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Old 01-21-2009, 08:47 PM   #111
Rudd
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Default Re: [Features] Project Reality v0.85

We'll see how it players out, fixing .8 would have done fine for me.


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Old 01-21-2009, 08:48 PM   #112
CodeC.Seven

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Default Re: [Features] Project Reality v0.85

now i miss the xxx... All i read is added and fixed...

I just got 3 important questions for my PR future ^^...

Is the deviation basically lowered again?
Is Operation Baracuda finally playable because of new assets or something?

And why we got no USMC vs TAL map where USMC got Apaches... or 2 tanks which respawn?

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Old 01-21-2009, 08:48 PM   #113
[T]waylay00

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Default Re: [Features] Project Reality v0.85

Looks cool!

But I'm worried that the new kit thing will take away the realism of what the combatants look like. I know that many people pick up US kits when they play as insurgents. It will look rather silly to see half of the insurgent team running around with US or British helmets.


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Old 01-21-2009, 08:54 PM   #114
steve_06-07

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Default Re: [Features] Project Reality v0.85

Sweet, the new Eryx sight!


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Old 01-21-2009, 09:27 PM   #115
Tannhauser

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Default Re: [Features] Project Reality v0.85

Quote:
Originally Posted by Spec_Operator View Post
Did anyone say "pretty badass" yet? Or is that too old again?


...


Thanks to the Dev's, I'm sure this'll be awesome.

Pretty.. Pretty Badass..

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Old 01-21-2009, 09:31 PM   #116
Zrix
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Default Re: [Features] Project Reality v0.85

Generally looks very good, but this kinda bothered me;
"- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning."

The AA seems powerful enough as it is, especially when its concetrated, like on Muttrah or Barracuda. This will also kinda remove the dogfighting in air combat, wont it?


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Old 01-21-2009, 09:41 PM   #117
Skodz
Default Re: [Features] Project Reality v0.85

Quote:
Originally Posted by Zrix View Post
Generally looks very good, but this kinda bothered me;
"- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning."

The AA seems powerful enough as it is, especially when its concetrated, like on Muttrah or Barracuda. This will also kinda remove the dogfighting in air combat, wont it?
That change really sounds odd, we have no other choice to deal with it but its hard for most of us to understand it since AA are already very powerful and leave very little chance of survival to locked aircraft. Now aircraft are totally and fully screwed. On Barracuda for exemple, how are USMC supposed to clear ennemy AA position before Helicopters comes in ??? Impossible. No more USMC landing on Barracuda.

Beside that and some logistic changes, most 0.85 changes looks very cool.
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Old 01-21-2009, 09:51 PM   #118
mcsuperfly

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Default Re: [Features] Project Reality v0.85

Quote:
Originally Posted by [T]waylay00 View Post
Looks cool!

But I'm worried that the new kit thing will take away the realism of what the combatants look like. I know that many people pick up US kits when they play as insurgents. It will look rather silly to see half of the insurgent team running around with US or British helmets.
Aside from the realism I don't see much wrong with it. It's not like they designed it to be that way. Besides, it was the SOE in old school BF1942. I would be running around as a Brit with a stahlhelm and an MP40 and no one seemed to mind.
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Old 01-21-2009, 09:57 PM   #119
White Rock

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Default Re: [Features] Project Reality v0.85

Quote:
KITS: Gave insurgent rpg, sa7 and sniper kits stone weapon (fuzzhead)
Ha ha this i can approve.
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Old 01-21-2009, 10:00 PM   #120
shifty66
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Default Re: [Features] Project Reality v0.85

So awesome! Love every single change.

Also noted "each faction now has 4 distinct faces" Is particularly teh sex for some reason to me.

Cant wait till tomorrow.


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