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PR Highlights Highlights of what work the Devs are currently working on

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Old 10-09-2010, 09:44 PM   #101
dragunover
Default Re: Project Reality 0.95 Features List

Quote:
Originally Posted by [R-MOD]Jigsaw View Post
Please at least try to actually read the change before you start complaining about it. It does not affect rifleman variant kits, only special kits like H-AT, AA, SAW etc.
Yes, I quite well understand it, but perhaps a fault in the linguistics on either of our parts is at fault?
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Old 10-09-2010, 09:50 PM   #102
Naruto-kun

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Default Re: Project Reality 0.95 Features List

Quote:
Originally Posted by single.shot (nor) View Post
EG KJEM SOM EIN OKSE MED KUKEN I KJERRINGFETTA!

Translation: These changes do make me extremely moist.
Nice Translation

Known as LABANEN3 ingame
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Old 10-09-2010, 09:52 PM   #103
Bufl4x
Default Re: Project Reality 0.95 Features List

Quote:
Originally Posted by Jafar Ironclad View Post
Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
Yea i think it would be nice of the Devs to explain the new marker system, it's a bit confusing atm.

-as infantry squadmember, only 2d marker by compass and distance on minimap
-as infantry SL, marker is on the map but only at 150m and closer
-as vehicle crewmen, marker is on screen but gone beyond 150m, but still on minimap
-as commander, looking at each squad's markers..

?
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Old 10-09-2010, 10:01 PM   #104
Human_001

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Default Re: Project Reality 0.95 Features List

Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
Does this workd in both direction? Blufor not being able to use PKM/SVD/RPG7?
Regarding the comment It is unrealistic for Insurgent to putdown tight grouping at 300 meter after they pick it up: This is same philosophy used in Version 0.7 and 0.8 regarding Insurgent AK47, that Insurgent are not trained so their guns shold be much innacurate than what AK47 can do. This is now gone because this proved bad for PR. As before, I really think weapon accuracy should be solely up to player. If you use SAW alot, you are good with them. If you don't use it often and just pick it up from enemy, then he/she will not going to use it effectively because they don't know how that weapon acts in this Mod.

Removed medic kits from the teamkill punishment logic, so you can pickup a medic you just teamkilled by accident and revive him.

Updated all Stationary Weapons to be team locked.

Added SPG-9M Technical - white (Insurgents, Militia, Hamas, Taliban).

With new weapons and rules, It sounds as if Asymmetric warfare is not there anymore, which was critical feature on PR.


Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.

Removed bayonets on all US factions (too many variants to keep up with).
Oh noes...

Removed Molotov Cocktails
Oh noes!

Added Unarmed Melee (All Factions)
This one is going to be interesting. Does this kill instantly like current IDF Melee like knife? Or similar to damage from rocks?

Reduced deviation added from turning for all Light-AT weapons by half (includes all RPGs and the few Heavy AT weapons that use this deviation template, such as the Matador and PZF3/RPG-7 w/uber warheads).
So this is something closer to rifle deviation?


The Chinese crewman carbine did not get the Rate of Fire fix? (it should fire faster at around 800rpm)

I like the many of changes that improves PR. But I had to point out few part where I got and occasional
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Old 10-09-2010, 10:02 PM   #105
Zoddom

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Default Re: Project Reality 0.95 Features List

WOW! JUST AN AWESOME CHANGELOG AGAIN!
but, still not a perfect one!

it sounds to me that PR is going to be more vanilla like, with only nade-spamming rather than shooting with your gun (why do you give all those kits grenades? and then even replace molotovs with nades, it will only end in nade-spam.... ) !!!!! thats the worst about the patch.

the thin about the special ktis is perfect imo! at first i also thought that the enemy would disable the kit by cycling every 5mins.
but then i realized that you wont even be looking for enemy special kits cause you cant really use it. (youll only search enemy kits when you need fielddressings or ammo, but the situations where you killed a whole squad and cycled through every kit they lost, wont be that often anymore, and tahts positive!)
so i dont have to rage when i die with my sniper kit and see its being stolen in the death cam... just awesome!!!

Quote:
Reduced deviation added from turning for all Light-AT weapons by half
can somebody eyplain this? did i get deviation if i moved the mouse fast ? because i never noticed this, not even with sniper rifles since 0.9

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Old 10-09-2010, 10:07 PM   #106
Conman51

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Default Re: Project Reality 0.95 Features List

For those complaining about the lag ticket loss rule.

Now you should defend flags, it will keep you 30 more tickets, and get other squads to attack other flags, then the enemy will loose 30 tickets- I really love this change the most

"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain


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Old 10-09-2010, 10:10 PM   #107
Farks

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Default Re: Project Reality 0.95 Features List

Quote:
Originally Posted by Jafar Ironclad View Post
Are 3D markers beyond 150m gone for vehicle drivers/gunners too?
Yes, it applies everywhere as far as I know.
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Old 10-09-2010, 10:23 PM   #108
Naruto-kun

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Default Re: Project Reality 0.95 Features List

Not to be nitpicky or anything, but wasn't Iron Eagle supposed to be US vs MEC?

"Added Iron Eagle (4km) (MEC vs IDF) (AAS, Skirmish)"

Known as LABANEN3 ingame
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Old 10-09-2010, 10:24 PM   #109
McBumLuv

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Default Re: Project Reality 0.95 Features List

The jet bomb change was indeed needed. Anyone who's used them previously knows they were ridiculous, "dropping" them at a pitch of 45 degrees could land them on the otherside of the map, they really were the last weapon that could be used completely risk and skill free (although lots of communication was needed, I'd prefer the skill to be required over the shoddy "teamwork").

It would still be nice if jets could get a bombing camera so that they have the option to manually select the laze, because otherwise there are so many exploits that can be taken with having the other team friendly fire against their wishes.

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Old 10-09-2010, 10:29 PM   #110
Jigsaw

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Default Re: Project Reality 0.95 Features List

Quote:
Originally Posted by Naruto-kun View Post
Not to be nitpicky or anything, but wasn't Iron Eagle supposed to be US vs MEC?

"Added Iron Eagle (4km) (MEC vs IDF) (AAS, Skirmish)"
Nope, it was originally made with the Germans in mind iirc, had the US Army as a placeholder and was then given to the Australian comfac but since it was finished and not in use it was appropriated for the IDF usage to allow them to showcase their range of combined arms assets; Apache, Blackhawk, Namer APC etc which weren't in use anywhere else despite already being in the mod.


"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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