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Re: [Features] Project Reality v0.85

Posted: 2009-01-21 23:38
by CodeRedFox
waldo_ii wrote:Oooof, brutal. I'll be TKing up a storm...
Back to training SON! :mrgreen:

Re: [Features] Project Reality v0.85

Posted: 2009-01-21 23:46
by stoobywon
It looks amazing!
Great job everyone that contributed to it!
Too bad I will be out of town starting Friday and won't be back until late Sunday so I won't be able to play it this weekend. :(

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:02
by hgl_420_division
PROJECT REALITY MOD RULE THEM ALL!!!! :)

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:02
by hgl_420_division
hgl_420_division wrote:PROJECT REALITY MOD RULE THEM ALL!!!! :)
Keep getting better and more realistic!!!

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:03
by Flanker15
Still trying to get my head around the RPG7 doing half the damage of other L-AT. The RL warhead shown in the mod is the same or better than all the other L-AT shown in the mod, is it just for balance? :neutral: :confused:

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:15
by Raniak
'[R-DEV wrote:Chuc;910572']Its been caused by a new soldier setup that allowed us virtually unlimited flexibility with the kit geometry system, that is having a faction use multiple kit geometry meshes and meshes from different factions.
So, it means that each soldiers will be more detailed that the different classes will look different to each other ?

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:18
by master of the templars
There seems to Be a lot more bayonets in this version, If i'm correct they are based off the knife file so in 0.8 they have the same range as the knife. In 0.85 has the range of bayonets been increased.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:29
by Spec
Did anyone say "pretty badass" yet? Or is that too old again?


...


Thanks to the Dev's, I'm sure this'll be awesome.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:40
by TofuwRice
Awesome, I can't wait! Thanks PR Dev,Con and everyone else :D

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:47
by Rudd
We'll see how it players out, fixing .8 would have done fine for me.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:48
by CodeC.Seven
now i miss the xxx... All i read is added and fixed...

I just got 3 important questions for my PR future ^^...

Is the deviation basically lowered again?
Is Operation Baracuda finally playable because of new assets or something?

And why we got no USMC vs TAL map where USMC got Apaches... or 2 tanks which respawn?

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:48
by [T]waylay00
Looks cool!

But I'm worried that the new kit thing will take away the realism of what the combatants look like. I know that many people pick up US kits when they play as insurgents. It will look rather silly to see half of the insurgent team running around with US or British helmets.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 00:54
by steve_06-07
Sweet, the new Eryx sight!

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 01:27
by Tannhauser
Spec_Operator wrote:Did anyone say "pretty badass" yet? Or is that too old again?


...


Thanks to the Dev's, I'm sure this'll be awesome.

Pretty.. Pretty Badass..

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 01:31
by Zrix
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?

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 01:41
by Skodz
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?
That change really sounds odd, we have no other choice to deal with it but its hard for most of us to understand it since AA are already very powerful and leave very little chance of survival to locked aircraft. Now aircraft are totally and fully screwed. On Barracuda for exemple, how are USMC supposed to clear ennemy AA position before Helicopters comes in ??? Impossible. No more USMC landing on Barracuda.

Beside that and some logistic changes, most 0.85 changes looks very cool.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 01:51
by mcsuperfly
'[T wrote:waylay00;910656']Looks cool!

But I'm worried that the new kit thing will take away the realism of what the combatants look like. I know that many people pick up US kits when they play as insurgents. It will look rather silly to see half of the insurgent team running around with US or British helmets.
Aside from the realism I don't see much wrong with it. It's not like they designed it to be that way. Besides, it was the SOE in old school BF1942. I would be running around as a Brit with a stahlhelm and an MP40 and no one seemed to mind.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 01:57
by White Rock
KITS: Gave insurgent rpg, sa7 and sniper kits stone weapon (fuzzhead)
Ha ha this i can approve. :D

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 02:00
by shifty66
So awesome! Love every single change.

Also noted "each faction now has 4 distinct faces" Is particularly teh sex for some reason to me.

Cant wait till tomorrow.

Re: [Features] Project Reality v0.85

Posted: 2009-01-22 02:04
by Gaven
I don't like the spec ops thing, because that silenced pistol and grappling hook was really useful on some maps. I guess the 4 guys who opposed it were listened to.

Why remove ghillie suits for snipers? Trying to reduce their effectiveness?

Other than these two things, I love it.