I'd still ask every new player to read it and more importantly, older players should check for updates with each new version. For example, the latest version came out with V1.0 so it isn't always 100% up to date, but it is still mostly correct and has answers to common questions for both new players and veterans.
Here is some info I condensed from the manual for my 3dAC clan mates, but I'll post it here as well:
***
I took the liberty of extracting some of the key info we should try to remember, some of the details are new, most is unchanged. Hell if you have a desk, print out a copy so you always know what's what.
Ordinance numbers:
A single player may place up to 30 mines, 10 trip flares, 4 grenade traps and 30 Water Container VOIEDs. These devices remain active until 10 minutes after the soldier deploying them has died (20mins for mines).
Ticket losses:
If a team loses a vehicle it also loses tickets:
Jeep or truck: 2 tickets
Transport helicopter: 5 tickets
APC/AAV/RECON: 5 tickets
Tank or IFV: 10 tickets
Jet or attack helicopter: 10 tickets
Shovel and wrench:
The alternate commo-rose option allows players to demolish friendly foxholes and razor wire segments.The wrench is only used to remove explosives like mines, trip flares and grenade traps. In PR:BF2 the wrench cannot repair damaged vehicles (Apparently?). (Shovels are supposed to be able to remove grenade traps and trip flares, but I didn't find that in the manual.)
Civi:
Any of them doing the following within the last minute are considered combatants and may be shot without penalty:
spawn or pick up a kit use a weapon or vehicle (stones are not counted as weapons)
use resuscitate or the epipen (This is probably out of date with the new civi rules, check the civi-manual)
Hook:
They remain in position for 3 minutes
Rally Points:
The following conditions must be met for the RP to be placed successfully:
You need to have 2 squad members close to you.
Enemy is further then 2x small grids squares. (small grids= sub-keypads)
The rally point automatically disappears after 60 seconds unless:
It is within 2x large map grid squares of a friendly captured flag
It is within 2x large map grid squares of a friendly FOB
It is within 2x large map grid squares of a friendly APC.
An enemy that comes within 1x small grid squares from the rally point will make it disappear.
A rally point rearms every 1 minute. Unless if it became overrun. Then you need to wait 5 minutes.
FOBS:
6 in total
50m from 1 heavy or 2 light supply crates
200m from any other fobs (I thought the distance changed depending on map size)
Misc:
Each supply vehicle can deploy up to 10 crates simultaneously before old crates start disappearing. For ammo boxes from light vehicles it is limited to 16 boxes.
Commander rally point: can be used by the whole team. He needs at least 6 players near him (one of them must be a squad leader) to place the RP. This RP is not available in the skirmish mode and at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m distance. All other rules described in the squad leader chapter about rally points also count for the commander rally point. (How it is rearmed and disabled).
Cheers, Murkey.