PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
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AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: PR:BF2 v1.0 Feature List

Post by AFsoccer »

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.
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: PR:BF2 v1.0 Feature List

Post by zloyrash »

Added new Vehicle Disabling System, which doesn't always disable the vehicle completely anymore, but certain parts.
Can someone explain this? Examples?
Like we can drive but cant shoot? Or we can shoot but cant drive?
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: PR:BF2 v1.0 Feature List

Post by 40mmrain »

Kevokpo wrote: why did you remove that feature?
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.
Oddball
Posts: 38
Joined: 2013-07-30 16:03

Re: PR:BF2 v1.0 Feature List

Post by Oddball »

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?
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR:BF2 v1.0 Feature List

Post by PLODDITHANLEY »

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

Post by Arab »

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
Appreciated mate.
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

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?
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?
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Oddball
Posts: 38
Joined: 2013-07-30 16:03

Re: PR:BF2 v1.0 Feature List

Post by Oddball »

PLODDITHANLEY wrote:AA has been a buildable asset on most factions for a long time.
I meant the Minigun one, that surley should be able to be used against infantry too!
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PR:BF2 v1.0 Feature List

Post by Unhealed »

Oddball wrote:I meant the Minigun one, that surley should be able to be used against infantry too!
You mean that one on 1:56? :D It's not stationary and it's Chinese, not German.
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

Post by Oddball »

Unhealed wrote:You mean that one on 1:56? :D It's not stationary and it's Chinese, not German.
Self-propelled anti-aircraft weapon - Wikipedia, the free encyclopedia
No, this part
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

Post by melonmuncher »

Oddball wrote:No, this part
PR:BF2 Mod v1.0 Trailer - YouTube
The black and white shots at the start are previous versions. Showing how much the game has progressed.
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: PR:BF2 v1.0 Feature List

Post by HunterMed »

there was still the good old bunker... fantastic thing :D
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: PR:BF2 v1.0 Feature List

Post by Unhealed »

Oddball wrote:No, this part
PR:BF2 Mod v1.0 Trailer - YouTube
These screenshots are mostly from the previous versions.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PR:BF2 v1.0 Feature List

Post by hobbnob »

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Oddball
Posts: 38
Joined: 2013-07-30 16:03

Re: PR:BF2 v1.0 Feature List

Post by Oddball »

[R-DEV]melonmuncher wrote:The black and white shots at the start are previous versions. Showing how much the game has progressed.
So that AA gun showing is something that has been removed? :(
Insanitypays
PR:BF2 Developer
Posts: 753
Joined: 2009-06-13 09:23

Re: PR:BF2 v1.0 Feature List

Post by Insanitypays »

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.
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.

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: PR:BF2 v1.0 Feature List

Post by Raklodder »

[R-DEV]AncientMan wrote:Added "mine" commo rose to grenade traps.
In other words, a mine marker for each and every grenade-trap? That's rather cool! Thank you, sir!
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: PR:BF2 v1.0 Feature List

Post by PLODDITHANLEY »

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.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: PR:BF2 v1.0 Feature List

Post by Raklodder »

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.
I think the current highest "mine marker" ratio is three per player, or kit.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: PR:BF2 v1.0 Feature List

Post by Heskey »

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?
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