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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#21 | |
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PR Mapper Team
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Then also said "I dont remember that" to me too Heh, love ya Rhino The OP basically went on about mainly BF2 engine problems. My advice, jump up the front of the tank, never had a problem. Its the lowest to the ground... | |
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#22 |
![]() Join Date: Apr 2007
Location: Proxy land
Posts: 868
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My personal dev favorie got to be GAZ..
First time I saw him in 0.7, was on BFQ, He jumped in a J10, and promtly went full blast out of the hangar.. Annnd blow upp 0.5 seconds later.. |
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#23 |
![]() Join Date: Feb 2008
Location: Livingston, NJ, JAP CITY and not the Asian Kind
Posts: 1,930
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I will admit, some parts are killing fun factor, but like first reply said, nothings perfect. I still like the mod, even though I can't get on my favorite server!!
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Make Comrade Stalin Proud
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Cheers, we take sexual favours btw To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Rhino does, the rest of us don't.The rest of us prefer being given beer to drink and diamonds that we can give to our wives and girlfriends To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#24 |
![]() Join Date: May 2007
Posts: 400
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Really quick: <3, thanks for all the hard work guys...
___ I don't think they have yet, but I do see troubling times ahead. I'm seeing a trend of Project Infantry-with-a-few-vehicles-for-giggles, not Project Reality. (Or my greatest fear; Project Call of Duty 5) Over the past few patches, the infantry foot solder has been taking the limelight at the expense of other aspects of the game. The reason .5 caught my attention was the sheer balance of it all. For every level of combat, there was a counter balance from a DIFFERENT combat level: Aircraft fought with AAA and the occasional grunt with a stinger. Tanks had to deal with the CAS and the occasional grunt with HAT. Infantry dueled with the occasional grunt with a scoped weapon. (Vehicles go without saying) Each part of the game meshed well, and everyone was very capable of dealing with everything, given enough teamwork. Now every Grunt is extremely capable of dealing with everything, given enough Special Kits Aircraft are nearly ineffective because of the abundant AAA and stingers (I won't go below 750 feet. Perhaps some of you younger guns might, but I'm sure you can attest its not pleasant or advisable) Tanks MUST have 3 people and an infantry compliment surrounding them. Even then, ambush tactics are ridiculously effective. One squad can take out a tank with a well trained squad guarding it. Easy. Infantry who use special kits are now as frequent as those that use normal kits, and are 20-30% more effective (in my experience). It is still a fantastic mod, but I've gone and gotten .5 and .6 tucked away to play if it goes too far infantry intensive for my liking. |
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We were all noobs once.
Each One Teach One. Stealth: "Yea, your radar signature is the size of a bird. A bird going twice the speed of sound." |
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#25 |
![]() Join Date: Apr 2007
Location: Göteborg, Sweden
Posts: 213
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VBS1 is just like Op Flashpoint. The editor is more real-time, but you're most likely to have more fun with Flashpoint or Arma. I tried it with very limited modules (most of the extras wouldn't work) and it was like installing Flashpoint again. This was an "extended demo" I got off of powerbits.org.
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#26 | ||
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Assets Manager
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As far as infantry intensive: Check out Battle for Qinling. That is what you get with a map that does not focus on infantry.... In my opinion, a map needs AT A MINIMUM 2 or 3 infantry squads on the ground in order to be a fun map. If everyone has their own vehicle, what incentive do they have to work together??? Infantry are the heart of capturing/defending objectives and are SUPPORTED by the vehicles, not the other way around... But Im sure there will always be plenty of vehicle heavy maps for you guys who love the vehicles.. | ||
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#27 | |
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PR Mapper Team
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I only call people noobs who know I'm joking, just like how I call Dr Rank a noob, but thou hes a real noob thou | |
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#28 |
![]() Join Date: Jun 2006
Location: Skellefteå|Sweden
Posts: 4,207
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Scot:"your still the sexiest swede man I have seen" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#29 | |
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 987
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Don't get me wrong, I enjoy the vehicles, the combined arms aspect is one of the major draws of PR, its just sometimes i feel one aspect of the arms becomes over dominant and reduces the other aspects to ineffectual bit parts. However, I do like the way certain maps are attempting to use terrain and environments to create a mixture of conditions where different approaches are needed. E.g. Fools road has the plains which are dominated by the armour, but the woods and some of the more inaccessible flags need infantry to be captured. | |
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#30 | |
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PR Mapper Team
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Every map in PR should offer something different and should not have the same Infantry, jeeps and APC style combat which is all you want fuzz | |
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