PRMM Manual

General discussion of the Project Reality: BF2 modification.
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JuniperM40
Posts: 257
Joined: 2006-05-20 00:58

PRMM Manual

Post by JuniperM40 »

Originally posted by 'Coolhand' over at the Wolfgaming.net forum:

http://wolfgaming.net/vB/showpost.php?p=299082&postcount=23



PRMM is drastically different from BF2 in terms of gameplay. For people expecting new skins, new models, tons of new weapons and vehicles -- then they're better off with USI. There is no RADAR, there is no UAV. So teams have to depend on each other w/spotting enemies. PRMM is this:

---------------Vehicles:

[Must note that vehicles - even jeeps - take a LONG timem to respawn. It's like 5 minutes or more so people have to respect them, share them, and not hog them if they expect the team to win. Players who use and lose vehicles also get major point deductions for losing a valuable team asset. You cannot use 'external' views either. You need to drive in-cockpit. An exception are the fighter planes which gives a pilot a customized 'rear' view of the airplane]

MBTs - are machines to be feared. They are incredible hard to destroy because they take 3 shots from the front (even 4), 2 on the sides, and 1 in the rear or tracks. Tanks have 2 ammo types which are HEAT(high explosive) and SABOT(solid projectile) so a good driver can quickly recognize the threat and effectively respond w/the correct munition. What makes them super dangerous is that tanks are capable of staying out of range because in PRM, they hae the ability to zoom 10x or so so they can be very accurate with their fire.

APCs - are machines to be feared too. They are not as armored as MBTs but they can take hits quite well. Unlike BF2, an APCs main role is for transport and not combat. They are excellent support vehicles however for assaulting infantry due to their two ammo types. Their cannon can blast armor peircing rounds or choose to blast high-explosive rounds which can easily annihilate infantry or light vehicles or helicopters. They also have a very good zoom capability which gives the driver excellent fire precision for supporting infantry while keeping out of harms way.

Jeeps - nothing special but in PRM, you learn to appreciate them. They are the fastest mode of transport second only to aerial vehicles but they are fragile and a well placed APC round can take off half of your crew or the whole vehicle. The mounted guns on these have a slight zoom capability giving the gunner a slight edge but it's more of a defensive weapon; going offensive on one of these is pure plain suicide.

Helos - a new addition - the AH6 "Littlebird". Probably the best mode of transport in PRM due to it's small size which makes it hard to hit but it is completely defenseless. Survival of the whole crew rests entirely on the pilot and that pilots luck. Don't be surprised if you get picked off while riding on the sie by an RPK machine gun in these birds because there is no cover for side passengers. I have seen excellent squads using these as weapons though - such as having a sniper on the edge, taking out infantry troops 100 ft in the air; same as having AT soldiers taking armor at a beach before the initial infantry push. The blackhawk is much more armored form of transport but they are slow and not as manueverable. However it does have dual gatling so you have two angles that the bird can cover, and yes, those gatlins are as nasty as ever. Touch and go landings are the best approach for dropping off troops. Stay 3 seconds or longer and you will most likely be shot down by a mounted MG or an AT rocket. Oh yea... in PRM, you get hit with 1 rocket and that bird is going nowhere but down.

Planes - they are not for amateur pilots anymore. They are very easy to shoot down with the mounted AA's. You cannot have a 'fullscreen - no cockpit' view either. The bombs are incredible dangerous due to the new power they have BUT they take forever to reload. The cannons on these are also beasts. They can easily wipe out a squad in open areas and kill light vehicles with a few round burst. A pilot has to land the plane in order to re-arm it; no more flybys. However, if the pilot is coordinated well w/an assaulting squad, these planes can cause havok on fortified enemy positions.

Boats -
because sometimes, they're all that is left. Because they are limited to water, their trajectory remains flat, not bouncy (like Jeeps going through knolls) so shooting at them is extremely easy. They are the easiest transport to kill but are abundant in some maps so sometimes you have to resort to them or for special missions.


---------------Infantry:
[Few notes: the greatest thing about infantry in PRM is that there is no longer a cone of fire for weapons. Your bullets will land where you aim it (considering you gave proper elevation for range, etc) 90% of the time. They are also deadly. A well placed 5.6mm round can kill a healthy soldier. If you get shot, Yell out for a medic quick. If you are badly hit, you will bleed to death in less than 10 seconds so make sure you get patched up as quickly as possible.]

SpecialOps - the only class in PRM with parachutes. Armed with the M-14 w/scope, they are deadly accurate but I notice they die very easily due to lack of body armor. Their C4's are no longer remote detonated. They have a 15 second timer and much, much weaker vs. emplacements and armor. They also have a large C4' which is accessed by key '8' if the soldier chooses to use 1 item instead of 3.

Sniper - deadly class in PRM. Old BF2 snipers have to relearn aiming and bullet drop techniques in PRM. But good snipers can easily wipe out an attacking squad; and in PRM, snipers are one shot, one kill 95% of the time. So the minute you hear ricochets around you, round per round, get the hell out of there before he gets the bearing on you. Another thing to note is that snipers no longer have the comfort of safety in knowing that you got 2 claymores behind you. Snipers no longer have claymores, just nades. If you wanna stay safe as this class, use headphones and pay attention to footsteps, espececially when there are no friendlies nearby.

Assault - pretty standard rifleman. Still armed with the grenade launcher but this soldier has no hand-grenades. This soldier is also now the ammo resupply person for the team. The ammo packs are limited to 3 but can be refilled at any supply crate. The nade launcher also has a smaller range now but much deadlier and is armed with a timer. You can shoot a nade 5 ft from you, but it takes another half second or so to detonate.

Support - armed with LMGs, these soldiers are the backbone of attacking forces. The MGs, when fired in bursts can be deadly accurate. It is very hard to survive when support gunners get the first bead on you. Their only weakness is that the LMGs give off tracer rounds which can help you aim, but at the same time give your position away. Support gunners must now rely on assault soldiers for ammo resupply.

Engineer - this class has the weakest of all guns. By weakest, the gun is still deadly. The only drawback is the round do not have as great a range as the M16 or M14 rifles but at medium ranges, they are still deadly. They wield SMGs now, no more shotguns. The MP5 has 3 fire modes. Single, 3burst, and full auto. This class is also they only class which can deply AT Mines and Claymores now. And, as always, these are the wrench monkeys responsible for keeping your million dollar hardware in tip top shape. Be sure to keep your vehicles healty because they take 10 minutes to respawn.

Medic - each squad NEEDs at LEAST one. One dedicated to the squad leader and another one to back the other medic. Because of the 30 second spawn times, the success of assault or defense objectives can fall on how well the medic plays his or her role. Medic paddles works on battery modes now so they have a limit of 6 revives before they run out (can be resupplied at crates). They also need to be within 1m of the person if they intend to heal and no, they cannot drop 'health packs'. They wield the standard M16 rifle and two smoke grenades. Those smoke grenades are the medics best friend when trying to extract a down squad leader in a hot zone.

AT Soldier - the only soldiers that can take out armor/vehicles effectively. The AT rockets travel at a much higer velocity so taking out armor is a little easier but AT soldiers are almost defenseless due to the fact that because of the rockets, they only have room to carry a 9mm pistol. AT soldiers should stay behind the squad to be called on armor contact. Going against other types of infantry is suicide so this soldier needs to learn how to find cover and flanking tactics.

Most classes have at least 1 smoke grenade. Smoke nades last for around 15 secons so they are very effective in concealing movement so learn to use them. Soldiers much now also learn how to use supression tactics, where half of the squad lays down cover, while the other half moves in, then switch, etc. Squad leaders and members MUST call for artillery now as well as supplies because the commander can no longer point them in. Commanders can only either grant or deny artillery or supply requests but not issue them.

---------------Gameplay:

PRMM's atmosphere is very serious. I often find myself in an amazing firefight where I'm desperately trying to find good cover. Don't be surprised if your palms get sweaty because action gets very intense. Its a completely different feeling when you know one bullet can kill you (and make you wait 40 seconds).

The best tactic I've found so far is to join a FULL Squad of 6 members with at least 1 medic, 1 AT, and 1 SAW gunner in urban areas. In larger maps, a squad should have an engineer to repair their mode of transport as well as sabotage roads and bridges. Stick together! But not to close where one 203 or handgrenade round can wipe out your whole squad. But make sure you are easily within range of each other in case you guys make contact. Your medics also need to prioritize the SquadLead to make sure that you guys dont spend another 10 minutes walking to another flag.

As I mentioned before, vehicles take forever to spawn so use them wisely and do not hog them. Pick up teammates along the way. Do not drive off alone because you will piss off your entire team, and unlike BF2, it is NOT a good idea whatsoever to do a dropoff close to the frontlines. Its a better idea to dropoff soldiers a minute or two away from the action to make sure you guys come in stealth, rather than redflag yourselves by coming fashionably in your gas guzzling Humvee.



My biggest annoyances in the mod are:
`1. The popular servers dont really enforce a No-Basecamping rule so if your base gets camped, the fun factor goes down to zero. It's easy to basecamp because the weapons are so powerful that your team will have a very hard time recovering, if you recover at all.
`2. Connection problems. I get them often where Ill get a 3-5 second pause. Somtimes, I get disconnected. It's not very frequent but it does happen and sometimes it gets annoying.
`3. The BF2 bug which limits Squads to 2 is really annoying. A team w/this bug can be put in severe disadvantage because of this.
`4. Smacks. Though some of them are not really smacks, there are still tons of people who drive away in an emtpy Humvee or APC when a squad desperately needs a ride close to the action. I'm sure in time they'll learn but it sucks when you get left 3 miles away from the frontlines only to find that the action moved somewhere else by the time you got there.






Well, that's all I've learned so far in my weeks experience in PRM Goog. I hope you give it a try because I know you will love it. Hopefully we can get a nice WOLF squad going soon because I have to admit that PRMM is now my new baby. Although it's far from Operation Flashpoint, PRMM gives me the sense of danger and realism I found In O:FP. If I've made mistakes in this post, please feel free to correct me or add on to this. Thanks!


http://www.realitymod.com

-cools


________________________

The above was *not* created by me (JuniperM40), but By Coolhand from [WOLF] gaming.net. kudos to him for writing this up yesterday to introduce new people to PRMM.

- JM40. (Our routers kick cisco's butt anyday! ;-) )
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

Nice manual. I suggest you forward it as a submisson to the tutorial/article section.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Very good! one thing, though. Spec ops get an m-4, not an m-14
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

Lol didn't notice he had done that.
MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

that piece needs to be posted on the main vanilla BF2 forums with more emphasis on the descriptive sections talking about life, death and the intense sweaty palm causing gaming so as to attract more players over.
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[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british :(
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

Remember to add in about landing air vehicles to rearm
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Fullforce
Retired PR Developer
Posts: 3751
Joined: 2005-10-17 17:03

Post by Fullforce »

MrD wrote:that piece needs to be posted on the main vanilla BF2 forums with more emphasis on the descriptive sections talking about life, death and the intense sweaty palm causing gaming so as to attract more players over.
i would love to write up something descriptive and informative...


*wanders off thinking of stuff*
Gaz
Posts: 9032
Joined: 2004-09-23 10:19

Post by Gaz »

wonderful writeup!

I have seen a lot of WOLF guys playing, and it's great to have another BF2 clan get into PRMM :)

One thing that should be mentioned is that medics' shock paddles can be re-supped by the Assault class's ammo bag, in case any medics are waiting around for a supply drop all the time ;)
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"By profession I am a soldier, and take pride in that fact. But I am prouder, infinitely prouder, to be a father". - Gen Douglas MacAurthur.
-Proud wearer of motorcycle helmets since 1998.
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