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#11 | |
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Banned
![]() Join Date: Feb 2006
Location: Getting closer to America >_>
Posts: 2,252
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Quote:
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#12 |
![]() Join Date: Feb 2006
Posts: 889
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Dang! Hmmm....well I guess you have adjusted for it.
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#13 |
![]() Join Date: Feb 2006
Posts: 889
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If your in an ambush situation, fire your weapon and throw whatever is on you. Smoke, grenades, whatever. And then rush through the ambush using the 3-5 second rush technique.
When you come across enemy "dead", make sure to put a few rounds in them to make sure they are dead. (don't know if that really applies in PR though) Ummm....i'll think of more later, my head hurts right now. |
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#14 |
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Doing a Spec Ops general things to know do. Just so someone else doesn't do the same thing.
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#15 |
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Banned
![]() Join Date: Feb 2006
Location: Getting closer to America >_>
Posts: 2,252
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![]() ![]() ![]() ![]() ![]() Tank use, Vehical formations and Controled Convoy tuts to follow. |
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#16 |
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Banned
![]() Join Date: Feb 2006
Posts: 1,234
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Can I also make a shout out for WEAPON tutorials if there is anything specific you think needs to be mentioned....M203 changes...
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#17 |
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Using the Spec Ops class well in .3
1. Spec Ops is the only class that has the parachute remember this and use it to your advantage. 2. The M4 is a good weapon for all ranges at longer range’s use the tracer rounds and adjust your fire accordingly. Fire in single shots or bursts never full auto. 3. The new Spec Ops C4 also know as SLAM’s are weak against armored targets and therefore use these to take out strategic things such as Artillery and for the single objective modes. The new C4 is also on a 15 second timer you place the C4 then have 15 seconds to clear the area. 4. The binocs have two zoom modes right click both times to use them these are very useful for spotting enemies for your team. General advice things to know about this class. The spec ops class has weak to no armour so especially with this mod given realistic weapon damage it is important to take cover and not move around in the open a lot. The Sig P226 the new pistol while cool looking is just a regular pistol and should be treated as such. Also remember the M4 is a lot weaker than you are used to so it will take a couple of shots to kill someone. If you are missing a lot of your shots, there is no random cone of fire on PRMM you have to aim properly at a person to hit them. A good strategy when playing as Spec Ops is to either stay low and fire from cover or else use your speed and move around a lot to evade enemy fire namely moving from cover to cover. Rough draft so far what do you think? Nice job on the formations Pence. |
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#18 |
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Banned
![]() Join Date: Feb 2006
Location: Getting closer to America >_>
Posts: 2,252
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Is it a draft? Looks almost full to me, keep it up.
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#19 |
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Is there anything you think I could add too it?
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#20 |
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Banned
![]() Join Date: Feb 2006
Posts: 1,234
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Classes
SpecialOps This is the only class in PRMM with parachutes. They do not have C4 in PRMM. Instead they have SLAMs on a 15 second delay, and beep until detonation. They are much less effective than the C4. are no longer remote detonated. The spec ops class has weak to no armour so especially with this mod given realistic weapon damage it is important to take cover and not move around in the open a lot. The Spec Ops class has a new pistol, the Sig P226, despite its good looks it is just a regular pistol and should be treated as such. The M4 has been weakened and thus you may need to a hit a target multiple times to register a kill. To combat this, the speed of the class should be used! Sniper Becoming a skillful PRMM psniper requires practice and dedication. No longer can you pick up a rifle and get headshots across the map. This is a result of increased effects of bullet drop and devition when standing/crouched. However, when you do hit a target, the damage done is devastating – indeed a good sniper can easily wipe out an attacking squad. This is accentuated as in PRMM, snipers are often one shot, one kill. So ...the minute you hear ricochets around you, round per round, get the hell out of there before he gets his bearing on you. NOTE : Snipers are no longer equiped with 2 claymores. Instead they have 2 FRAG grenades – so to stay safe, tunnel vision is a no no – you need to be aware visually, on the mini map and audibly. The USMC sniper is now equipped with an SPR Mk12 now on some maps. This is a silenced sniper rifle and as such has a reduced range but can be deadly in the right hands. The M24 has been tweaked. Assault This class is now a pretty standard rifleman, armed with the grenade launcher. However, grenade lanuchers now has a smaller range now but is 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. NOTE : Assault class no longer carries FRAG grenades Instead, carries ammo resupply bags for the team. However the ammo packs are limited to 3 per assaultman and must be refilled at an ammo resupply point Support Armed with LMGs, these soldiers are the firepower of any squad The LMGs have iron sights and can be very accurate when fired from prone and with burst mode being used. As a result it is very hard to survive when support gunners get the first bead on you. Hoever, the LMGs give off tracers which give away their position and as they have no longer carry ammo bags they can only fire for so long. Engineer The engineer no longer carries a shotun, he is packing an MP5 SMG. The MP5 has 3 fire modes. Single, 3burst, and full auto. As an SMG it does have a limited range. Engineers now also carry: AT Mines and Claymores and a SLAM (remote detonated C4 – which has a significantly greater power than the C4 of the Spec Ops) They can also remove AT mines laid by the opposing force Most importantly though, engineers can repair your vehicles, and in PRMM, with vehicles taking anywhere up to 10 minutes to spawn, the wren |
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