PR:BF2 v1.0 Feature List

The changelogs for recently released Project Reality versions
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR:BF2 v1.0 Feature List

Post by Redamare »

Im pretty friggen excited WELL DONE :)

NO MORE PATIENT BEAR
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Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: PR:BF2 v1.0 Feature List

Post by Feriluce »

'[R-DEV wrote:Rudd;1925065']Type 95 SPAAA - Wikipedia, the free encyclopedia

it's the chinese AA vehicle, we've moved away from AA vehicles with cannons, however China hasn't had their AA replacement built yet, so they get to keep theirs :)

- but it's got a kickass digital cammo pattern now :)
Thats not what the link is to. Its to the deployable AA cannon-like thing in black and white.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

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.
Especially with the immature players soon to come in!
DETROIT TIGERS
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frankwilliam
Posts: 61
Joined: 2010-02-05 12:22

Re: PR:BF2 v1.0 Feature List

Post by frankwilliam »

How have you changed APC and jeep armor?
SS-Plinskin
Posts: 7
Joined: 2013-08-01 22:07

Re: PR:BF2 v1.0 Feature List

Post by SS-Plinskin »

Excelent.... but I have a problem when I?m dowloading the file with bittorrent show a message box: "The file excedes the Write to disk"... but I have alot of space in my HD... so can you please upload it in direct download?, or can some one please tell me how can I fix this?.


Thank you and regards.
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: PR:BF2 v1.0 Feature List

Post by nAyo »

>> Updated the max number of Civilians you can't kill before being arrested within a 10 minute timeframe to 4. After this timelapse, your kill history is cleaned up. <<

Say what? Doesn't make sense man..
Can anyone explain this? it's been asked at least 10 times already
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: PR:BF2 v1.0 Feature List

Post by K4on »

nAyo wrote:
>> Updated the max number of Civilians you can't kill before being arrested within a 10 minute timeframe to 4. After this timelapse, your kill history is cleaned up. <<
Can anyone explain this? it's been asked at least 10 times already
If you kill more than 3 civilians you get arrested (killed).
Your civilian kill history will be cleaned and resetted to 0, if you haven't done any warcrime in the last 10 minutes.

This is to prevent people from firing mortars/ send in CAS at unknown areas with civilians inside, or especially to prevent people from shooting at civilians just for fun (happened quite alot in 0.98 ), as this damages the own team (intel loss). Now the player himself gets punished harder aswell.

Therefore, the max number of civis per team/ squads has been decreased, so that the use of "suicide groups" should be reduced and force civis to actually do their jobs (medical care + providing intel), instead of derping around - as these kits have more value now.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: PR:BF2 v1.0 Feature List

Post by hobbnob »

Naaaww I like the large amount of civis, would force blufor to be careful. It would certainly be good if 3 guys in a squad could be civi and the other 5 be armed, then the civis can **** for the armed and people can't fire into them for fear of punishment.



Things like that for example, with a smaller amount of civis that would have been difficult to get a proper web of information flowing. Plus people actually like going civi if the SL knows how to use them. What is the new max number btw?
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Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: PR:BF2 v1.0 Feature List

Post by Spook »

Donatello wrote:If flares for aircraft are improved does it mean that personal AA weapons (Stinger etc) are useless in 1.0 ?

Seriously, it was pain in the *** to shot helicopters with stationary AA in 0.98. More pain if you used Stinger.
And now with advanced flares ... :-(
AA were deadly in 0.98 ... just wait till chopper comes close enough, if he is coming directly towards you just shoot and you will always hit. otherwise wait till it performs attack and turns around to leave the area, at that point just wait for him to drop another load of flares, and exactly at that moment you shoot before it drops another load. Missile will hit 90% of all cases.

I tested the handheld AA in the open beta and it felt just the same like before. Not much changed IMO.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: PR:BF2 v1.0 Feature List

Post by ShockUnitBlack »

This was a list of stuff that I posted almost exactly a year ago listing what I figured was going to be included in v1.0. Some interesting stuff.
New Guns -

- C7CT (Canada) - Nope
- New SKS/SKS with grenade launcher (various factions) - Yes and apparently no
- PKM (various factions) - Yup
- New Chinese small arms (QSZ-92/QBB-95/QBZ-95/QBZ-95B) (China) - Yup
- MK-12 SPR (USMC) - Yup
- FN-MAG/M-240B (various factions) - Yup

New Vehicles -

- Mi-8/Mi-17 transport and attack helicopter (Russian, probably MEC) - Nope
- Z-9/Z-9WA transport and attack helicopter (China) - Yup
- BMP-1 (Militia) - Yup
- BMP-2 (Russia) - Yup
- New AH-64 Apache - Nope
- BMP-2M (MEC) - Yup
- Jackal armoured vehicle- Nope
- CH-146 Griffon helicopter (Canada) - Pretty much
- Zastava 900 AK - Yup

French Forces Related Stuff

- Renault GBC 180- Yup
- VBCI - Yup
- AS-532 Cougar - Nope
- VAB - Yup
- Leclerc Main Battle Tank - Yup

Probable Inclusions

- New T-72 - Nope
- Up-Armoured HMMWV - Yup
- New MEC kit geometries - Yup
- L129A1 Marksman Rifle (UK) - Nope
"I Want To Spend The Rest Of My Life With You Tonight."
Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: PR:BF2 v1.0 Feature List

Post by Spush »

Too bad that Apache was for PR:ARMA2.
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: PR:BF2 v1.0 Feature List

Post by Vicious302 »

Removed Artillery IED. :-(
Removed C4 pack from Vanilla Battlefield 2. :sad:
...
Removed JDAM. :-(
..
Removed Pipebomb IED. :-(



Vegetation

......
Added cannabis/hemp field clumps (you can't smoke it, but you can set it on fire...). :D
{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: PR:BF2 v1.0 Feature List

Post by {ZW}C-LOKE »

[R-DEV]AncientMan wrote:
Added cannabis/hemp field clumps (you can't smoke it, but you can set it on fire...).
I want to see that! How to invoke? Can you be more specific???
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Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: PR:BF2 v1.0 Feature List

Post by Vicious302 »

I really want to stumble into a house and find a room of hash, I'll be in that room, you should be able to light in on fire and once lit on fire it emits a constant smoke that also gives you a suppression affect.
{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: PR:BF2 v1.0 Feature List

Post by {ZW}C-LOKE »

Please I need to know... What do I use to set it on fire???!

Also, I remember reading something about ATV's and Forklift... On what maps can I find these?
Last edited by {ZW}C-LOKE on 2013-08-02 05:58, edited 1 time in total.
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Hunterman0101
Posts: 122
Joined: 2011-10-02 15:12

Re: PR:BF2 v1.0 Feature List

Post by Hunterman0101 »

{ZW}C-LOKE wrote:Please I need to know... What do I use to set it on fire???!

Also, I remember reading something about ATV's and Forklift... On what maps can I find these?
In beta ATV and Forklift were on Black Gold INS
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maniac1031
Posts: 257
Joined: 2010-03-16 20:12

Re: PR:BF2 v1.0 Feature List

Post by maniac1031 »

Pvt.LHeureux wrote:The "ressucitate" hands are more powerfull now. Also they reduced the field dressings on the medic to reduce the number of times where medics would drop a field dressing on a wounded soldier, then revive him with the epipen. The revived soldier could sprint as soon as being revived because of that, which is totally unrealistic.

Now medics will use field dressings for themselves and medic bags to heal friendlies.
Whats more unrealistic in that situation, The fact that an epipen can remove my bullets from the guys face or the fact that he sprinted away from said incident instead of walking? It amazes me that the revive system hasn't been removed completely, in a mod that strives for realism. Last time I checked even CoD doesn't have magic pens that can bring a whole squad of soldiers back from the dead....
samebutdifferent
Posts: 12
Joined: 2010-06-28 09:13

Re: PR:BF2 v1.0 Feature List

Post by samebutdifferent »

Raklodder wrote:I think the current highest "mine marker" ratio is three per player, or kit.
It has been 3 per player, not per kit.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: PR:BF2 v1.0 Feature List

Post by BloodyDeed »

maniac1031 wrote:Whats more unrealistic in that situation, The fact that an epipen can remove my bullets from the guys face or the fact that he sprinted away from said incident instead of walking? It amazes me that the revive system hasn't been removed completely, in a mod that strives for realism. Last time I checked even CoD doesn't have magic pens that can bring a whole squad of soldiers back from the dead....
The way we look at a "revive" is that the soldier has not been dead before. He was just critically wounded and needs medial treatment. He's not coming back from the dead.
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