wrote:It's the most realistic option avaliable in BF2
do you guys try add bullet drop and aim shake? the aim shake could work animated, some mods wen you aim you get a little shake.
[align=center]Sorry i cant into English...
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: PR:BF2 v1.2.0.0 Changelog

Post by Rudd »

Roque_THE_GAMER wrote:do you guys try add bullet drop and aim shake? the aim shake could work animated, some mods wen you aim you get a little shake.
we can add the animation but it has nothing to do with where your bullet goes, it'll always come from the center, bullet drop is actually ingame but it's not calibrated as we've only recently worked around a bug where tracers weigh heavier than normal bullets. Shoot on a map with a longer VD and you'll see that the bullets do drop a bit.
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: PR:BF2 v1.2.0.0 Changelog

Post by Roque_THE_GAMER »

[R-DEV]Rudd wrote:we can add the animation but it has nothing to do with where your bullet goes, it'll always come from the center, bullet drop is actually ingame but it's not calibrated as we've only recently worked around a bug where tracers weigh heavier than normal bullets. Shoot on a map with a longer VD and you'll see that the bullets do drop a bit.
so the animation it self will not effect the mouse? in FH2 if you go to prone with a deployed MG42 the aim shake heavy and it seems to move the mouse as well.

the drop for the normal assault rifles seems real small, you still can hit a target really far for rifles like the M16 the drop start at 130 meters.
[align=center]Sorry i cant into English...
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Rain08
Posts: 22
Joined: 2014-05-15 04:40

Re: PR:BF2 v1.2.0.0 Changelog

Post by Rain08 »

Roque_THE_GAMER wrote:so the animation it self will not effect the mouse? in FH2 if you go to prone with a deployed MG42 the aim shake heavy and it seems to move the mouse as well.

the drop for the normal assault rifles seems real small, you still can hit a target really far for rifles like the M16 the drop start at 130 meters.
Projectiles will always come from the center of the screen for the handheld weapons. The shaking in FH2 doesn't affect the accuracy of your weapon, but it's trying to make the weapon harder to aim. Put a mark in the center of your screen, shoot something while moving (preferably something near so the bullet doesn't deviate much). Or in PR: Go in a prone position, prep a grenade and throw it while the soldier is standing. You'll see that the grenade will come from the center of the screen. Or have a gun and shoot at a wall while the soldier is getting to prone position. You'll see the gun is moving around but the projectiles will hit what's in front of you.
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