60 Second PR.6 Newbie Guide

General discussion of the Project Reality: BF2 modification.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

60 Second PR.6 New Player Guide

Post by Wolfe »

This is for those who don't like to read lengthy guides. If this was helpful, post a reply. Do not post negative/pointless comments or stories about uninformed players; there's already a thread for that elsewhere. Enjoy!

The shovel: What's this for?
  • Builds commander assets. The commander can place down bunkers, AA, and other assets to help his team. When he places them, they appear as smoldering wreckage. Help repair them!
  • Select the shovel, point at the asset, then press and hold to build to full strength.
  • Engineers and riflemen have shovels.
  • Shovels cannot be used as weapons.
The medic: How do I heal myself and others?
  • To heal others, press and hold the button while standing, kneeling, or laying directly on the injured soldier.
  • To heal yourself, press and hold the button while standing and looking straight down without moving.
  • Defibrillators only work on critically wounded soldiers; not dead ones.
  • Defibrillators have limited charges, like ammo, that can be replenished.
  • Insurgents on some maps do not have defibrillators.
Special Kits: Where do I get them?
  • Must be in a squad.
  • Must be near a command post flag, supply crate, rally point, commander bunker/firebase, or apc.
  • Some kits require a minimum number of players to be in your squad or playing on the server.
  • Crewman kits cannot be requested from apc's unless the apc is near a command post flag.
  • Heavy AT kits (HAT) cannot be requested from squad rally points.
  • Pilot kits must be requested from a chopper or jet while at it's normal spawn point.
  • To request a kit, use the "Sec. Radio" command.
  • Successful requests will drop the kit at your feet. Pick it up.
Rally points: Creation, destruction, and what's this green triangle?
  • Squad rally points look like a small pile of backpacks or crates (for insurgents).
  • On the map, squad rally points have green circles and a squad number. You cannot spawn at another squad's rally.
  • On the map, team rally points have green triangles. Anyone on your team can spawn/reload here.
  • To set a squad rally, you must be the squad leader, have the officer kit, have three other soldiers (total of four of you) nearby, and be 100+ meters from a flag.
  • To destroy an enemy squad rally, knife it twice.
Civilians: What do they do?
  • Have white pants and green shirts.
  • Shooting civilians is bad; will increase your spawn time and also adds tickets to the enemy.
  • Defeat civilians by knifing them (replicates an "arrest"). Doing this will increase their spawn time and may also provide intel on enemy weapon caches (on some maps).
Tanks/APCs: Why is the turret broken? I have two ammo types?
  • You must have a crewman kit to operate tanks and apc's, or the vehicle/turret will not move. If you already have a crewman kit, then your turret really is broken and you're about to be shot by that tank over there.
  • If you remain in the main gun/driver position without a crewman kit, or if you are in the main gun and not part of the same squad as the driver, you will be killed within a few seconds.
  • Press 1 and 2 for kinetic or heat rounds. Kinetic rounds easily destroy hard targets (tanks) and heat rounds easily destroy soft targets (infantry). Heat rounds do little damange to hard targets.
  • Your HUD indicates which round is loaded.
Commander Assets: For commanders only
The commander can no longer zoom in and see troops. Instead, he can build team assets to help in attack/defense. To begin, the commander must have an officer kit then place a command post near a friendly flag before any other assets can be built.
  • Command Post: Build this FIRST. Looks like a UAV trailer. Required to build all commander assets. Destroy this, and the commander cannot build anything.
  • Commander's Truck: Looks like a large flat-bed truck. Must be within a distance of your team's flag to build certain assets, so don't drive off in it unless you're the commander.
  • Bunker: Looks like a sandbag bunker. Used as a universal team spawn/ammo point. Must be built near a friendly flag. Also adds tickets to your team the longer it stays alive (Bunkers/firebases add tickets every 10 minutes; currently 5 tickets (=50% of the build costs) every 10 mins.
  • Firebase:Looks like a sandbag bunker, but must be built away from a friendly flag.
  • Sandbags: Used for cover.
  • Razor wire: Used for defense. Hurts/kills infantry.
  • AA Gun: Places an AA gun.
Commander Tip: You can speak to an individual squad by highlighting the squad on the list (commander window) then using the normal squad chat button (not commander chat button). You will not hear a beep, but the squad leader can hear you without bothering all the other squads.
Last edited by Wolfe on 2007-07-18 20:41, edited 1 time in total.
paul
Posts: 25
Joined: 2007-05-14 16:17

Post by paul »

Well it is good. But there are a few mistakes.

"Razor wire: Used for defense. Neither infantry nor vehicles can pass through it, but it can be c4'd. "

Vehicles can pass though it just fine. Just don't hit the post.

"Sandbags: Used for cover. No assembly required."

Unfortunately, assembly is required.

"Do NOT shoot them or your spawn time will double and it will grant extra tickets to the enemy for each civilian killed. On some maps, knifing a civilian will provide intel on enemy weapon cache's."

Although it gets the point across about not killing civilians, it is technically wrong / incomplete.

"crewman kits are not available from APC's. This avoids someone spawning in and driving away with it"

Crewman kits can be acquired from a tank / APC as long as it is within 100 meters of a friendly CP. You must be in the same squad as the original person to get it in though... (or you die)
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

Edited. That's what happens when a newbie writes a newbie guide lol. Thanks! :-)
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

insurgent spawn cars give kits, to who and which kits would those be?
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Good stuff - although I do believe that players who only have 60 seconds to spare belong in PR. It will serve as a nice primer prior to loading up PR for a first impression.

I shall take the liberty of incorporating your miniguide into the wiki FAQ or at least link to it.

According to the wiki healing self as a medic is a bug. Please remove info on how to do it until we can confirm it is in fact a feature. I will ask the developers about it and report back here.
I disapprove of what you say, but I will defend to the death your right to say it. ~Voltaire

If you are a serious PR gamer do not put up with the chaotic public server gameplay! There are much betteroptionsavailable. Also, be sure to avoid making these common basic mistakes.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

solodude23 wrote: Wolfe you don't seem to believe me about the spawn cars & militia truck. :p
The spirit of my original post was to keep it short and sweet; just enough to get someone started without asking "what does this shovel do?" every 5 minutes while in-game. PR is very complicated and there are some very good and complete guides out there. The difficulty with writing any abbreviated guide, especially with PR, is that one idea is linked to another, and another, and soon you have to explain the whole game.

If the dev's are reading this, it may be a good idea to have two guides; a super super short "get me started now" guide, and a fully detailed guide. In fact, you could modify the installer .exe to load a "quick guide" that pops up just after the install is complete. The user can either read it or choose to close the window. It only pops up once; after install, but can be read at any time later on.
Last edited by Wolfe on 2007-07-18 08:50, edited 1 time in total.
Surround
Posts: 609
Joined: 2006-12-10 23:49

Post by Surround »

Wow, every new pr player should at least read this. Nj man.
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Bunkers add tickets? Never heard about that before.
Lulian&J.E.PERRY
Posts: 23
Joined: 2007-06-27 17:08

Post by Lulian&J.E.PERRY »

Me neither, but this guide really does help. Many many things I didn't know, thanks.
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Wiki guideis up.
I disapprove of what you say, but I will defend to the death your right to say it. ~Voltaire

If you are a serious PR gamer do not put up with the chaotic public server gameplay! There are much betteroptionsavailable. Also, be sure to avoid making these common basic mistakes.
Lulian&J.E.PERRY
Posts: 23
Joined: 2007-06-27 17:08

Post by Lulian&J.E.PERRY »

Awesome! Nice work!
10 out of 10 people agree that out of 10 people, one will always disagree with the other 9.
Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Post by Spearhead »

Bunkers do add tickets every 10 minutes ... fire bases do that too. Currently 5 tickets(=50% of the build costs) every 10 mins.

As for the 60 second guide (I feel it's about 120 secs at least for me ;) ):

If you mention the shovel plese tell people that they can not hurt anyone with it (Many people know that a shovel can be used for that if the situation calls for it)

Rally point destruction: It's not that important since most people would need to find out what they look like and what they are before they would want to destroy them. If this happens then the knife usage is a neat way to make things easy but not really essential.

civilians CAN be killed with other weapons than a knife. Better change the wording here. Since most civilians being played know what they are doing they often get into a car or on a rope when they figure out the enemy is reluctant about shooting them. It should therefor be mentioned that only walking and swimming civilians are protected by this.

Commander assets are not seen as too essential to new players from my perspective. It should only be mentioned that the commander can build very useful structures and that anyone with a shovel/wrench should try and help him out when he calls for it.

Don't want to make your short primer bad but those were the thoughts I had about the points you included and how you elaborated on them. I know why you want to make this short guide and you did a fairly good job for a first try.

If you don't agree with anything I said that's perfectly alright. My comment is offered on a feel-free-to-ignore-anything-you-want basis
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geogob
Posts: 294
Joined: 2007-03-07 16:36

Post by geogob »

excellent quick start guide.

- I'd add that you must be in a squad to request a kit.
- I'd add rally point deployment rules (squad leader with 3 squad members in close proximity)
- Add night vision of Bi Ming (press 7 to activate)
- Add info for grapling hook (engineer, press 9 - not all maps?)
- Add a list of special kits that can only be requested a certain points. (e.g. HAT can only be requested at this main base, supply crates, etc.) [not obvious for new player]
- Add list of points where commander and squad leaders can request officer kits. [not obvious for new players]
- Specify that commanders need officer kit to deploy any assets.

Plus, I'd put this quick start guide in a forum sticky with a link on the main page.

EDIT: thank you for the suggested precision, ReaperMAC.
Last edited by geogob on 2007-07-18 18:03, edited 1 time in total.
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ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

'[R-CON wrote:Spearhead']Bunkers do add tickets every 10 minutes ... fire bases do that too. Currently 5 tickets(=50% of the build costs) every 10 mins.
Important! Because a few nights back on Kashan, MEC was making a come back to the point where we got the US to bleed. 35-US, 10-MEC. Everyone on VOIP was screaming about Ticket Boost that never came. (Ticket Boost would have given us 20 extra tickets). Oh well, fun round though, but important to know :D
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ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

geogob wrote: - I'd add rally point deployment rules (3 squad members + squad leader)
Id also like to add that the 3 squad members have to be in CLOSE PROXIMITY to the Squad Leader.
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PR Test Team: [COLOR="Black"]Serious Business[/COLOR]
[R-DEV]dbzao: My head Rhino.... (long pause) My beautiful head
[R-DEV]Rhino - If you want to spam do it in the tester area please.
Control the Media, Control the Mind.
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

Wolfe wrote:Edited. That's what happens when a newbie writes a newbie guide lol. Thanks! :-)

Hahaha.... Good job Wolfe! I thought it was clear and to the point.

R
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

Edited original post again. Added some suggestions and included bullet points throughout for easier reading.

Very difficult to only hit the essentials and most common questions without going into detail and unintentionally making it too lengthy.
geogob
Posts: 294
Joined: 2007-03-07 16:36

Post by geogob »

Wolfe wrote:Commander Tip: You can speak to an individual squad by highlighting the squad on the list (commander window) then using the normal squad chat button (not commander chat button). You will not hear a beep, but the squad leader can hear you without bothering all the other squads.
That's! Neat! I didn't know that o_0

Thank you, sir.
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