PR:BF2 v1.0 Feature List
-
AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: PR:BF2 v1.0 Feature List
1. Yes
2. As much as possible, but don't expect to run everything on high.
3. Yes. We have several maps that are almost done but they weren't quite ready for v1.0 so they'll be released when they're ready.
2. As much as possible, but don't expect to run everything on high.
3. Yes. We have several maps that are almost done but they weren't quite ready for v1.0 so they'll be released when they're ready.
-
zloyrash
- Posts: 408
- Joined: 2009-11-08 10:25
Re: PR:BF2 v1.0 Feature List
Can someone explain this? Examples?Added new Vehicle Disabling System, which doesn't always disable the vehicle completely anymore, but certain parts.
Like we can drive but cant shoot? Or we can shoot but cant drive?

-
40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: PR:BF2 v1.0 Feature List
when a mortar marker is on the map everyone understands it to be meaningless. When a CAS marker is on the map, everyone understands that that's an intended target. This will make mortar markers actually meaningful.Kevokpo wrote: why did you remove that feature?
-
Oddball
- Posts: 38
- Joined: 2013-07-30 16:03
Re: PR:BF2 v1.0 Feature List
Remove grenadetraps with shovel??
Is this for BLUFOR or only the ones that who put the trap?
And,
"allowing players to demolish friendly foxholes and razor wire segments"
This seems to be very bad. If a troll gets on he will just do it on everything to fool the game!
And also.
There is an AA construction in the trailer for 1.0, any info on how this can be built? Is it only for German forces?
Is this for BLUFOR or only the ones that who put the trap?
And,
"allowing players to demolish friendly foxholes and razor wire segments"
This seems to be very bad. If a troll gets on he will just do it on everything to fool the game!
And also.
There is an AA construction in the trailer for 1.0, any info on how this can be built? Is it only for German forces?
-
PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: PR:BF2 v1.0 Feature List
AA has been a buildable asset on most factions for a long time.
-
Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: PR:BF2 v1.0 Feature List
Appreciated mate.Jimbom wrote:Count down timer here cobber.
Passwords | Project Reality
The password will be released at 2200 AEST on 02 AUG 13. Hope that helps
-
Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: PR:BF2 v1.0 Feature List
well, trolls could use flares for the same purpose in 0.98 too ... but how often did you see someone doing that without being banned 1minutes later?Oddball wrote:Remove grenadetraps with shovel??
Is this for BLUFOR or only the ones that who put the trap?
And,
"allowing players to demolish friendly foxholes and razor wire segments"
This seems to be very bad. If a troll gets on he will just do it on everything to fool the game!
And also.
There is an AA construction in the trailer for 1.0, any info on how this can be built? Is it only for German forces?
-
Oddball
- Posts: 38
- Joined: 2013-07-30 16:03
Re: PR:BF2 v1.0 Feature List
I meant the Minigun one, that surley should be able to be used against infantry too!PLODDITHANLEY wrote:AA has been a buildable asset on most factions for a long time.
-
Unhealed
- Posts: 365
- Joined: 2012-09-15 16:33
Re: PR:BF2 v1.0 Feature List
You mean that one on 1:56?Oddball wrote:I meant the Minigun one, that surley should be able to be used against infantry too!
Self-propelled anti-aircraft weapon - Wikipedia, the free encyclopedia
-
Oddball
- Posts: 38
- Joined: 2013-07-30 16:03
Re: PR:BF2 v1.0 Feature List
No, this partUnhealed wrote:You mean that one on 1:56?It's not stationary and it's Chinese, not German.
Self-propelled anti-aircraft weapon - Wikipedia, the free encyclopedia
http://youtu.be/7JxK7SQNWfM?t=28s
-
melonmuncher
- PR:BF2 Developer
- Posts: 266
- Joined: 2012-01-13 05:14
Re: PR:BF2 v1.0 Feature List
The black and white shots at the start are previous versions. Showing how much the game has progressed.Oddball wrote:No, this part
PR:BF2 Mod v1.0 Trailer - YouTube
-
HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: PR:BF2 v1.0 Feature List
there was still the good old bunker... fantastic thing 
-
Unhealed
- Posts: 365
- Joined: 2012-09-15 16:33
Re: PR:BF2 v1.0 Feature List
These screenshots are mostly from the previous versions.Oddball wrote:No, this part
PR:BF2 Mod v1.0 Trailer - YouTube
-
hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
-
Oddball
- Posts: 38
- Joined: 2013-07-30 16:03
Re: PR:BF2 v1.0 Feature List
So that AA gun showing is something that has been removed?[R-DEV]melonmuncher wrote:The black and white shots at the start are previous versions. Showing how much the game has progressed.
-
Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: PR:BF2 v1.0 Feature List
Think about it! In real life, who carries around a high quality pair of binoculars in a combat zone? They're quite arbitrary to have- It's assumed that a BLUFOR squad already has soldiers with weapon optics. This shouldn't be a problem. It's a question of realism, and I think that the devs saw the binoculars as an easy shortcut to tactical superiority where there shouldn't have been one.saamohod wrote:I was one of the supporters of the idea that binos should be re-introduced for BLUFOR. But on the other hand I'm sure the DEVs had their reasons. It's a bit too early to start this argument again, let's wait for the release and see how it goes. It may turn out to be a good idea after all.
-
Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: PR:BF2 v1.0 Feature List
In other words, a mine marker for each and every grenade-trap? That's rather cool! Thank you, sir![R-DEV]AncientMan wrote:Added "mine" commo rose to grenade traps.
-
PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: PR:BF2 v1.0 Feature List
Markers where limited before though 10 or was it 5 can't remember.
With CO markers not having a delay we could be risking the Christmas trees again.
With CO markers not having a delay we could be risking the Christmas trees again.
-
Raklodder
- Posts: 940
- Joined: 2013-04-22 08:36
Re: PR:BF2 v1.0 Feature List
I think the current highest "mine marker" ratio is three per player, or kit.PLODDITHANLEY wrote:Markers where limited before though 10 or was it 5 can't remember.
With CO markers not having a delay we could be risking the Christmas trees again.
-
Heskey
- Posts: 1509
- Joined: 2007-02-18 03:30
Re: PR:BF2 v1.0 Feature List
I have some questions about the feature list:
Shovels to remove grenade traps? Cant see the logic and makes combat engineers less valuable than they already are other than for cache removal, which I gather the Breacher can do anyway?
Ps. What's the tool bag replacement for the wrench for? Just cosmetic?
Reduction of field dressings to medics. Can they heal themselves using medic bag, or are the patches supposed to be for their own personal use?
Updated flag capture ratio on AAS, what was it before? Thought it was always like this, whereby the attacking team had to have at least 1 more player in the cap zone than the enemy to make it move?
How come no knives for IDF pilots out of curiosity?
Shovels to remove grenade traps? Cant see the logic and makes combat engineers less valuable than they already are other than for cache removal, which I gather the Breacher can do anyway?
Ps. What's the tool bag replacement for the wrench for? Just cosmetic?
Reduction of field dressings to medics. Can they heal themselves using medic bag, or are the patches supposed to be for their own personal use?
Updated flag capture ratio on AAS, what was it before? Thought it was always like this, whereby the attacking team had to have at least 1 more player in the cap zone than the enemy to make it move?
How come no knives for IDF pilots out of curiosity?







