NoxNoctum wrote:Well just played PR like all day today...
Pretty awesome. Very realistic feeling. Played some AAS and then some Insurgency.
Insurgency especially is very real feeling... was playing the map in the Taliban mountains, we kept getting ambushed by RPGs from up in the hills. Crazy. Even tried my hand at SL on that map. It's tough, never quite sure whether to stay in position when under fire or try to get out of there... I love the suppression effects etc... they simulate fear of death really well. (since, even though you're not "scared" you're going to get away from the fire since you can't see shit through it)
Another few great moments:
1) On a Chinese vs. USA map (can't remember what it was called, but it's set at dusk), riding in on helos, bailing out on the beach under fire, repelling the attackers, only to get massacred by a jeep with an mg that ran over half the squad and machine gunned the rest.
2) Coming up silently behind an entire squad with our squad. Everyone has the discipline to hold fire till the SL calls the order and then whoosh, several hundred rounds of lead and a few seconds later. Six dead bodies in a nice little row.
Glad your enjoying it

The map your talking about there with the Chinese vs USMC (not US-A, in PR US-A stands for US Army, 2 separate teams

) is called Operation Barracuda
NoxNoctum wrote:The whole accuracy thing is kinda weird to get used to though, since there's no indicator of whether it's gonna be on target or not...
A few questions:
1) Is there bullet drop? Over what distance does it become important? What about leading a target?
2) How the hell do I aim the grenade launcher? I know you right click but how do I judge the distances?
3) Is there a certain spot you have to use the epipen?
4) Is accuracy "reset" every time your BODY moves or every time you just adjust your aim slightly (if it's the latter it would seem impossible to track a moving target and hit it, since every time you move your cursor your accuracy goes way off immediately)?
ye, the accuracy thing takes a bit to get use to in PR as its not like most other games. If we could we would have weapon sway as a indicator but its not possible to do a realistic waeapon sway, the most realistic way that we know of is what we have. We could make the scope wave around the screen but that was even worse because your bullets still came out of the centre of your screen, so you had no idea where to point your gun hehe.
As for your questions.
1. depends on the weapon really, most do yes but its over such a long distance, on most maps you will not get that kinda view distance to be able to notice any. The biggest problem is that its not possible in BF2 to do 100% realistic bullet drop either
2. Its quite simple really, when you right click it shows up a HUD leaf site (the best way we can do it in BF2) with numbers by the side of it, each number represents 100m and each dash in the middle = 50m, so if your target is 150m away you just line the target up to the dash in the centre of 1 and 2. For knowing the distance, you really just have to get use to that, but the SL can put down attack markers which will show the distance of the target, if placed correctly then you can get the distance off that, thou that's kinda cheating hehe. Also the nade in the GL will not arm until it has travelled 50m, so if you shoot it right up close at a wall or w/e, it will not detonate.
3. nope, its like the shock paddles in BF2 / 2142 but just a different model etc.
4. if you move at all with the W,A,S,D keys etc, your accuracy will be thrown right off, if you ajust your aim, it will throw it off a tiny bit yes, but that depends on how fast and how much you move the mouse, so if you are swining your aim really quickly over to the left it will throw it off quite a bit, thou a steady track of a walking target or w/e and there will be hardly any difference

Your aim is also thrown off a little by every shot, so take pauses between each shot
NoxNoctum wrote:My only beef is that while squads themselves tend to be very organized---I am totally amazed at how coordinated squads were on a PUB, there's minimal communication between different infantry squads (half the time no one's commander anyways). The transport vehicles do a good job of communicating with the infantry though.
So it sort of turns into a bunch of mini "teams" competing against each other. Any servers where this isn't the case?
Ye, this is really a problem with us not being able to edit the BF2 VOIP system, so ehhh, its not possible to get squads to be able to talk to other squads ingame.
How ever, all is not lost. We are fighting on anouther front to try and get as many players to use "Mumbel", a 3rd part VOIP software that can do positional audio for games like BF2. This means that if some one is behind you and to your right, and he talks in mumble, you will hear him talking behind your and to your right. The also nice thing about mumble is that you can talk to any one in the mumble server that is a certain distance from you, including the other team hehe. This really helps with squads working with squads, when getting lifts from APCs and talking to the crew inside, squads your attacking with etc.
more info on mumble here:
https://www.realitymod.com/forum/f10-pr ... de-pr.html
It would be nice if more ppl played commander but right now they dont
Anyways hope that helps, glad your enjoying PR and hope to see you on the battlefield
