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excellent
Posted: 2005-07-10 04:16
by PaveRogue
Great job guys - can't wait to download!

Posted: 2005-07-10 04:17
by Dr.Spangle
I should mention something important here:
It's possible to get PRMM to run on the BF2 demo if you haven't got BF2 yet. You might be hard pressed to find anyone running it in multiplayer, but you can certainly enjoy the singleplayer Project Reality experience with your BF2 demo until you can get the full version.
Posted: 2005-07-10 04:20
by BrokenArrow
you guys think of everything!
pladin about your comment on the vehicles, how sure of that are you, and if thats true will the man portable weapons be a difference? or is this strictly a gameplay change?
BTW a gameplay change is still a vast improvement and i would be just as happy. -just so i dont sound like too much of a greedy *******.

Posted: 2005-07-10 04:29
by keef_haggerd
i find it better ot make shots with my pistol then my MP5, but yeah, id also like to see the sights on the pistol changed a little.
and id like to see grenades fixed, make them so they dont bounce, maybe roll a little?
man im SO pumped for the PRMM! =D
Posted: 2005-07-10 04:55
by BrokenArrow
id like to see the MP5 actually be accurate, its not the little crappy pea shooter bf2 makes it out to be, people wouldnt use it if it was.
Posted: 2005-07-10 14:35
by Wolfmaster
Posted: 2005-07-10 16:13
by snipurs
yay no more bailing out
Posted: 2005-07-10 20:54
by Figisaacnewton
It's hard to balance a modern AT class without class limits, because realistically they are just a guy with an m16 or m4 and an AT4 instead of extra ammo or whatnot.
One question: Are grenades (both thrown and launched) going to be tweaked to actually behave like grenades, not M80s? Currently, you have to be at least 7 feet away from one to die, which is not correct...You can easily be killed by a nade from about 30 feet away.
Posted: 2005-07-11 16:06
by Rahabib
Are the point values going to be adjusted? IE Spec Ops getting points for blowing up stuff.
Also, I really hate the fact you can repair vehicles while driving. I think they should be forced to get out of the vehicle. Same with Medics and Support.
Also, I would also like to see revives at half health, longer to heal people, longer to repair vehicles, but more points for those who do so - maybe 2 points. This would be more realistic but also cut down on those who use them for quick points - but reward those who do thier job. Thats my opinion.
Posted: 2005-07-11 16:41
by BrokenArrow
i dont think that the point values will be switched for the mini mod but i bet they will be in the actualy mod.
Posted: 2005-07-12 04:07
by Sgt. Snake
Maybe I am just not seeing it, but I can't find where to download the Mini Mod you are talking about.. am I missing something... sorry for being so stupid, must have killed to many brain cells at this weekends NASCAR race..
Cheers..
Posted: 2005-07-12 04:11
by BrokenArrow
haha unfortunately for all of us it hasnt been realeased as of yet, i think the devs are shooting for around the end of this month.
so dont worry you arent missing anything

Posted: 2005-07-12 04:25
by Eddie Baker
Figisaacnewton wrote:It's hard to balance a modern AT class without class limits, because realistically they are just a guy with an m16 or m4 and an AT4 instead of extra ammo or whatnot.
This is not correct. An M136 (AT4) is not the weapon of a dedicated anti-armor specialist; they are single shot, disposable weapons designed to give infantry squads without attached or organic recoilless/ATGM support a last ditch chance against an armored threat by firing several of them in volleys. A few riflemen in each squad will carry one of them in addition to their primary weapon with normal basic load.
A dedicated USMC Anti-Tank Assaultman carries a reusable recoilless launcher (SMAW) or ATGM launcher (Javelin) and a sidearm and relies on his assistant gunner (armed with a rifle with normal basic load) and any elements to which he is attached (such as a rifle squad) to carry additional ammunition, assist in reloading and provide local defense.
Posted: 2005-07-12 04:33
by BrokenArrow
youre a machine eddie
Posted: 2005-07-12 04:35
by Figisaacnewton
ok, sorry for being not tottaly correct, i wasnt thinking about javelins and infantry whose sole purpose was the destruction of tanks.
whats the sidearm? a beretta?
Posted: 2005-07-12 04:41
by BrokenArrow
for the marines id think it would either be the beretta m9 or possibly the MEU(SOC) pistol which the marines created off of the M1911 Colt .45, but the MEU(SOC) is only given to marine recon units, so probably the bereta.
Posted: 2005-07-12 18:07
by Eddie Baker
Figisaacnewton wrote:ok, sorry for being not tottaly correct, i wasnt thinking about javelins and infantry whose sole purpose was the destruction of tanks.
whats the sidearm? a beretta?
No apology necessary.
Yes, the M9 is the normal sidearm issued. The MEU(SOC) Pistol is issued to Marine Recon units (Battalion Recon, Force Recon and Direct Action Platoons), usually as a backup for CQB/Direct Action missions. The Marine detachment to SOCOM has brought in a custom M1911 made by Kimber called the ICQB Pistol (Interim Close Quarters Battle) to supplement and eventually replace the MEU(SOC) Pistol, which will be 20 years old next year, until something better comes around or is produced by the Precision Weapons Team at Quantico.
Posted: 2005-07-13 10:22
by BadKarma
Hi, sounds great, but i would also appreciate some fixes with the jumping!
This bunnyhopping is something that really kills a game for me!
Yesterday i had the chance to play on a German modified server, these guys implemented a "supply line" mod and reduces the jumping height.
Was great, because bunnyhopping was almost gone!