What's the biggest difference?
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Eddiereyes909
- Posts: 3961
- Joined: 2007-06-18 07:17
What's the biggest difference?
I haven't really been around much but I'm looking into getting re-engaged in the community by getting back into the game and being an active member of this community. The things I loved about this mod were the constant stream of information, the attention paid to "realism vs playability" and the fast action game experience that feels immersive after two hours of skirmishing and retrenching.
I've been reading just about everything on the forums but I don't really know how to perceive it. This is why I want to ask active players what they think about the game and it's changes. What would you guys say is a change that's made the biggest difference on gameplay?
I've been reading just about everything on the forums but I don't really know how to perceive it. This is why I want to ask active players what they think about the game and it's changes. What would you guys say is a change that's made the biggest difference on gameplay?
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
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Psyrus
- Retired PR Developer
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- Joined: 2006-06-19 17:10
Re: What's the biggest difference?
Since what version?Eddiereyes909 wrote:What would you guys say is a change that's made the biggest difference on gameplay?
In general... the deviation overhaul
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Eddiereyes909
- Posts: 3961
- Joined: 2007-06-18 07:17
Re: What's the biggest difference?
I thought about putting that in the OP.[R-CON]Psyrus wrote:Since what version?
In general... the deviation overhaul
Version .8
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
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Psyrus
- Retired PR Developer
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- Joined: 2006-06-19 17:10
Re: What's the biggest difference?
Oh jeez, then by far it's the deviation. It's like a totally different game from the dice-roll that was 0.8's gunplay.Eddiereyes909 wrote:I thought about putting that in the OP.
Version .8
But since 0.8, I think the UAV and thermals have also had a massive impact [in a good way]. Mortars however, have had both large positive and negative side effects [I really wish my system had been implemented].
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: What's the biggest difference?
I would say that there hasn't been any single massive changed since v0.8, but there have been lots and lots of small changes and additions since v0.8 that add up to a massive difference, but with the same core feel, just enhanced.
TBH the biggest difference from v0.8 to v1.1 would simply be content. The mod has tripped in size since then, and that's also not including the PR:F or PR:WW2 minimods. v0.856 was 1.81 GB and v1.1.0.0 is 6.02 GB
TBH the biggest difference from v0.8 to v1.1 would simply be content. The mod has tripped in size since then, and that's also not including the PR:F or PR:WW2 minimods. v0.856 was 1.81 GB and v1.1.0.0 is 6.02 GB
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Eddiereyes909
- Posts: 3961
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Re: What's the biggest difference?
If I'm remembering correctly, the deviation in .75 was amazing, almost perfect and then .8 really made it seem like nothing could ever die.'[R-CON wrote:Psyrus;1993257']Oh jeez, then by far it's the deviation. It's like a totally different game from the dice-roll that was 0.8's gunplay.
But since 0.8, I think the UAV and thermals have also had a massive impact [in a good way]. Mortars however, have had both large positive and negative side effects [I really wish my system had been implemented].
How does the current mortar system effect inner squad communication?
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
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Psyrus
- Retired PR Developer
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- Joined: 2006-06-19 17:10
Re: What's the biggest difference?
Uh, I assume you mean:Eddiereyes909 wrote:How does the current mortar system effect inner squad communication?
If I understood correctly... it doesn't make a huge difference, about the same as trans-to-inf SLs, or CAS to commander/inf.Eddiereyes909 wrote:How does the current mortar system affect inter squad communication?
That being said, you reminded me... far bigger than deviation or any other changes, is the 100% mumble integration of 1.0 .
Sure there are still a few 'no-mic' guys running around, but on the battlefield you're about 90% sure that if you yell out to some blue guy in local, he's gonna hear you now. It's an awesome feeling. As an SL, it's also great to know that all the other SLs can hear you (although getting them to respond is still sometimes like getting a 5 year old to eat broccoli)
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Eddiereyes909
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Re: What's the biggest difference?
No, I meant how it affects the inner workings of the squad. I assume that the squad members are the ones begging for mortar assistance anytime they can get it. How does mortar fire and assistance help the effect the squad level play?[R-CON]Psyrus wrote:Uh, I assume you mean:
If I understood correctly... it doesn't make a huge difference, about the same as trans-to-inf SLs, or CAS to commander/inf.
That's awesome.[R-CON]Psyrus wrote: Sure there are still a few 'no-mic' guys running around, but on the battlefield you're about 90% sure that if you yell out to some blue guy in local, he's gonna hear you now. It's an awesome feeling. As an SL, it's also great to know that all the other SLs can hear you (although getting them to respond is still sometimes like getting a 5 year old to eat broccoli)
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: What's the biggest difference?
Naturally it is different on a squad by squad basis, but I would say their effect has been virtually zero on intra-squad communications. It's almost always the SL (or some *******, backseat SL, know-it-all SM) that makes the call.Eddiereyes909 wrote:No, I meant how it affects the inner workings of the squad. I assume that the squad members are the ones begging for mortar assistance anytime they can get it. How does mortar fire and assistance help the effect the squad level play?
Most of the time the commander is the one guiding in the mortars, however from time to time if there is a dedicated mortar team, they will be called upon by various SLs.
So the short answer to:
Is: In my experience, it doesn'tEddiereyes909 wrote:No, I meant how it affects the inner workings of the squad.
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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
Re: What's the biggest difference?
Oddly enough, just like with CAS, most people for some reason don't care to call them in. They think they're rambo and that their squad is Seal Team Six, and rush in by themselves. I think most of them don't know how effective and easy CAS and mortars can be with the right coordination. So basicly it's really dependant on the squadleader. In my experience, squad members rarely suggest the use of support, unless you're playing with friends. Random people joining my squad usually act submissive and don't help making up the plans very often.Eddiereyes909 wrote: How does the current mortar system effect inner squad communication?
Other than that, the biggest change from 0.8 to 1.0 is the 'completion' of the mod. It's really no longer a simple modification, but an entirely new game. There are massive new amounts of contents, dozens of small or large gameplay improvements (like deviation) and incredible new graphical effects (explosions and bullet impact). It remains the best combination of realism and playability of any FPS I know.
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: What's the biggest difference?
You don't call it in, the Support call it out when they are ready and if the timing is perfect the squads in the field can reply. It is simply too random if your lucky that the mortar or CAS is ready and able to respond when you actually could make use of it.'Xander[nl wrote:;1993301']Oddly enough, just like with CAS, most people for some reason don't care to call them in. They think they're rambo and that their squad is Seal Team Six, and rush in by themselves. I think most of them don't know how effective and easy CAS and mortars can be with the right coordination. So basicly it's really dependant on the squadleader.
I'd say some of the most noticeably changes that has happened is definitely the deviation that where moved away from the "turn based" shooting style to the regular shooter style because too many people where complaining that they couldn't hit anything. I preferred the "turn based" style because it rewarded defensive players where as the "normal shooter" style rewards the attackers making defense into more of a stealth element instead of actual defense.
Also the backup sights and UAV changes along with the rally system made quite an impact.
1.0 PR has less rough edges but some of those rough edges is also what makes PR unique.
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IWI-GALIL.556FA
- Posts: 511
- Joined: 2013-03-25 20:51
Re: What's the biggest difference?
The deviation is really different now, no more friendly player tags above friendlies unless they're 5 meters or less, sounds and special effects are very nice, other than the fact they make the game less optimized, the BUIS system is new and awesome, integrated mumble is the bees knees as well. Oh, and there's no zoom on the tow anymore
lol. Some players now are having FPS issues and can't play and servers crash quite often. Once the WW2 mod returns, then PR will really shine IMO. Oh ya, from 64p to 100p.
Last edited by IWI-GALIL.556FA on 2014-03-25 13:47, edited 2 times in total.
And now, we wait.....
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: What's the biggest difference?
yeah, I'd also say mumble integration. It put public gameplay on a new level even if so many complain on these forums here about how glorious it was in old days on ONE server for them.'[R-CON wrote:Psyrus;1993260']
That being said, you reminded me... far bigger than deviation or any other changes, is the 100% mumble integration of 1.0 .
Sure there are still a few 'no-mic' guys running around, but on the battlefield you're about 90% sure that if you yell out to some blue guy in local, he's gonna hear you now. It's an awesome feeling. As an SL, it's also great to know that all the other SLs can hear you (although getting them to respond is still sometimes like getting a 5 year old to eat broccoli)
Glorification really.
It is much better these days and a lot easier to work between squads with mumble for all.
That and mortars changed gameplay more than any other changes in my opinion.
Last edited by HunterMed on 2014-03-25 13:54, edited 3 times in total.
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Nate.
- Forum Moderator
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Re: What's the biggest difference?
Mumble integration
100 players per Server
Removal of nametags (!)
Updated Ragdolls
Pew-Pew Deviation
100 players per Server
Removal of nametags (!)
Updated Ragdolls
Pew-Pew Deviation

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Kerryburgerking
- Posts: 407
- Joined: 2011-11-01 10:42
Re: What's the biggest difference?
Game has been better but the community worser.
Mean, green and unseen!
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: What's the biggest difference?
Sounds
visual effects
mumble
deviation
map quality (not only how they look, but optimization)
visual effects
mumble
deviation
map quality (not only how they look, but optimization)
AfSoccer "I just don't see the natural talent."

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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: What's the biggest difference?
Indeed, the game runs like a drunk slut on high heels.[R-CON]Rabbit wrote:map quality (not only how they look, but optimization)
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: What's the biggest difference?
This. The community has become more toxic in general but it's the lack of a proper counterbalance that makes it a real issue. While dicks always existed, the lack of committed vets is really taking a toll on quality of servers and gameplay.Kerryburgerking wrote:Game has been better but the community worser.
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Cavazos
- Posts: 454
- Joined: 2007-06-20 05:01
Getting spammers to shut up is also like getting a 5 year old to eat broccoli.'[R-CON wrote:Psyrus;1993260']That being said, you reminded me... far bigger than deviation or any other changes, is the 100% mumble integration of 1.0 .
As an SL, it's also great to know that all the other SLs can hear you (although getting them to respond is still sometimes like getting a 5 year old to eat broccoli)
Sent from my XT1028 using Tapatalk
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: What's the biggest difference?
Or those Squad Leaders that constantly talk on Squad Leader Chat...MiamiHeat87 wrote:Getting spammers to shut up is also like getting a 5 year old to eat broccoli.
Sent from my XT1028 using Tapatalk
But the biggest difference, there are more then one.
1.Mumble is 'integrated.'
2.Deviation is better. (Much Better)
3.Sound Effects are cute.
4.Explosion and lighting effects are just sexy.
5.Moar maps and Factions!
6.There is a lot of things that are a big diffence.
The 'cons' of the difference....
1.It seems like Less teamwork
2.Popularity of PR has gone down. (Well, in my eyes it unfortunantly has)
3.The Community is kind of, well.... DEFINENTLY DIFFERENT from the last time you played...
4.Server Crashing is kind of a norm.
5.Some players get horrible FPS on maps, (some have really good rigs too)
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