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Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:00
by saamohod
Donatello wrote:Look closer.

52,8% of voters requested binos to be back in one way or another :wink:

PS This game encourages you to watch out around (bushes etc) so binos is only known way to keep my\your eyes comfortable (because of that "pixel-effect"; read first post in that thread - thats good one, constructive).
I was one of the supporters of the idea that binos should be re-introduced for BLUFOR. But on the other hand I'm sure the DEVs had their reasons. It's a bit too early to start this argument again, let's wait for the release and see how it goes. It may turn out to be a good idea after all.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:02
by Kothra
German NH90? AW YEAH.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:03
by Spook
carmikaze wrote:Why was it necessary to remove the JDAM?


Because its buggy and unrealistic. It either kills nothing, or kills everything in every building, in every bunker/ tunnel ...and if it hits a static sideways it'll detonate the same direction causing no effect and a horizontal weird smoke screen. + its way too big. I mean its almost like a mini-nuke.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:04
by kev-killed-ya
Decreased number of H-AT kits to one per team.
How long will we have to wait for the kit to become available again,once a hat mans taken out????

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:07
by Orford
Mauser GDog wrote: SNIP:

Rhino, do you seriously have almost 40k posts!?!?!?
You sir, are a dedicated man.

Who do you think makes all the Cat and Spiderman meme's? :lol:

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:10
by Spook
kev-killed-ya wrote:Decreased number of H-AT kits to one per team.
How long will we have to wait for the kit to become available again,once a hat mans taken out????
lets hope longer than now...HATs are just a pain in the ***. very good that there is only one now in the game, one of the best changes. Would have loved if every faction would get unguided HATs...like the SMAW for US. Or at least make the HATs more difficult to use, like increase setup time and increase deviation. I hate those OP wire guided laser missiles. Just 2 lonewolfing HATs can stop a coordinated combined arms assault in no time, without any effort.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:13
by Donatello
SMAW is as powerful as HAT kits?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:17
by kev-killed-ya
Spook wrote:lets hope longer than now...HATs are just a pain in the ***. very good that there is only one now in the game, one of the best changes. Would have loved if every faction would get unguided HATs...like the SMAW for US. I hate those OP wire guided laser missiles.
Spook spare a thought for us poor infantry classes getting annihilated by a couple of well rehearsed Tank squads :shocked:

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:19
by Spook
Come one I cannot remember my last round where vehicles pwned the enemy INF really hard, except INS ofc.

I hope this will change in 1.0. Actually it did change. Since I experienced much more teamwork and support from the APCs and Tanks in the 1.0 beta because they simply survived much longer than before. Thumbs up for that.

Heavy Armor was just too weak in 0.98 IMO.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:21
by K4on
Spook wrote: Would have loved if every faction would get unguided HATs...like the SMAW for US. I hate those OP wire guided laser missiles. Just 2 lonewolfing HATs can stop a coordinated combined arms assault in no time, without any effort.
As USMC you can still decide if you wanna pick the SMAW or the SRAW as the AT kit.

Donatello wrote:SMAW is as powerful as HAT kits?
The SMAW is not that armour penetrating and effective against a Tank f.e., but the SMAW would be more useful on maps with lots of Light Armoured Vehicles due to the higher ammount of ammunition.

Additional the KIT features HEDP rounds which are effective against soft targets an such.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:23
by kev-killed-ya
Spook wrote:Come one I cannot remember my last round where vehicles pwned the enemy INF really hard, except INS ofc.

I hope this will change in 1.0. Actually it did change. Since I experienced much more teamwork and support from the APCs and Tanks in the 1.0 beta because they simply survived much longer than before. Thumbs up for that.

Heavy Armor was just too weak in 0.98 IMO.
You might just have to look out for that sneaky guy with the C4 :lol: :lol:

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 19:25
by Spook
You needed 4 C4's in 0.98 to kill a tank instantly. Would be interesting to know how much damage they now do to heavy armor.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 20:08
by AFsoccer
Lovvi wrote:Since you changed the name of Iron Eagle, have you also fixed the map bug?
Yes, numerous bugs were fixed for v1.0, including the map bug. :)

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 20:32
by PLODDITHANLEY
I'm happy to see insurgents can more easily get officer kit, always annoyed me that you had to die or go to main. Should mean more hideouts too.

Nice job interesting to see how the RP works out, nice to see a sneaky but big change to APC's to make them more useful in a support role.

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 21:08
by Raklodder
[R-DEV]AncientMan wrote:Removed PR: Falklands and PR: Normandy minimods (future re-integration is planned).
Thanks, sir! Without the Falklands mini-mod, Project Reality is next to perfect!

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 21:15
by Peeta
Did I miss the part where you guys removed player tags or was that change reverted?


Either way, this has always been the best modification for Battlefield 2 and rivals the quality of actual retail games. Very nice work as always! :)

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 21:16
by 40mmrain
forgot to mention this during the beta. Was the bug where the challenger and warrior when tracked would flip out fixed?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 21:17
by SANGUE-RUIM
Fighter wrote:Did I miss the part where you guys removed player tags or was that change reverted?


Either way, this has always been the best modification for Battlefield 2 and rivals the quality of actual retail games. Very nice work as always! :)
did u miss the BETA?

Re: PR:BF2 v1.0 Feature List

Posted: 2013-07-31 21:29
by RazoR41
Looks like this is gonna be a hell of release!

Posted: 2013-07-31 21:36
by Steeps
Was it really necessary to add an overheat meter? That's extremely unrealistic. If I were to shoot a real .50 cal I don't see an overheat meter.