Project Reality Gameplay Tips
Posted: 2007-03-15 18:57
just a list of various shit people always ask about... feel free to contribute, if its a valid tip I will add it into the list
SQUAD LEADING TIPS:
- When you want to know a particular person's name on your team hit caps lock to go to the squad interface screen and then click that person's bubble on the map. They will appear white on the map and so will their name in their squad box. This will only work if the player is in a squad.
- This feature can also work backwards if you know the person's name or want to search for the whole squad. To look for a particular person, click their name in the squad box and it highlights their location as white. To look for an entire squad, click the squad name and they will all appear white.
INFANTRY TIPS:
- All classes can resupply their field dressing by getting ammo from a rifleman or APC/jeep.
- When you use ANY radio command (Roger, Thanks, Need Backup, etc), your minimap blue dot icon will blink. This is useful in many ways. If the radio is being spammed frequently, then this becomes confusing and less useful.
- Knife kills often 'KILL' and not simply critically wound, making it advantageous as they cannot be revived.
- claymores have a small 'arming delay' in that you cannot detonate them after the first 3 seconds of deployment. If you try to detonate them without waiting 3 seconds, they will not go off and they will stay there for a long time in a deactivated state.
- Killing wounded soldiers - if you want to 'kill' an enemy critically wounded soldier because you fear their medic will come revive them, 2 grenades, an AT round, tank round, etc will KILL them outright.
- field dressing restores 15HP. You can continually use multiple field dressings until you reach 100HP.
- When you drop below 40HP you begin to bleed out.
RIFLEMAN TIPS:
- The rifleman can put down a maximum of three ammo bags, after this your first ammobag will disappear. If you put the ammo bags close together, you will rearm much faster. By standing close to your ammo bags you will replenish your ammo bags, effectively giving you infinite ammo capability as long as you are careful with them.
- When you throw an ammo bag, be careful not to step on it before it 'settles'. Stepping on the ammo bag will make it drop through the floor/into the terrain. Be sure to tell others not to step on it.
- When you call for ammo, any riflemen in the area will have their mini map blue dot change to a ammo symbol. So you can locate a rifleman using your map. There is a bug however that the support gunners nametag will change to a ammo bag instead of the riflemans. We are working on a resolution to this. When calling for ammo, your own nametag and minimap blue dot will flash brightly that you need ammo.
MEDIC TIPS:
- Throwing a field dressing on a critically wounded soldier will 'free' them from the terrain when you cannot seem to use the defibulators on them, allowing them to be revived. What the field dressing is actually doing is manipulating the physics of the critically wounded soldier. Basically its just raising the body so its no longer 'clipping' into the terrain. This usually happens on slopes and on statics. Actually anything will work like this that has mobile physics properties (landmine, ammo bags, etc) its just the field dressing is the most common to all soldiers.
- When you call for a medic, any medic's in the area will have their mini map blue dot change to a red cross. So you can locate a medic using your map. Above the medics nametag you will see it change to a red cross too. When calling for a medic, your own nametag and minimap blue dot will flash brightly that you need a medic. A medic will see you show up as a red cross on a white circle.
- Medics can get more charges from their defibulator by getting ammo from a rifleman or APC/jeep.
- A medic will only heal you inside the following vehicles: APC, heavy chopper, heavy jeep. The medic MUST be seated in the rear passenger seats to give the healing property (cannot be seated in guns or driver). This is to simulate the medic bandaging, apply morphine etc and they cannot be doing that while operating the vehicle.
ENGINEER TIPS:
- Engineer wrench repairs at triple the rate of the crewman wrench.
- Engineers can lay up to 8 mines. They start with two, but can be resupplied and lay more. Once you try to put down one more than the 8, the first one will disapear. The mines will stay there INDEFINITELY as long as your alive. Once you die, a 10 minute timer starts. At end of 10 minutes your mines disappear.
- Repair/Support Jeeps repair things EXTREMELY slowly. Its much more useful for supplying vehicles ammo. Drive the support vehicle with an engineer, and park it next to a vehicle to give it ammo, and get out of the vehicle and repair the vehicle with your powerful engineer wrench. The support humvee will continue to repair/rearm vehicles even if your not inside of it, as long as it remains close.
ANTI TANK TIPS:
- AT Rockets are MUCH more effective versus tank rear armor than any other part on a tank.
- Reloading your AT rockets is much faster when standing next to 3 ammo bags than just 1.
- APCs take 2 light AT to destroy and 1 Heavy AT.
- Tanks take VERY LITTLE damage from light AT.
GENERAL VEHICLES TIPS:
- Armor/APC's have 4 smoke dispersals, and they cannot be rearmed (bug that we are working on)
- UAV trailer rearms all vehicles.
- Pressing 'C' key on the 50cal switches between wide angle and ironsite mode.
- The following objects resupply vehicles: Supply Drops, UAV Trailer, Support Vehicles. Ammo bags/Riflemen DO NOT resupply vehicles.
- APC cannons need to be reloaded manually. Every APC has its ammo in two parts: one loaded in the gun, and one in storage. When you need to rearm, press R to load your storage compartment into the gun. Then by staying close to a UAV/Supply Drop/Support Vehicle, you will get your storage ammo resupplied.
- PR AMMO BUG - sometimes your APC will register as having 0 ammo even though you didnt fire that much. This is actually a bug and in fact you DO have ammo and when you click, you ARE actually shooting. However in first person it does not show you shooting, however all other players in fact see you shooting. THis bug happens sometimes when a non-crewman get into the gunner position. You can either keep shooting like this, not seeing your shots but know you are shooting, or you can ask a fellow crewman to get in the gunner seat, this 'resets' the ammo counter and fixes the bug. Were working on a fix for v0.6.
- HEAT rounds do very little damage to vehicles (This is sort of a bug). For now only use AP/SABOT versus vehicles for maximum effectiveness.
- Quasi-fast rope - Using a grappling hook out the back of the merlin sometimes will work out like a fastrope, however it is gimmicky and does not work in a gameplay environment (your chopper will get destroyed way too quick by RPGs). Usually no pilot is patient enough to allow you to try this, however, it IS possible.
- Dirt bikes and boats are open to any team who jumps in them first. Once a player hops in, that vehicle becomes teamlocked to the faction of the player who got in first. So if China hopped in a boat/dirtbike first, that boat/dirtbike is now only driveable by China.
- Dirtbikes and white technicals give off a green 'targetting box' for A10s. This is a bug. So if your always getting destroyed by A10s in these vehicles, now you know why.
SQUAD LEADING TIPS:
- When you want to know a particular person's name on your team hit caps lock to go to the squad interface screen and then click that person's bubble on the map. They will appear white on the map and so will their name in their squad box. This will only work if the player is in a squad.
- This feature can also work backwards if you know the person's name or want to search for the whole squad. To look for a particular person, click their name in the squad box and it highlights their location as white. To look for an entire squad, click the squad name and they will all appear white.
INFANTRY TIPS:
- All classes can resupply their field dressing by getting ammo from a rifleman or APC/jeep.
- When you use ANY radio command (Roger, Thanks, Need Backup, etc), your minimap blue dot icon will blink. This is useful in many ways. If the radio is being spammed frequently, then this becomes confusing and less useful.
- Knife kills often 'KILL' and not simply critically wound, making it advantageous as they cannot be revived.
- claymores have a small 'arming delay' in that you cannot detonate them after the first 3 seconds of deployment. If you try to detonate them without waiting 3 seconds, they will not go off and they will stay there for a long time in a deactivated state.
- Killing wounded soldiers - if you want to 'kill' an enemy critically wounded soldier because you fear their medic will come revive them, 2 grenades, an AT round, tank round, etc will KILL them outright.
- field dressing restores 15HP. You can continually use multiple field dressings until you reach 100HP.
- When you drop below 40HP you begin to bleed out.
RIFLEMAN TIPS:
- The rifleman can put down a maximum of three ammo bags, after this your first ammobag will disappear. If you put the ammo bags close together, you will rearm much faster. By standing close to your ammo bags you will replenish your ammo bags, effectively giving you infinite ammo capability as long as you are careful with them.
- When you throw an ammo bag, be careful not to step on it before it 'settles'. Stepping on the ammo bag will make it drop through the floor/into the terrain. Be sure to tell others not to step on it.
- When you call for ammo, any riflemen in the area will have their mini map blue dot change to a ammo symbol. So you can locate a rifleman using your map. There is a bug however that the support gunners nametag will change to a ammo bag instead of the riflemans. We are working on a resolution to this. When calling for ammo, your own nametag and minimap blue dot will flash brightly that you need ammo.
MEDIC TIPS:
- Throwing a field dressing on a critically wounded soldier will 'free' them from the terrain when you cannot seem to use the defibulators on them, allowing them to be revived. What the field dressing is actually doing is manipulating the physics of the critically wounded soldier. Basically its just raising the body so its no longer 'clipping' into the terrain. This usually happens on slopes and on statics. Actually anything will work like this that has mobile physics properties (landmine, ammo bags, etc) its just the field dressing is the most common to all soldiers.
- When you call for a medic, any medic's in the area will have their mini map blue dot change to a red cross. So you can locate a medic using your map. Above the medics nametag you will see it change to a red cross too. When calling for a medic, your own nametag and minimap blue dot will flash brightly that you need a medic. A medic will see you show up as a red cross on a white circle.
- Medics can get more charges from their defibulator by getting ammo from a rifleman or APC/jeep.
- A medic will only heal you inside the following vehicles: APC, heavy chopper, heavy jeep. The medic MUST be seated in the rear passenger seats to give the healing property (cannot be seated in guns or driver). This is to simulate the medic bandaging, apply morphine etc and they cannot be doing that while operating the vehicle.
ENGINEER TIPS:
- Engineer wrench repairs at triple the rate of the crewman wrench.
- Engineers can lay up to 8 mines. They start with two, but can be resupplied and lay more. Once you try to put down one more than the 8, the first one will disapear. The mines will stay there INDEFINITELY as long as your alive. Once you die, a 10 minute timer starts. At end of 10 minutes your mines disappear.
- Repair/Support Jeeps repair things EXTREMELY slowly. Its much more useful for supplying vehicles ammo. Drive the support vehicle with an engineer, and park it next to a vehicle to give it ammo, and get out of the vehicle and repair the vehicle with your powerful engineer wrench. The support humvee will continue to repair/rearm vehicles even if your not inside of it, as long as it remains close.
ANTI TANK TIPS:
- AT Rockets are MUCH more effective versus tank rear armor than any other part on a tank.
- Reloading your AT rockets is much faster when standing next to 3 ammo bags than just 1.
- APCs take 2 light AT to destroy and 1 Heavy AT.
- Tanks take VERY LITTLE damage from light AT.
GENERAL VEHICLES TIPS:
- Armor/APC's have 4 smoke dispersals, and they cannot be rearmed (bug that we are working on)
- UAV trailer rearms all vehicles.
- Pressing 'C' key on the 50cal switches between wide angle and ironsite mode.
- The following objects resupply vehicles: Supply Drops, UAV Trailer, Support Vehicles. Ammo bags/Riflemen DO NOT resupply vehicles.
- APC cannons need to be reloaded manually. Every APC has its ammo in two parts: one loaded in the gun, and one in storage. When you need to rearm, press R to load your storage compartment into the gun. Then by staying close to a UAV/Supply Drop/Support Vehicle, you will get your storage ammo resupplied.
- PR AMMO BUG - sometimes your APC will register as having 0 ammo even though you didnt fire that much. This is actually a bug and in fact you DO have ammo and when you click, you ARE actually shooting. However in first person it does not show you shooting, however all other players in fact see you shooting. THis bug happens sometimes when a non-crewman get into the gunner position. You can either keep shooting like this, not seeing your shots but know you are shooting, or you can ask a fellow crewman to get in the gunner seat, this 'resets' the ammo counter and fixes the bug. Were working on a fix for v0.6.
- HEAT rounds do very little damage to vehicles (This is sort of a bug). For now only use AP/SABOT versus vehicles for maximum effectiveness.
- Quasi-fast rope - Using a grappling hook out the back of the merlin sometimes will work out like a fastrope, however it is gimmicky and does not work in a gameplay environment (your chopper will get destroyed way too quick by RPGs). Usually no pilot is patient enough to allow you to try this, however, it IS possible.
- Dirt bikes and boats are open to any team who jumps in them first. Once a player hops in, that vehicle becomes teamlocked to the faction of the player who got in first. So if China hopped in a boat/dirtbike first, that boat/dirtbike is now only driveable by China.
- Dirtbikes and white technicals give off a green 'targetting box' for A10s. This is a bug. So if your always getting destroyed by A10s in these vehicles, now you know why.
