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Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:34
by jaghammer
oh,
many hard changes, but they succseful support the PROJECT REALITY
can't wait for it :grin:
i dont want ask any questions because i want to live to see ;-)

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:36
by salaminl
Niceee, can't wait to play the german forces

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:38
by k30dxedle
Epic. I physically grinned at the screen looking like a total moron in the process after reading some of those lines.

One thing though, and it's not a complaint:

# Updated VN3, BTR60, BTR80 and BRDM2 ROF to 550 rpm.

Is this possible? I thought the BF2 engine only accepted ROF values that were factors of 1800. Wouldn't be too surprised if you guys found a way around it, but just wondering.

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:39
by Conman51
Hitman.2.5 wrote:done what now? :0 why? :(
agreed, do not like

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:40
by iAllex
Added fade-in effect to all reflex sights.
I hope it's what i think it is... but i didn't see it in the trailer :D . I hope it's the fade-in effect that I saw in one of Mosquil's video, it makes scoping in so much smother :) .

Added new smallarms tracer effects.
Yet another thing I havn't been expecting but I am soooo loking forward to.

All soo many updates, everything's so beautifull! This proves my theory that the PR team is made out of higher life forms. We should start making a new religion ow.

Edit:
[R-MOD]Jigsaw wrote:Basically to get people to be a little more careful with their lives, currently you can just rush around and so long as you have a medic at your back you won't cost your team anything.
I think you should extend the time period when you could go to dead-dead after being revived to an .... umh, infinite :D ... so players can only be revived once.

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:41
by Farks
Well, how about that it will finally make AAV's useful, and therefore bring some balance to the air v.s ground aspect?

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:42
by Rissien
ledo1222 wrote:KIT'S
Updated Pilot kits to have handguns once more.

Dear God.
Did you read the one above it or the one not too far down the list?

Only the actual pilot and/or gunner can be in a chopper or jet with the pilot kit. If your a passenger it will kill you, so if the chopper gets shot down the pilot can defend himself if he survives and no one can paradrop from choppers anymore with pilot kits.

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:44
by dtacs
I hate nothing about the updates, and thats a first. You win universe.

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:45
by ma21212
wtf NO! why take out molotovs AND Removed ability to use renderer.drawHud 0. !!!!u ruin PR!

then again piolts get pistols once more.....
:P


also how does the seprate claymores work in other words if you put down 3 claymores how do blow each once up by itself rather than all at once

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:49
by dragunover
RAGE!
Instead of Monday, we get Friday? Wow, you guys are so lame

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:51
by K4on
some good and some negative things... but more positive aspects

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:52
by Kilgore.dfa
Added ticket loss when going wounded.
What's the use of medics now? You can easily give up-spawn from nearest FOB and join the fight again sooner than you would if you were waiting for a medic to revive you as there's no more pressure of loosing tickets.

Also, loosing 30 tickets per CP loose? That's gonna cut game duration significantly.

Those changes will drastically affect tournament play and regular play, in a negative way.

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:53
by EW_SK
Nice , that's gona be awsome EXELENT WORK to the PR team

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:53
by Absolute Killer
THIS IS GOING TO BE AWESOME!!!!
cant wait!!
although we will just have to get used to some of the annoying things like 30 tickets lost (seems slightly excessive) per flag lost and the ticket loss when some1 gets wounded and the not being able to pick up some enemy kits, other than that tho
AMAZING

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:54
by kapa
Great job, can't wait for it :mrgreen:

Re: Project Reality 0.95 Features List

Posted: 2010-10-09 23:55
by Ford_Jam
Kilgore.dfa wrote:What's the use of medics now? You can easily give up-spawn from nearest FOB and join the fight again sooner than you would if you were waiting for a medic to revive you as there's no more pressure of loosing tickets.

Also, loosing 30 tickets per CP loose? That's gonna cut game duration significantly.

Those changes will drastically affect tournament play and regular play, in a negative way.
Just speculating, but I believe that you will lose 1 ticket for being wounded, and a 2nd when you give up.

Also, obviously the amount of tickets on a map will be re-adjusted to make up for the changes.

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 00:01
by Excavus
[R-DEV]DankE_SPB wrote:you can read the line till the end, dont you?
But, we already had proper bayonets for both USA and USMC. What's wrong with those?

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 00:01
by Kilgore.dfa
Ford_Jam wrote:Just speculating, but I believe that you will lose 1 ticket for being wounded, and a 2nd when you give up.

Also, obviously the amount of tickets on a map will be re-adjusted to make up for the changes.

It wouldn't make a difference. Raising tickets would just compensate the ticket loss from dying thus people would still give up.

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 00:03
by Jigsaw
badmojo420 wrote:When it comes to insurgents defending a fixed location, cycling a kit every 5minutes doesn't seem too difficult to do while still playing the game. And if you've got 15seconds to move with the kit before punishment starts, i'm sure we'll see kits being "dragged" back to the cache or main base.

But, good point about being revived. I see why they don't just disappear.

I hope I'm wrong about this, and I hope that people act the way you guys want them to. But I have serious doubts about that. I find that if you give people the means to abuse a system to gain an advantage, they usually do it.

I really don't understand that logic, either way you'll lose that kit with or without the new system. The only thing that is different now is that the enemy team won't be able to turn that kit against you, which is inherently unrealistic.

Imo, it's not something that can be abused.



Kilgore.dfa wrote:What's the use of medics now? You can easily give up-spawn from nearest FOB and join the fight again sooner than you would if you were waiting for a medic to revive you as there's no more pressure of loosing tickets.
Nope.

Get wounded + revived = 1 ticket lost
Get wounded + give up/dead = 2 tickets lost

Therefore it is still highly advantageous to wait for a medic, even more so to focus on staying alive in the first place.

Kilgore.dfa wrote:Also, loosing 30 tickets per CP loose? That's gonna cut game duration significantly.

Those changes will drastically affect tournament play and regular play, in a negative way.
I can't see how that is a bad thing, no-one really enjoys having to play four hour rounds and they've been more and more prevalent recently with the way gameplay has slowed.

Re: Project Reality 0.95 Features List

Posted: 2010-10-10 00:11
by Murphy
I'm not entirely sold on the enemy kit issue. I envision insurgents finding the ever illusive engi kit and playing hot potato with it while they set their bomb car factory in motion. I don't need much time at all to get c4 on a vehicle, and after I've armed my car I can drop the kit for my squaddies to pick up and use as they see fit. I don't even think it would be far fetched to sacrifice yourself in order to rearm even 1 c4.

I hope the fix will end all the horrible rounds ruined by insurgents using blufor kits, but I keep thinking "where there is a will there is a way."