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Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 04:10
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 04:47
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?
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 04:48
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 04:54
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?
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 07:19
by PLODDITHANLEY
AA has been a buildable asset on most factions for a long time.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 07:22
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 07:32
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?
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 09:19
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!
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 09:30
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?

It's not stationary and it's Chinese, not German.
Self-propelled anti-aircraft weapon - Wikipedia, the free encyclopedia
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 09:53
by Oddball
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:09
by melonmuncher
The black and white shots at the start are previous versions. Showing how much the game has progressed.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:11
by HunterMed
there was still the good old bunker... fantastic thing

Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:13
by Unhealed
These screenshots are mostly from the previous versions.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:18
by hobbnob
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:25
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?

Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:57
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 10:58
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!
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 11:01
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 11:03
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.
Re: PR:BF2 v1.0 Feature List
Posted: 2013-08-01 11:08
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?