Hello and welcome to the Project Reality Highlights Reel #4! The year is nearing it's end, and this roundup will be the last one for 2009. But don't flinch, there are some other goodies yet to come. Let's get this started!

- H&K MG3
The MG3 is an addition to the MEC armory, both iron-sighted or equipped with an Elcan sight. Currently in use by countries such as Pakistan and Saudi Arabia, it is the perfect replacement for the vBF2 left-over HK21. In the future, it will be used by Community Factions like the Germans and Norwegians.
Read more...
- Lashkar Valley
A brand new Afghanistan map of 2km size that will be a great addition to the theatre. The Search and Destroy operations will be conducted by British troops until the German Forces are ready to take over.
Read more...
- AAVP7A1 and AAVC7A1
The USMC is getting a brand new workhorse, the AAVP7A1. The amphibious vehicle is armed with a M2 Browning .50 cal and a MK19 40mm Grenade launcher. The AAVC7A1 though is going to be used in the command post role.
Read more...
- Other Featured Highlights
That's not all by far, so feel free to browse both The PR Highlights Forum and The Dev Blogs for more unshown goodies!
See you on the battlefield!
- The Project Reality Team

- H&K MG3
The MG3 is an addition to the MEC armory, both iron-sighted or equipped with an Elcan sight. Currently in use by countries such as Pakistan and Saudi Arabia, it is the perfect replacement for the vBF2 left-over HK21. In the future, it will be used by Community Factions like the Germans and Norwegians.
Read more...
- Lashkar Valley
A brand new Afghanistan map of 2km size that will be a great addition to the theatre. The Search and Destroy operations will be conducted by British troops until the German Forces are ready to take over.
Read more...
- AAVP7A1 and AAVC7A1
The USMC is getting a brand new workhorse, the AAVP7A1. The amphibious vehicle is armed with a M2 Browning .50 cal and a MK19 40mm Grenade launcher. The AAVC7A1 though is going to be used in the command post role.
Read more...
- Other Featured Highlights
- Map: Eyl Somalia (A pirate influenced map)
- Weapon: M14 EBR
- Sound: Scott Tobin - Map Loading Music Preview
- Statics: The ACVs (Armoured Command Vehicles)
- Weapon: Artillery Updates
- Weapon: IWI Negev
- Statics: Chinese Round-up
- Map: Bamyan Province, Afghanistan
That's not all by far, so feel free to browse both The PR Highlights Forum and The Dev Blogs for more unshown goodies!
See you on the battlefield!
- The Project Reality Team
Comments - 0
The Project Reality Team has been conducting, during this month of November, a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod. You can read more about it in the previous news posts.
Although the month is almost over, we still want to test some new changes, so we appreciate any feedback you can continue to give on those as well.
The grouped changes since 0.874 are:
You may have noticed that although there are changes to older tweaks (maximum of 6 Forward Outposts, 60s RPs to avoid spammy "are you ready?" talk, 100m check for enemy presence when placing RPs), the biggest addition here is the limited Rally Point. We think these changes will diminish the following behavior brought by the temporary RP modification:
But still have the RP available for those cases where it's worth it (new player in squad, squad separated for stupid reason, or maybe just a safe regroup) and get squads into a lower dependence on RPs, staying together, not giving up too fast, trying to revive fallen troops, being more careful, etc. A "bleep" sound with no message will let the Squad Leader know that he got his RP "rearmed" when getting close to the locations listed above.
As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.
We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.
Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:
These servers will have the version "0.874D" in their server name during the test.
We would like to encourage all our players to join these servers and report their feedback in the appropriate forum areas.
- The Project Reality Team
Although the month is almost over, we still want to test some new changes, so we appreciate any feedback you can continue to give on those as well.
The grouped changes since 0.874 are:
- Lowered maximum spawn penalty from 60 seconds to 45 seconds.
- Raised the maximum number of Forward Outposts available from 4 to 6.
- Forward Outposts can be built 200m apart (decrease from 300m).
- Forward Outposts can be built with one supply crate instead of two.
- Deployable assets (HMGs, AAs, Foxholes, etc) require two supply crates do build.
- Deployable assets can be placed up to 200m from the Forward Outpost (increase from 150m).
- Limited infantry kits require a squad of 3 to be requested or spawned with (Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman).
- Rally Points expire after 60 seconds from being placed.
- Rally Points cannot be placed with a single enemy close (100m radius).
- Rally Points are limited to only one placement before needing to be "rearmed".
- Rally Points are "rearmed" by the Squad Leader when spawning (except on the RP) or getting close to a Forward Outpost, Command Post or Supply Depot.
You may have noticed that although there are changes to older tweaks (maximum of 6 Forward Outposts, 60s RPs to avoid spammy "are you ready?" talk, 100m check for enemy presence when placing RPs), the biggest addition here is the limited Rally Point. We think these changes will diminish the following behavior brought by the temporary RP modification:
- Squad Leader and one more staying back sending the 4 other squad members to attack.
- Squad Leader trying to deploy it all the time using it as a radar for enemy presence.
- Squads depending on the rally point too much.
But still have the RP available for those cases where it's worth it (new player in squad, squad separated for stupid reason, or maybe just a safe regroup) and get squads into a lower dependence on RPs, staying together, not giving up too fast, trying to revive fallen troops, being more careful, etc. A "bleep" sound with no message will let the Squad Leader know that he got his RP "rearmed" when getting close to the locations listed above.
As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.
We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.
Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:
- Tactical Gamer - North America
- Tactics & Teamwork - UK
- GamingAU - BigD - Australia
- 10th Community - Germany
- =CC= Comunidade Brasileira de PR - Brazil
These servers will have the version "0.874D" in their server name during the test.
We would like to encourage all our players to join these servers and report their feedback in the appropriate forum areas.
- The Project Reality Team
Comments - 54
The Project Reality Team has been conducting, during this month of November, a public beta test on a select number of community servers to test gameplay changes to the spawning mechanics of the mod. You can read more about it in the previous news post.
The feedback has been very constructive and we appreciate everybody taking the time to test it out and give their opinions. Now we want to try some additions to the previous changes.
The changes that will remain the same are:
The new additions in v0.874C are:
As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.
But with these new additions, if your Squad Leader and one more soldier retreats away from the enemy after a harsh engagement, you can keep an extended presence in the area. If all fails, you will still have to depend on the placed Forward Outposts and your team's transportation, so be smart and keep those alive if you want to be successful.
We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.
Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:
These servers will have the version "0.874C" in their server name during the test.
We would like to encourage all our players to try and join these servers during the rest of November, and report their feedback in the appropriate forum areas.
- The Project Reality Team
The feedback has been very constructive and we appreciate everybody taking the time to test it out and give their opinions. Now we want to try some additions to the previous changes.
The changes that will remain the same are:
- Lowered the spawn penalty for death by 25% (maximum of 45 seconds instead of 60 seconds).
- Raised the maximum number of Forward Outposts available from 4 to 5.
- Forward Outposts can now be built with one supply crate instead of two (all other deployables still need two).
The new additions in v0.874C are:
- Squad Rally Points expire after 30s from being placed.
- Rally Points cannot be placed with enemies close.
- Limited infantry kits require a squad of 3 to be requested (Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman).
- Forward Outposts can be built 200m apart (decrease from 300m).
- Other deployable assets (HMGs, AAs, Foxholes, etc) can be placed up to 200m from the Forward Outpost (increase from 150m).
As mentioned in the previous announcement, the primary goal is to see the average player's focus shift from Rally Point placement to Forward Outpost placement, something that the entire team will benefit from.
But with these new additions, if your Squad Leader and one more soldier retreats away from the enemy after a harsh engagement, you can keep an extended presence in the area. If all fails, you will still have to depend on the placed Forward Outposts and your team's transportation, so be smart and keep those alive if you want to be successful.
We really encourage everyone to give it a thoughtful try, and think about the overall team benefits. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.
Like before, the changes are server side, meaning you don't need anything installed to try them out, just join one of the following participating servers:
- Tactical Gamer - North America
- Tactics & Teamwork - UK
- GSA - BigD - Australia
- 10th Community - Germany
These servers will have the version "0.874C" in their server name during the test.
We would like to encourage all our players to try and join these servers during the rest of November, and report their feedback in the appropriate forum areas.
- The Project Reality Team
Comments - 84