PR:BF2 v1.4.0.0 Changelog

The changelogs for recently released Project Reality versions
Squirrel[STF]
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Squirrel[STF] »

I'm not saying "Have my babies...." but seriously......Have my babies. <3

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!
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Mineral
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Mineral »

Updated mapgallery for people who want to see map details

PR Map Gallery
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qs-racer
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Re: PR:BF2 v1.4.0.0 Changelog

Post by qs-racer »

Updated the flamethrower effect; reduced the size of the flame, now causes the ground to ignite.
Flamethrower ????
TBoy205
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Joined: 2012-01-19 14:09

Re: PR:BF2 v1.4.0.0 Changelog

Post by TBoy205 »

Please fix the smoke for grenade launchers and tank rounds. It disappears shortly after impact.
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_MB_
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Re: PR:BF2 v1.4.0.0 Changelog

Post by _MB_ »

qs-racer wrote:Flamethrower ????
Well, there is the Zippo flame-tank in one of the Vietnam maps. Sadly I have never seen it in action.
DogACTUAL
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Re: PR:BF2 v1.4.0.0 Changelog

Post by DogACTUAL »

Is there going to be a trailer for the release?
tankninja1
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Re: PR:BF2 v1.4.0.0 Changelog

Post by tankninja1 »

PatrickLA_CA wrote:Image

Oh yeah! I hope the new LRG layers will be used more often now that they have a sensible amount of tickets.

Btw, can anyone care to explain the differences between the T-72M1, T-72S, T-72S1, T-72B?
On the real ones the T-72M is the most basic version, the T-72S's are slightly modified Ms the main difference being ERA on the S, and the B I think in the only T-72 variant in service with the Russians and it has a whole slew of modifications and addons compared the the OG T-72. Then again the Russian/Soviet equipment and naming varies a lot depending on where it is in the world.
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FTB|GS-Warfighter
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Re: PR:BF2 v1.4.0.0 Changelog

Post by FTB|GS-Warfighter »

Overall the update seems okay, but I'm sad to see that with every passing iteration that Fallujah keeps taking hits to make it more unplayable. It was best when it was at 7 caches, 5 I made do with it, but it ended up creating short 40-60 minute games. I can only imagine that with 4 caches the games will most likely take 30 minutes or less. I wish that it was 5 or 6 caches, but it sucks that because a few people don't like that map that there are people that wish to destroy it for the community. I'm going to miss fallujah.
TBoy205
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Re: PR:BF2 v1.4.0.0 Changelog

Post by TBoy205 »

FTB|GS-Warfighter wrote:Overall the update seems okay, but I'm sad to see that with every passing iteration that Fallujah keeps taking hits to make it more unplayable. It was best when it was at 7 caches, 5 I made do with it, but it ended up creating short 40-60 minute games. I can only imagine that with 4 caches the games will most likely take 30 minutes or less. I wish that it was 5 or 6 caches, but it sucks that because a few people don't like that map that there are people that wish to destroy it for the community. I'm going to miss fallujah.
Please remember that this is your opinion and it does not stand for the entire community.
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Mineral
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Mineral »

FTB|GS-Warfighter wrote:Overall the update seems okay, but I'm sad to see that with every passing iteration that Fallujah keeps taking hits to make it more unplayable. It was best when it was at 7 caches, 5 I made do with it, but it ended up creating short 40-60 minute games. I can only imagine that with 4 caches the games will most likely take 30 minutes or less. I wish that it was 5 or 6 caches, but it sucks that because a few people don't like that map that there are people that wish to destroy it for the community. I'm going to miss fallujah.
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Which is more then in the previous release v1.3. There is much more to a map then tickets and caches :)

(with average insurgency map being 1:30h)
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DogACTUAL
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Re: PR:BF2 v1.4.0.0 Changelog

Post by DogACTUAL »

''Updated damage from ATGM vs tank front to around 25%, damage from LAT to side to around 25% and damage from HEAT to side to around 50%.''

Does that mean that the values you showed in the chart in the tank armor changes update thread are not the ones that will actually be used now?
Because ATGM to the front was around 18% and LAT was different too.

Don't let all the criticism about the armor update get to you guys, imo the values in the chart were pretty much perfect, people that complained about them so much didn't even try it out first.

It doesn't make that much difference for the TOW, since even without all of this the tank can still take a frontal hit and get away as of now, although just barely.

And if the tank crew is good they will take out the TOW before it can even hit the tank.
FFG
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Re: PR:BF2 v1.4.0.0 Changelog

Post by FFG »

'[R-DEV wrote:Mineral;2150007']Image
Which is more then in the previous release v1.3. There is much more to a map then tickets and caches :)

(with average insurgency map being 1:30h)
Is this excluding when servers seed and run out of time?
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Mineral
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Mineral »

yeah they filter out all of those. As well as low player numbers etc.
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RENEGADO
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Re: PR:BF2 v1.4.0.0 Changelog

Post by RENEGADO »

Can you guys contact the creator of Musa Qala and put on the game? We need more maps too !

Nice update :D
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Max_
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Max_ »

RENEGADO wrote:Can you guys contact the creator of Musa Qala and put on the game? We need more maps too !

Nice update :D
It's me and it enters the category of "When it's done(tm)". :)
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Spyker2041: "Just found out that my "9 month" deployment to the Falklands just turned into a 19 month one..."
Mats391: "When admins set LRG instead of STD."
SANGUE-RUIM
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Re: PR:BF2 v1.4.0.0 Changelog

Post by SANGUE-RUIM »

RENEGADO wrote:Can you guys contact the creator of Musa Qala and put on the game? We need more maps too !

Nice update :D
PR Map Gallery

50 maps, not counting the mappacks
RENEGADO
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Re: PR:BF2 v1.4.0.0 Changelog

Post by RENEGADO »

SANGUE-RUIM wrote:PR Map Gallery

50 maps, not counting the mappacks
Well, all 50 maps are 2km+ and have AAS game mode ?
One of the biggest problems on our server is the lack of 2km+ AAS maps, in a week we already played most of the maps 2x, and people don't stop complaining... They just don't like 1km or Insurgent game mode.
[R-DEV]Max_ wrote:It's me and it enters the category of "When it's done(tm)". :)
Wow, it really needs improvements ? The map looks awesome already :D
SANGUE-RUIM
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Re: PR:BF2 v1.4.0.0 Changelog

Post by SANGUE-RUIM »

RENEGADO wrote:Well, all 50 maps are 2km+ and have AAS game mode ?
One of the biggest problems on our server is the lack of 2km+ AAS maps, in a week we already played most of the maps 2x, and people don't stop complaining... They just don't like 1km or Insurgent game mode.
that's the problem, people have been complaining since 2012, there is no hope I am affraid... I tried to fix this when I was an admin in another server and I noticed what was happening way back then, but they wouldn't let me, so I stopped being involved. Looks to me that things haven't changed a bit, because as you say, the complaints are the same as I heard 4 years ago: I don't like Insurgency, I don't like forest maps, I don't like night maps, I don't like this, I don't like that, it's so much mimimi...

we have plenty of maps in PR right now, so many different layouts for each one, many gamemodes... and it's not used, never!

so more maps just won't do it :?

do an experiment, run Tad Sae, Op. Ghost Train or Yamalia in your server and see what happens, then PM me and tell me how players reacted
Shan~Man
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Post by Shan~Man »

Does the battle recorder work now? And thanks for the update.

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Rezza
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Re: PR:BF2 v1.4.0.0 Changelog

Post by Rezza »

Many changes and all good new additions.
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