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Posted: 2007-11-06 20:44
by Rhino
SICKiatrist_U.of.Tor wrote:is there a big differance between the BF2 player and the BF2 PR player?
huge diffrence. Also there is something called the edit button :p

PR's respawn are kinda like vBF2's but much longer, with around 40secs for the normal spawn but if you TK, shoot a civiy or something like that your spawn time will increase. and yes there are fragnades and flashbangs in PR thou flashbangs aint as useful as PR is more about open combat rather than CQB combat.

Posted: 2007-11-06 22:47
by SICKiatrist_U.of.Tor
[R-DEV]Rhino wrote:huge diffrence. Also there is something called the edit button :p

PR's respawn are kinda like vBF2's but much longer, with around 40secs for the normal spawn but if you TK, shoot a civiy or something like that your spawn time will increase. and yes there are fragnades and flashbangs in PR thou flashbangs aint as useful as PR is more about open combat rather than CQB combat.
Your right about the edit button. I was worried that posters would answer other poster questions then the ones that I asked them :razz: :razz:

From your description it appears that you are implementing a cordinated attack from all facets of the military. Do you have any CQC in buildings or are all players always outside in the open?

Txs for the response!

Posted: 2007-11-06 23:06
by Hotrod525
SICKiatrist_U.of.Tor wrote:How does project Reality get funding since you are not EA?

Are any of the Devs from previous gaming titles?

What does the DICE engine offer in comparison to Unreal engine?

Do you have stat indicators in users versus servers?

:24_smoker Dev put their own time, ( cause its free to make a mod ) they just have to pay website,and sacrifice alot of theire time, but since BlackSandStudio was created may be in couple of year they will made a real game like DeserCombat1942 are making Frontline Fuel Of War......

Posted: 2007-11-07 01:20
by fuzzhead
How does PR compare in strengths & weaknesses to AA?
AA strength - great character fluidity, excellent penalty for TKers, realistic weapon loadouts, reload animations, leaning, rolling.
AA weakness - terrible community, many cheaters, teamwork near non existant on public servers, honor system exactly like vanilla bf2 ranking system (no honor), maps get old very fast, rounds way too short, lonewolf tactics are best tactics, terrible side strafing like counterstrike.

PR strengths - great community, strong elements of teamwork required to be succesful, ongoing developement, THE DEVS PLAY THE GAME, maps can be played many different ways
PR weakenesses - prone spamming, vanilla bf2 players, other stuff that will hopefully get fixed ;)
Gameplay, teamwork, weapons, realism, update cycles, ROE, teamkilling, re-spawn?, AA Honor system?, training?
update cycles - new release comes out about every 3 months or so.
ROE - many servers have rules such as no AT weapons versus exposed infantry, no killing players at main bases, etc. its up to servers to decide these. there are civilians in maps that are not supposed to be shot, but rather 'arrested' with a melee weapon. if you shoot these civilians the insurgents will gain reinforcements and your spawn time will go up dramatically.
teamkilling - most servers you will get kicked if you are punished for 3 teamkills
respawn - default 30 seconds, after every death an additional 1 second. if you teamkill or kill civilians you will get a much higher spawn time.
AA Honor system - there is a ranking system (ABR) that is mainly about stats and does not affect much else currently
Training - sometimes on these forums training sessions are posted.
Was PR specifically designed to compete with AA & lure additional realisim $$$$ in the BF2 coffers?
No, PR's dev team has no affiliation with DICE.

Posted: 2007-11-07 01:39
by FoW_Strummer
SICKiatrist_U.of.Tor wrote:How does project Reality get funding since you are not EA?

Are any of the Devs from previous gaming titles?

What does the DICE engine offer in comparison to Unreal engine?

Do you have stat indicators in users versus servers?
Very strange questions. Are you writing an article or something? Its a cool mod..Try it out. I am sure you will then be able to answer your own questions just by playing it for a while.

STRUM

Posted: 2007-11-07 04:57
by Teek
FoW_Strummer wrote:Very strange questions. Are you writing an article or something? Its a cool mod..Try it out. I am sure you will then be able to answer your own questions just by playing it for a while.

STRUM
or better question; Are you a Chinese Spy hoping to gain trade secrets so you can make rip offs and profit?
:wink:

Posted: 2007-11-07 12:16
by Ti_GER Niqo
FoW_Strummer wrote:Very strange questions. Are you writing an article or something? Its a cool mod..Try it out. I am sure you will then be able to answer your own questions just by playing it for a while.

STRUM
I would ask strange questions too, if I don't have vBF2 and think about spending $$ on an EA product, just to play a free mod ;-)

I played AA for 2 weeks, too. But i missed the Teamplay, it was more like CS to me.

Since noone mentioned it yet, I advise you to read the guide, it answers many questions: http://guide.realitymod.com/index.php?title=User_Guide

The biggest plus of PR for me is the Community. Never came across anything similar in any other game.

Posted: 2007-11-07 14:41
by AfterDune
If you decide to go and try PR, just post back here. I'm sure there are enough people around who are willing to show you the ropes :) .

Posted: 2007-11-07 20:55
by Clypp
[R-CON]AfterDune wrote:If you decide to go and try PR, just post back here. I'm sure there are enough people around who are willing to show you the ropes :) .
By "ropes" he means fastropes. :D

Posted: 2007-11-07 23:07
by Jimmy_Smack
[R-DEV]Rhino wrote:real soldiers play pr too ;)
Thats one of the best features of PR right there. Can't get any more real that that huh.