Project Reality: BF2 v0.96 Features List

Project Reality announcements and development highlights.
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TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: Project Reality: BF2 v0.96 Features List

Post by TheComedian »

Orca19904 wrote:The chopper-launched ATGM's like the Hellfire require laser painting from a spotter on the ground as of v0.95, right? Does that go for the Kiowa Warrior's Hellfires too? I seem to recall that the real-life Kiowa Warrior has a laser designator integrated into the mast-mounted sight assembly, does the in-game Kiowa Warrior have this ability?
As of .95 the hellfires are point and click weapons.


60 flares for transport helicopters? They aren't even needed that much.

IMHO attack helis should be the ones with 60 flares. Or 2 flare instead of 6.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Project Reality: BF2 v0.96 Features List

Post by goguapsy »

'[R-DEV wrote:AncientMan;1622112'][*] Updated bleed/hit screen effects; getting hit and bleeding produces a sharp eyes-shut 'wincing' effect as opposed to the original method of covering the screen in semi-transparent red blood.
YES! YES! YES!


'[R-DEV wrote:AncientMan;1622112']
Soldiers
  • Updated German soldier textures
  • Increased soldier movement speed
  • Increased minimum energy required to sprint
  • Decreased sprint recharge time
  • Decreased soldier movement acceleration time to let momentum impact more
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Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Project Reality: BF2 v0.96 Features List

Post by AFsoccer »

Souls Of Mischief wrote:If I recall correctly, Paramedic was working on a Canada versus Taliban map called Devil's something, looked really promising. Is work still being done on it?
The map was called Devil's Tower, and unfortunately he has stopped working on it.
Coorsfrostbrew
Posts: 14
Joined: 2010-12-11 01:00

Re: Project Reality: BF2 v0.96 Features List

Post by Coorsfrostbrew »

The suspense is killing me. RELEASE IT! :)
doggreen
Posts: 109
Joined: 2007-12-20 03:25

Re: Project Reality: BF2 v0.96 Features List

Post by doggreen »

and maps of insurgents the respawn cache unknown will be change?

would be great if you were able to change to avoid born in caches unrevealed.

generally found the changes which will ensure excellent great games
This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning

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Neighbor Kid
Posts: 30
Joined: 2006-03-06 23:50

Re: Project Reality: BF2 v0.96 Features List

Post by Neighbor Kid »

i see nothign about the M1 Abrams sounds... the engine is still way to quiet.. and the tracks are way to loud fyi..
Damian_
Posts: 53
Joined: 2011-07-01 10:14

Re: Project Reality: BF2 v0.96 Features List

Post by Damian_ »

Like always, waiting for new PR release makes excited, like when I had 3 years and was waiting for Xmas.

getting hit and bleeding produces a sharp eyes-shut 'wincing', Im wondering how it will look like.
I'm looking forward to seeing your point of view just keep it logical, not emotional.
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Project Reality: BF2 v0.96 Features List

Post by DDS »

Brainlaag wrote:Finally friendly armor HAS TO SUPPORT friendlies instead of having their own battles in the infinte amplitude of the desert.
I doubt that it will motivate armor squads one twittle to support infantry. There is no incentive for them to do otherwise.

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Project Reality: BF2 v0.96 Features List

Post by DDS »

'[R-DEV wrote:AFsoccer;1622292']....But have no fear, we have some terrific maps in the works and you might see as many as 6 or more new maps for the next release. :)

Also, if you would like to contribute to PR by mapping, take a look at our modding forum at: PR:BF2 Community Modding - Project Reality Forums
This is good to hear. I too was hoping for new maps as some of these are starting to be like in-laws to me.
I took a stab at making a map but didn't get past the original concept (maybe later when I have more free time). They take LOTS of work and feedback along the way.

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Project Reality: BF2 v0.96 Features List

Post by Predator.v2 »

No fixes to the suicide bomber Su-30?
The gunner still cant drop any bombs without destroying the own plane..


-Decreased total armor on nearly all helicopters
Have you decreased the hueys armor even more than the others armor to bring him in "line"?

Can you tell us, what have been the "original" magnification on all the changed weapons?

-Fixed 120mm HEAT round damage against MBT front armor
-Fixed 120mm AP and HEAT round damage against APC and IFV armor
Can you explain these changes?

-Fixed critical bleed rate on all choppers to be 1% of critical armor level
What have been the original bleeding rate and how many % is critical armor level?
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Project Reality: BF2 v0.96 Features List

Post by Zoddom »

TheComedian wrote: 60 flares for transport helicopters? They aren't even needed that much.

IMHO attack helis should be the ones with 60 flares. Or 2 flare instead of 6.
if you dont use flares that much with trans helos then youre not that type of pilot i want to fly with :/

but 2 flares instead of 6 is something i waited for for several updates now .... its just not realistic and a complete waste of ressources -.-
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Project Reality: BF2 v0.96 Features List

Post by Stealthgato »

I hope the armor on heavy CAS helicopters (Cobra, Apache, Havoc, Z-10) wasn't decreased, they're weak enough as it is. I like decreased sprint regeneration time but not sure on the increased movement speed...
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Project Reality: BF2 v0.96 Features List

Post by Rudd »

but not sure on the increased movement speed...
its quite a subjective variable, decide when you've had a go with it, imo it feels a bit more natural.
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Bob of Mage
Posts: 227
Joined: 2010-09-29 09:39

Re: Project Reality: BF2 v0.96 Features List

Post by Bob of Mage »

Could I get an answer to something that a number of Co-op players are wondering: How was Jabal Co-op broken and will it return post-0.96?

Also will Co-op finally have AT mines and arty IEDs for any irregular faction? It makes it really hard to play any irregular faction properly if 2 of the must powerful AT options are not on a single map (the one exception is OP Black Hawk Down from the map pack which CTDs for many players and even then it only gives you AT mines).
Fall
Posts: 33
Joined: 2011-05-21 05:43

Re: Project Reality: BF2 v0.96 Features List

Post by Fall »

Increased number of flares in transport choppers to 60 ................ what about the CAS helis champs...

why do you continue to neglect/nerf them
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Rudd
Retired PR Developer
Posts: 21225
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Re: Project Reality: BF2 v0.96 Features List

Post by Rudd »

Could I get an answer to something that a number of Co-op players are wondering: How was Jabal Co-op broken and will it return post-0.96?
I am really sorry about this, however Jabal got a little updated this release. We moved the carrier in order to increase the view distance, this broke PRSP, and as a result it'll need navmeshing again I assume.

the change was done by me, so if the PRSP team isn't up for getting jabal done up, I'll go back to the original Jabal and put it in a new folder and upload at a later date for you, so that you can have that for PRSP.
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Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Project Reality: BF2 v0.96 Features List

Post by Ford_Jam »

Updated mortar base protection shields to be included on all maps
Can someone clarify this?
Is it just like the dome on the Jabal Carrier that can be shot out of but not shot in to? Or is it different
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: Project Reality: BF2 v0.96 Features List

Post by Silly_Savage »

Updated mortar base protection shields to be included on all maps
Ford_Jam wrote:Can someone clarify this?
Is it just like the dome on the Jabal Carrier that can be shot out of but not shot in to? Or is it different
[R-DEV]Rudd wrote:mortar shields only affect projectiles, in a similar way to carrier defence shields
7chars.
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Project Reality: BF2 v0.96 Features List

Post by Psyrus »

Fall wrote:Increased number of flares in transport choppers to 60 ................ what about the CAS helis champs...

why do you continue to neglect/nerf them
Well consider that at the very maximum there are 2 CAS helis per team (kashan desert) at a given time, which means 8/64 players could be using them. This means that at most (and honestly it's a rarity to have that many in them, except Kashan, Qinling and Iron Eagle AFAIK) 1/8th of the players are actively using the assets (discounting calling for cas for the time being). This leaves 7/8 or ~88% of the rest of the game that needs attention over CAS.

That logic is a little bit broken but the "I can't make sense of him right now" version is that attack heli's are a very minor part of the game, and as such you would expect that very minor attention is paid to them :)

Plus, let's be honest, withvideos like this being rather common, do you amazing pilot/gunner combos really need any more help at being awesome?
Rudd
Retired PR Developer
Posts: 21225
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Re: Project Reality: BF2 v0.96 Features List

Post by Rudd »

just think of flare limitations on CAS as fuel limitations and it makes alot of sense tbh
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