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2Slick4U
2013-01-04, 22:05
http://media.realitymod.com/headers/project_reality_devcast2.png

Welcome to the second episode of Project Reality's Devcasts, a Podcast like series of videos showing off new features and assets you will find in Project Reality's modifications. Similar to the first one (http://www.youtube.com/watch?v=-mSxXXpapwQ), episode 2 contains video footage from the upcoming Project Reality: BF2 v1.0 release with commentary from the PR Development Team providing further insight into our development process.

Devcast #2 features some previously unannounced modifications to the spawn menu, explains some of our additional soldier kits and premiers the first video footage of the highly anticipated "back up sights" feature. Sit back and enjoy!

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We hope you enjoyed watching this Devcast! We are far from done so stay tuned for future updates and even more Devcasts covering the multiple changes in PR:BF2 v1.0. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information and more! See you on the battlefield!

http://media.realitymod.com/news/smicons/facebook.png (http://www.facebook.com/realitymod) http://media.realitymod.com/news/smicons/twitter.png (http://twitter.com/realitymod) http://media.realitymod.com/news/smicons/youtube.png (http://www.youtube.com/realitymod) http://media.realitymod.com/news/smicons/feed.png (https://www.realitymod.com/rss)



- The Project Reality Team

Cossack
2013-01-04, 22:07
First! :P

Anyway, nice cast ;)

Mineral
2013-01-04, 22:19
Nice work AD and bloody and all the others ;)

DavviZ
2013-01-04, 22:20
Awesome! No words!

NAPALM47
2013-01-04, 22:20
Very good cast indeed.

Tarranauha200
2013-01-04, 22:40
Changelog plz.

sweedensniiperr
2013-01-04, 22:42
YOU DID NOT JUST RELEASE IT MIDNIGHT I COULD HAVE GONE TO SLEEP AND MISSED IT

ah64d_apache_longbow
2013-01-04, 22:45
OMG OMG OMG YOU CHEEKY BASTERDS :D
THX! :D

Keep up the good work DEV's :D

NyteMyre
2013-01-04, 22:54
Okay, content wise...the video is great, lots of the features shown are loud and clear with good footage material.


Presentation wise, it's terrible. To many pauses, loss of words and uhms...... (followed by a long pause). Where in the first video, i felt it was way to much read off a script, this one feels to...unprepared.


just my 2 cents

SkinnyM
2013-01-04, 23:05
OMG !11!!!!ELEVEN!1!!1!!! :shocked:

=Romagnolo=
2013-01-04, 23:08
I liked the deviation I saw in the video + new ragdoll effect.

Sgt. Ostrander
2013-01-04, 23:10
Watches first thirty seconds.

*dies*

Conman51
2013-01-04, 23:17
Of course im going to wait to play 1.0 to give my full opinion but i feel like deviation is wayyy too low. But of course i havent tried it yet.


But whats the difference between the MMG and LMG, from what i could see they have about the same set up time and recoil and deviation, so why would you take the LMG when the MMG has a bigger bullet?

brezmans
2013-01-04, 23:19
Love it.

Heavy Death
2013-01-04, 23:20
Moment when youre hitting F5 all day long and this time, it changes.

And yes, the commentary is severely lacking in this devcast. Otherwise, i really like what i see. Thought out nicely and the deviation is killer.

SShadowFox
2013-01-04, 23:22
OMG, OMG, OMG, OMG, I can't believe, BUIS, this is awesome, I wan't a preview of it on the G36.

nAyo
2013-01-04, 23:24
Awesome!

Getting rid of binos still saddens me a lot though.

Rhino
2013-01-04, 23:27
But whats the difference between the MMG and LMG, from what i could see they have about the same set up time and recoil and deviation, so why would you take the LMG when the MMG has a bigger bullet?

the Automatic Rifleman (AR) kit has a Light Machine Gun (LMG) which generally fires a much smaller, 5.56mm round and is much better in CQB with having an "undeployed mode" and recoil more fitting for moving around while fighting, where the Machine Gunner (MG) kit has a General Purpose Machine Gun (GPMG) / Medium Machine Gun (MMG) which generally fires a much larger, 7.62mm round and is much better at long range engagements and packing a much heavier punch, but in CQB its very heavy and bulky which means it gets no undeployed mode, only a constant deployed mode so you can't move around and fire so well with it.

saXoni
2013-01-04, 23:32
I liked the blood. Will this be added in 1.0?

schakal811
2013-01-04, 23:38
these backup sights looking really nice but the reddot from IDF medic/rifleman is ugly in my opinion

CTRifle
2013-01-04, 23:44
awesome!!!

Onil
2013-01-04, 23:51
Great work!

Hope the blood effect is in 1.0 as well, it always looked silly to have the dust effect when hitting a body.

Frank Jeager
2013-01-04, 23:51
Nice Devcast.

I liked the blood too. Is it the new feature which has to bring back very old PR players? :mrgreen:

crot
2013-01-04, 23:54
BTW, I see the MEC has an American helmet, what's up with that? Is there going to be new kit geos on certain factions? Do Murkicans get multicam now, do russkis get reworked too?

yHZY9CtEjiQ

farna
2013-01-05, 00:00
Nice work devs! :razz:
These updates is why i still love this mod...
(Hoping for new ragdoll and blood effects to be present in 1.0)

Republic_Commando
2013-01-05, 00:02
BUIS!! Just like ARMA 2!

Cobb3r
2013-01-05, 00:02
Loving the look of the deviation at the moment!

Also I'm glad a spotter kit has been included, some of us do strive to make a functioning spotter/sniper team that stays in contact with the team.

Steeps
2013-01-05, 00:03
Awesome! Really eager for BUIS.

-=anders=-
2013-01-05, 00:05
Yes the blood (wich is my creation) and ragdolls Will be in 1.0. Its more satisfying killing somone and see the blood now. We have 4 different effects per bodypart.

Web_cole
2013-01-05, 00:14
That new spawn/kit selection UI is the absolute sex.

AnimalMother.
2013-01-05, 00:15
That was pure awesome. The new MEc kit geoms look great too and the Combat optic on the L85 ACOG is a beast. Kinda worried that it might become a little OP as you still seem to have a good view around it, but shall wait and see.

Loving the spawn menu revamp. Do all kits now have an alt? Like does the medic get a magnified optic and ironsight, e.g Brit medic gets L85 w/SUSAT and IS choice?

Won't lie wasn't really listening to the commentary was just watching the footage. Think I'll be re-watching this several times over to try and squeeze out every last detail of new stuff hidden away :)

Many
2013-01-05, 00:18
Awesome work, I don't know why some people complain about 1.0 when it has not even came out yet, it looks awesome.

Rudd
2013-01-05, 00:19
Awesome work, I don't know why some people complain about 1.0 when it has not even came out yet, it looks awesome.


'Tis the way of things

http://img.photobucket.com/albums/v316/JustaGuy778/Testing%20Pics/PRAlerts-1.jpg

Keep watching that video guys, lots to see :P

ShockUnitBlack
2013-01-05, 00:23
Looks good :) I think the blood is a good idea (I know it was previously removed). Weapons seem punchy.

Presentation wise, it's terrible. To many pauses, loss of words and uhms...... (followed by a long pause). Where in the first video, i felt it was way to much read off a script, this one feels to...unprepared.Have to agree with this. The swearing in the first devcast, for example, felt jarringly unprofessional and it's pretty clear this devcast was not scripted (the fact that you guys had to cheat to get the spotter kit didn't look good at all).

CrY3R
2013-01-05, 00:28
This. Is. Going. To. Be. Epic. :D
I'am really looking forward to the BUIS =D

Rudd
2013-01-05, 00:29
Have to agree with this. The swearing in the first devcast, for example, felt jarringly unprofessional and it's pretty clear this devcast was not scripted (the fact that you guys had to cheat to get the spotter kit didn't look good at all).

They weren't trying to win an oscar...they were trying to inform you about interesting changes about PR, sometimes you guys expect too much from a bunch of guys doing this stuff in their spare time...

professional game developers cheat to show stuff off in their alphas and betas, don't see why PR is different

AnimalMother.
2013-01-05, 00:30
Who's even listening anyway??? Except for the ingame sounds :p

Tarranauha200
2013-01-05, 00:34
Thread says forum alert level is at red(WTF PROJECT REALITY RELEASE). Im pretty sure the release date is in this month.

Rhino
2013-01-05, 00:41
Think that's due to the v0.981 release :p

Frank Jeager
2013-01-05, 00:44
C4 for the rifleman specialist?

http://img11.hostingpics.net/pics/337851specialist10.jpg

AnimalMother.
2013-01-05, 00:47
Again yay! Loved being a Combat Engineer back in Al Basrah 0756 blowing all the caches and buildings with snipers in them.

risegold8929
2013-01-05, 01:12
Sweet. Looking foward to it

Edit:With regards to making the machine gunner a more "defensive kit" perhaps it could have a longer deviation settle time as well?

[F|H]Zackyx
2013-01-05, 01:22
thx for the back up sights

Psyko
2013-01-05, 01:53
I liked the blood. Will this be added in 1.0?

i didnt see any blood

AncientMan
2013-01-05, 02:36
C4 for the rifleman specialist?

http://img11.hostingpics.net/pics/337851specialist10.jpg

Well someone spotted it :p. What else can you spot?

KaizerSosa81
2013-01-05, 03:09
Looks great, kudos to you guys as always. I was a bit thrown off when it came to the BUIS part of the showcase though.

I expected there would be a key assigned to it, instead of having to go into the Commo Rose. I would very much prefer a specific key assigned to it in the future, unless there is some sort of unseen consequence or balance reason preventing this.

ghostfool84
2013-01-05, 03:22
Really nie Devcast, iam really excited about 1.0. But i think no Binos and no Scope for Medic is quite boring on 4km Maps. Everyone can spot the see the enemy except medic...

victor_phx
2013-01-05, 03:22
Looks good :) I think the blood is a good idea (I know it was previously removed). Weapons seem punchy.

Have to agree with this. The swearing in the first devcast, for example, felt jarringly unprofessional and it's pretty clear this devcast was not scripted (the fact that you guys had to cheat to get the spotter kit didn't look good at all).

I, for one, was impressed with the intro art. Hopefully that'll be the new PR intro!

The speech could be worked on, but who cares, really?

By the way, what music is that on the background? Something new, perhaps?
ps: Music definitely sounds like Alkali

DoRn
2013-01-05, 04:10
Man, Im so good at joining sqauds. :-D

Also let ne say something as tester: Dont be so quick to judge, either its the new deviation, BUIS or the removal of the bios. How this really turns out gameplaywise, not even I can tell, although we are testing a lot. So please just trust the ppl that develop the mod that you all love, like I do and wait, be patient, try it out and then make up your mind.

PS: I LOVE the new intro + dogtags // guys, listen to the music!

K4on
2013-01-05, 04:33
Yeah, related to that, a big thanks to V-Nessa! Outstanding job!

Inspektura43
2013-01-05, 04:54
Can't wait for the next Devcast :D

Onil
2013-01-05, 06:05
I also noticed the C4 on the specialist but I'm mostly interested in what this might be:

http://i46.tinypic.com/2ecd5yp.jpg

The weird looking icon where the C4 appears on the other specialist. Its hard to figure out what it is only based on the icon but I would suppose that it is some sort of explosive... perhaps the old Slams ? or some other type of explosive with a timer?

Raccoon
2013-01-05, 06:30
i didnt see any blood


Watch in HD at around 4:57. The puff has been changed from white to red.

I've always wanted exactly this. It's not gratuitous gore (which is allegedly why for the longest time many devs were against adding blood), and it adds a lot of subtle realism to close quarters engagements, and a hell of a lot more when someone near you takes a bullet to the head.

Moszeusz6Pl
2013-01-05, 07:10
Awesome work. Things I have spotted are a lot less weapons per kit(6 for rifleman, spotter, 5 for AR), so can we suspect more airborne layers(no longer need to remove one weapon)? Aldo RPK as AR for Hamas.

hobbnob
2013-01-05, 08:03
I watched it all and thoughT

"Huh, that blood splatter's gotten a little smaller"

Then I realized it's only me that's had blood splatter in PR for the past few years and was like "wooooo finally!"

You're gonna love it guys it really helps the immersion :D

Can't say I like the idea of a full scope with a grappling hook, might turn into more of a lone scout than a sniper's spotter but hey ho we'll see :)

psychickactivity
2013-01-05, 08:28
Seriously i dont understand why you dont do a professionnal game , if i have money, i promess , i do investisment , you do so Nice work , and free for us , THanks anyway , hope 1.0 come soon.
One more thing , i dont Know How Many Time you pass on this game , but perhaps it s good idea to tell us THat.

THanks for all you do guys.

Gotrol
2013-01-05, 08:31
If you ever crowd-fund anything, count me in!

paul161616
2013-01-05, 08:41
man this is really shaping up to be the release of all releases! and to reply to the question about the specialist's new item, it looks like some sort of bag or backpack. maybe sl will need a specialist to place rallys, or the specialist needs to carry 7.62 for the gpmg?

Marvsarge1
2013-01-05, 08:46
Hello i am a newcomer in the forums, but i've been playing pr for 3 years. The mod is awesome and so is the work for the updates, but i have a question regarding the backup sight features. In my opinion there is a good balance in insurgency mode, as a player of the regular army you can choose a scoped weapon capable to be more efficient on the distance but be inevitably more "cluncky" on cqb. With the backup sight you are ok on the long and ok on the short range while the insurgents are not. I know that is the reality but do you think that will ruin the balance in the insurgency game? This is not a critic but a thought. Excuse me for my rusty english and thanks again for one the best mod,or game i will say, avaible.

Unhealed
2013-01-05, 08:58
I love you devs.

LightLiberator
2013-01-05, 09:05
Amazing work! The backup sights look great!

aimatsoul
2013-01-05, 09:12
I am really really happy to see this ,haha

hiberNative
2013-01-05, 09:14
really impressed with the alt kit selections and on the fly backup sights.

Souls Of Mischief
2013-01-05, 09:27
C4 for the rifleman specialist?

http://img11.hostingpics.net/pics/337851specialist10.jpg

YAY, even more dull Insurgency rounds when destroying a cache is one click away! AWESOME!!!!!!

AfterDune
2013-01-05, 09:27
Looks great, kudos to you guys as always. I was a bit thrown off when it came to the BUIS part of the showcase though.

I expected there would be a key assigned to it, instead of having to go into the Commo Rose. I would very much prefer a specific key assigned to it in the future, unless there is some sort of unseen consequence or balance reason preventing this.
There are no buttons left, this is not ArmA ;). So commo rose it is. And it's quite fast and easy to use.

Gore
2013-01-05, 09:33
C4 for the rifleman specialist?

http://img11.hostingpics.net/pics/337851specialist10.jpg

YAY, even more dull Insurgency rounds when destroying a cache is one click away! AWESOME!!!!!!

It's a placeholder icon. "OMG YOU'VE RUINED THE MOD EVEN THOUGH I HAVEN'T PLAYED IT YET11!!1ONE"

Souls Of Mischief
2013-01-05, 09:35
Gore;1850861']It's a placeholder icon. "OMG YOU'VE RUINED THE MOD EVEN THOUGH I HAVEN'T PLAYED IT YET11!!1ONE"

Insurgency has been ruined for the past year already.

Nice work on v1.0, though. I'll play the crap out of it.

Gore
2013-01-05, 09:38
Still a placeholder icon, "brah".

Prevtzer
2013-01-05, 09:58
Insurgency has been ruined for the past year already.

Nice work on v1.0, though. I'll play the crap out of it.

Well maybe they're saying C4 won't be available on INS, I'm sure they're making some changes to make it more fun and balanced.

We'll see how the spotter will perform, if it were up to me I would give him a shitty smg instead of a nice assault rifle, couple of epipens and a healing bag to support that poor siniper and 0 patches. That way he really couldn't do anything on his own, but a lot with a sniper.

Nice work anyway!

ALFABETAS
2013-01-05, 10:00
Nice work on spawn menu!

Stemplus
2013-01-05, 10:03
I love you

Kitke
2013-01-05, 10:04
Great video! Can't wait to get the 1.0 version in my hands! Keep it up Devs!

victor_phx
2013-01-05, 10:34
K4on;1850812']Yeah, related to that, a big thanks to V-Nessa! Outstanding job!

Related to the intro, you mean?

Tarranauha200
2013-01-05, 11:17
I saw new shovel icon, do we get new shovels?

"LOL, I think devs should add sniperz with thermal scopes."

HunterMed
2013-01-05, 11:27
I also noticed the C4 on the specialist but I'm mostly interested in what this might be:

http://i46.tinypic.com/2ecd5yp.jpg

The weird looking icon where the C4 appears on the other specialist. Its hard to figure out what it is only based on the icon but I would suppose that it is some sort of explosive... perhaps the old Slams ? or some other type of explosive with a timer?

It's a handbag!!!11! rifleman specialist is very special now. Maybe it is for his insulin or asthma inhaler or so
;)


will the spotter kit also be limited like the sniper?

Sgt.Ayllon
2013-01-05, 11:43
http://i.imgur.com/14uF1.jpg

new version in burning sand map :D :D nice.

And I saw a shovel for the medic...

http://i.imgur.com/syCOI.jpg

but.. the IDF rifleman hasnt got scope:-|:cry:

Easy_driver1980
2013-01-05, 11:48
Looks great guys.
Keep it up

baltimore
2013-01-05, 11:56
Nice work DEVS keep it up :D

Heavy Death
2013-01-05, 11:56
Whats the icon on the grenadier?

Prevtzer
2013-01-05, 12:07
Oh, I get it now. You're trying to balance maps where one fraction doesn't get scopes by default by removing the scopes from the other fraction as well. The only kit I saw with a scope was std officer.

Look at the rifleman and ar kits (0.98 on the left, 1.0 on the right).

baltimore
2013-01-05, 12:08
also now seen the blood effect and thinkng at if the tester shotted in the person a round how does he dont maked more blood especcialy at the head. Somebody noticed that?

Frank Jeager
2013-01-05, 12:09
Whats the icon on the grenadier?

I bet this is the grenade launcher.

How many "spotter" and "machine gunner" kits will be available per team?
Do the "grenadier" and "rifleman anti-tank" kits have squad limitation or team limitation in 1.0?
I spotted the "scout" kit of the Hamas faction has binocular. Does it mean there is no "spotter" kit for this faction?

Kothra
2013-01-05, 12:12
Oh, I get it now. You're trying to balance maps where one fraction doesn't get scopes by default by removing the scopes from the other fraction as well. The only kit I saw with a scope was std officer.

Look at the rifleman and ar kits (0.98 on the left, 1.0 on the right).

No, I think this was more just an IDF thing. There was a thread where they were discussing scopes/weapons/etc for the IDF and I'm pretty sure this is more along the lines of what was agreed upon.

Winstonkalkaros
2013-01-05, 13:01
Gotta love those BUIS things, and the 240 <3

UKrealplayER666
2013-01-05, 13:03
How many shots did it really take to hit that guy with the sniper? XD

=Romagnolo=
2013-01-05, 13:06
Also new MEC kit model

http://i.imgur.com/Y9mVK.jpg

I like this helmet better.

titsmcgee852
2013-01-05, 13:32
I watched it all and thoughT

"Huh, that blood splatter's gotten a little smaller"

Then I realized it's only me that's had blood splatter in PR for the past few years and was like "wooooo finally!"

You're gonna love it guys it really helps the immersion :D

How'd you already have it?

Spook
2013-01-05, 13:46
I remember there was small modification for blood effects for BF2 Vanilla that worked on PR aswell. You could use it and the effects would change client-side. But I am not sure what PB said about it. Seems that it ignored this mod, since hobbnob was using it all the time.

=Romagnolo=
2013-01-05, 14:02
I remember there was small modification for blood effects for BF2 Vanilla that worked on PR aswell. You could use it and the effects would change client-side. But I am not sure what PB said about it. Seems that it ignored this mod, since hobbnob was using it all the time.

I remember that one too, it was amazing :O

CopyCat
2013-01-05, 14:37
You've outdone yourself DEVs - After all this years things just keeps rolling in and surprising people :p Keep up and we're almost there!

/CC

Phoenixo_Idaho
2013-01-05, 14:51
Great job Devs !

The backup sights system is awesome. i've noticed we'll have just right click after pressed T to dropp kits. Finally ! :wink:

AnimalMother.
2013-01-05, 14:54
i've noticed we'll have just right click after pressed T to dropp kits. Finally ! :wink:


That's been a feature since 0957. Or have I misread your post :/

Stemplus
2013-01-05, 15:26
Great job Devs !

The backup sights system is awesome. i've noticed we'll have just right click after pressed T to dropp kits. Finally ! :wink:

drop kit was always under T, there was no alternative Q

hobbnob
2013-01-05, 15:31
I remember there was small modification for blood effects for BF2 Vanilla that worked on PR aswell. You could use it and the effects would change client-side. But I am not sure what PB said about it. Seems that it ignored this mod, since hobbnob was using it all the time.

Huh didn't know about that hahaha I just made my own XD

ChallengerCC
2013-01-05, 15:37
Cool stuff and good work so far guys!

A question: Where is the difference between GPMG and LMG

Is the GPMG only in a deployable mode and the LMG in a deployable/ non-deployable mode? I think the damage and deviation/spread/centration will be different or?

AfterDune
2013-01-05, 15:42
Pretty much, yes.

Rhino;1850697']the Automatic Rifleman (AR) kit has a Light Machine Gun (LMG) which generally fires a much smaller, 5.56mm round and is much better in CQB with having an "undeployed mode" and recoil more fitting for moving around while fighting, where the Machine Gunner (MG) kit has a General Purpose Machine Gun (GPMG) / Medium Machine Gun (MMG) which generally fires a much larger, 7.62mm round and is much better at long range engagements and packing a much heavier punch, but in CQB its very heavy and bulky which means it gets no undeployed mode, only a constant deployed mode so you can't move around and fire so well with it.

Mikemonster
2013-01-05, 16:01
Ah.. Spotter kit.

I hope this will ensure snipers aren't invincible (personal medic is currently obligatory for sniper types), however something tells me we may just see 3 man locked sniper squads instead (medic, spotter, sniper).

No problem though as there's 100p servers coming as I understand it..?

K4on
2013-01-05, 16:01
Hello i am a newcomer in the forums, but i've been playing pr for 3 years. The mod is awesome and so is the work for the updates, but i have a question regarding the backup sight features. In my opinion there is a good balance in insurgency mode, as a player of the regular army you can choose a scoped weapon capable to be more efficient on the distance but be inevitably more "cluncky" on cqb. With the backup sight you are ok on the long and ok on the short range while the insurgents are not. I know that is the reality but do you think that will ruin the balance in the insurgency game? This is not a critic but a thought. Excuse me for my rusty english and thanks again for one the best mod,or game i will say, avaible.

First, thanks for right donating to the mod after you've just registered here :)

Your point about the backup sight - gameplay balance is pretty much valid , nevertheless we are already aware of it. :wink: So don't worry about that too much.

Tonarion
2013-01-05, 16:10
Hm, I wonder what the GPMG/LMG for each of the factions might be...

US/USMC
-GPMG M240B
-LMG M249

Russia
-GPMG PKM
-LMG RPK??

Britain
-GPMG FN MAG
-LMG Minimi

Germany
-GPMG MG3
-LMG MG36

Milita
-GPMG PKM/M60
-LMG RPK (technically its also high caliber though)

MEC
-GPMG MG3
-LMG ???

China
-GPMG Type 80??? (Chinese PKM version)
-LMG Type 88

IDF
-GPMC PKM??? (afaik they use it, too?)
-LMG Negev

Hamas
-GPMC PKM (too many PKMs I guess..)
-LMG RPK

Taliban/Insurgents
-GPMC PKM
-LMG RPK

French
-GPMG FN MAG?
-LMG Minimi

Are these mostly correct?

Rhino
2013-01-05, 16:17
Mostly, Chinese one is incorrect thou and dunno what IDF etc uses :p

Walmarx
2013-01-05, 16:19
I have long dreamt of the day I would be able to spawn with an RPK. I can scarcely fathom its godlike dominion over the pathetic lives of mere mortals after 1.0 deviation.

On topic- I find it quite silly to criticize the production value of a devcast. They are, as far as I understand, meant to simply be a casual, personal means of presenting progress/features. This is further compounded by the fact that these are unpaid team members.

I sincerely appreciate you guys' work thus far, I have no doubt this release will usher in a new golden-age of awesomeness for the community. I plan to donate as soon as I am no longer a petty, swarthy peasant. Haters gonna hate, etc. etc.

AnimalMother.
2013-01-05, 16:20
German LMG is the MG4 that's currently in game

And the IDF also use the FN MAG from the first devcast :)

Russia will have a RPK-74M I think, swear I read that somewhere.

saXoni
2013-01-05, 18:02
And I saw a shovel for the medic...
Which means resuscitating will be replaced with something new, unless they've fixed bodies getting stuck.

BloodyDeed
2013-01-05, 18:10
Or maybe he just spotted a bug no one of the testers had realized yet... :D

Pvtpile
2013-01-05, 18:12
Man cant wait for the new mg's.

ShockUnitBlack
2013-01-05, 18:42
The Chinese would logically have the QJY-88 as their GPMG and the QBB-95 as their LMG...

Mully
2013-01-05, 19:57
IDF also has the FN MAG.

I'm pretty sure the Rifleman Specialist has breaching charges. It won't blow up caches, but it will blow up breachable doors and the garage doors from Vadso and Barracuda.

Davos
2013-01-05, 20:16
My opinions when the dev`s will release 1.0:

#1 Devcast: 11.2012
#2 Devcast: 01.2013
#3 Devcast: 03.2013
RELEASE 05.2013 or 07.2013 if there is an #4
(2 months between every release)

I hope that I?m not right and they will release it sooner. :-|

But anyway, great work dev`s, you brought me away from every game I played before. :-D

Kothra
2013-01-05, 20:30
I'm pretty sure the devs have stated that they want to make devcasts much more often then we've been having them.

saXoni
2013-01-05, 20:40
BloodyDeed;1851096']Or maybe he just spotted a bug no one of the testers had realized yet... :D

NEIN!!!

Almost forgot: Possible new music for PR 1.0?

Fractal
2013-01-05, 22:15
Big thanks for iron sights on scoped rifles.

Jafar Ironclad
2013-01-05, 22:30
NEIN!!!

Almost forgot: Possible new music for PR 1.0?

Since Alkali doesn't post often:

; - )

Tillee
2013-01-05, 22:42
Just awesome work at 1.0 , dudes!
Can't wait to play it!
With 1.1,please expand the german Army! ;) :P

------------------------------------
Yay,I finally registred!

DavviZ
2013-01-05, 23:09
PKP with rail and scope for russia? Heard bout it from somewhere

K4on
2013-01-05, 23:30
Alkali has some nice surprises already :)

Spook
2013-01-06, 00:04
Whats the advantage with the spotter kit? Except of the rope, i kind of expected more of it.

I would still prefer Squadleader Kit + Sniper Kit in a recon team.

How much patches does the Spotter have? Officer got 3. He has Pistol, Nades and GTLD, so why take the Spotter kit?

Most Sniper positions are obtainable without ropes.

i am not hating, i frikking jizzed through 6 layers of pants when I saw the new Devcast, but I am just curious!

ubermensche
2013-01-06, 01:05
Is it possible to upload the video on moddb? I'm in China right now and Youtube, Dailymotion, Vimeo, etc. are all blocked by the government. :(

DeltaCommando
2013-01-06, 01:11
Will the IDF use FN MAG or Negev NG7 ( Modern Firearms - Negev NG7 machine gun (Israel) (http://world.guns.ru/machine/isr/negev_ng7-e.html) )?

saXoni
2013-01-06, 01:17
Is it possible to upload the video on moddb? I'm in China right now and Youtube, Dailymotion, Vimeo, etc. are all blocked by the government. :(

That's why you don't go to China.

Tarranauha200
2013-01-06, 01:50
Is it possible to upload the video on moddb? I'm in China right now and Youtube, Dailymotion, Vimeo, etc. are all blocked by the government. :(

Proxy?
?

victor_phx
2013-01-06, 01:52
Jafar Ironclad;1851199']Since Alkali doesn't post often:

; - )

Oh, yeah!

I called it in page 5. Go Alkali!

40mmrain
2013-01-06, 04:01
Whats the advantage with the spotter kit? Except of the rope, i kind of expected more of it.

I would still prefer Squadleader Kit + Sniper Kit in a recon team.

How much patches does the Spotter have? Officer got 3. He has Pistol, Nades and GTLD, so why take the Spotter kit?

Most Sniper positions are obtainable without ropes.

i am not hating, i frikking jizzed through 6 layers of pants when I saw the new Devcast, but I am just curious!

Why the officer, his radio and GTLD are totally redundant with the sniper. A pistol is useless. If you want patches the medic is a far more useful supplementary kit. I'll probably still be using a medic as a second man in a sniper team, unless the sniper is stripped of its radio, and GTLD, for them to be given to the spotter.

Is the radio even in 1.0

ShockUnitBlack
2013-01-06, 04:39
... Specialist is the best compliment to a sniper IMO.

ubermensche
2013-01-06, 05:36
Proxy?
?

Don't know any and most of them are blocked anyways. And I can't use stuff like Tor because I'm using an iPad.

Jafar Ironclad
2013-01-06, 10:34
@ShockUnitBlack; yes, but you need a 4+ size squad in order to conventionally include a specialist in a 2-man sniper team, and Spotter is basically Specialist without a shotgun or explosives, and with some extra gadgets to support the sniper/marksman.

gipakok
2013-01-06, 11:13
Hm, I wonder what the GPMG/LMG for each of the factions might be...

US/USMC
-GPMG M240B
-LMG M249

Russia
-GPMG PKM
-LMG RPK??

Britain
-GPMG FN MAG
-LMG Minimi

Germany
-GPMG MG3
-LMG MG36

Milita
-GPMG PKM/M60
-LMG RPK (technically its also high caliber though)

MEC
-GPMG MG3
-LMG ???

China
-GPMG Type 80??? (Chinese PKM version)
-LMG Type 88

IDF
-GPMC PKM??? (afaik they use it, too?)
-LMG Negev

Hamas
-GPMC PKM (too many PKMs I guess..)
-LMG RPK

Taliban/Insurgents
-GPMC PKM
-LMG RPK

French
-GPMG FN MAG?
-LMG Minimi

Are these mostly correct?

The IDF in PR are using the FN MAG as a GPMG. Although I don't think it's still used now in reality. You can see them using it in the first devcast.

Jolly
2013-01-06, 11:37
Damn! I am late!

Huge change isnt it!:)

Jolly
2013-01-06, 11:42
Is it possible to upload the video on moddb? I'm in China right now and Youtube, Dailymotion, Vimeo, etc. are all blocked by the government. :(

Poor man, but someone in Taiwan just downloaded it from youtube and uploaded on Youku!
Link is:????? 1.0 ?????Y???l {??????} - Project Reality: BF2 - ??????-??????????? - Powered by Discuz! (http://www.realitymod.org/thread-16145-1-1.html)

ubermensche
2013-01-06, 12:03
Poor man, but someone in Taiwan just downloaded it from youtube and uploaded on Youku!
Link is:????? 1.0 ?????Y???l {??????} - Project Reality: BF2 - ??????-??????????? - Powered by Discuz! (http://www.realitymod.org/thread-16145-1-1.html)

And my iPad can't view Youku videos. I guess I'll still have to wait another 10 days or so. FFFFUUUUUUUUUUUUUUU!!!!!

saXoni
2013-01-06, 13:40
I can't use stuff like Tor because I'm using an iPad.

That's why you don't purchase an iPad.

Frank Jeager
2013-01-06, 16:35
Could the scope or B.U.I.S. modes be enabled with any selected item in the kit?
Is there something planned to remember the selected mode? (something like the fire mode near the number of remaining magazines)

Tunechi
2013-01-06, 19:07
Could the scope or B.U.I.S. modes be enabled with any selected item in the kit?
Is there something planned to remember the selected mode? (something like the fire mode near the number of remaining magazines)


Exactly what I was about to ask.

+ What's the difference between Machine Gunner & Automatic Rifleman kit ?

Tillee
2013-01-06, 19:25
Exactly what I was about to ask.

+ What's the difference between Machine Gunner & Automatic Rifleman kit ?

Originally Posted by [R-DEV]Rhino:
the Automatic Rifleman (AR) kit has a Light Machine Gun (LMG) which generally fires a much smaller, 5.56mm round and is much better in CQB with having an "undeployed mode" and recoil more fitting for moving around while fighting, where the Machine Gunner (MG) kit has a General Purpose Machine Gun (GPMG) / Medium Machine Gun (MMG) which generally fires a much larger, 7.62mm round and is much better at long range engagements and packing a much heavier punch, but in CQB its very heavy and bulky which means it gets no undeployed mode, only a constant deployed mode so you can't move around and fire so well with it.

Kothra
2013-01-06, 21:38
Not to mention afaik Machinegunner kit is limited in the same manner as the Anti-Tank, Anti-Air, Combat Engineer, and Sniper kits.

Heavy Death
2013-01-06, 22:49
... Specialist is the best compliment to a sniper IMO.

Since it wont have binocs and the spotter will have them and the rope, spotter would be the obvious choice, as the game suggests. You are free to use anything ofcourse.

spawncaptain
2013-01-07, 07:01
I really wonder what the MEC MMG kits will be. It would need to be the same NATO caliber. FN MAG? Don't think those are common in the middle east though.

Souls Of Mischief
2013-01-07, 09:09
I really wonder what the MEC MMG kits will be. It would need to be the same NATO caliber. FN MAG? Don't think those are common in the middle east though.

What about the MG3 that they already use...?

KneeHiGh
2013-01-07, 09:53
Jafar Ironclad;1851364']Spotter is basically Specialist without a shotgun or explosives, and with some extra gadgets to support the sniper/marksman.

The only 'extra gadget' from what you can see in the Devcast that the spotter has over an officer is the grappling hook. Assuming the spotter needs binos of some sort that counts out a medic so a SL would be the next best option since you are getting a grenades, pistol, radio and laser designator at the cost of a grappling hook. Also there is no mention of patches I would hope the Spotter would at least have 3+ otherwise why not take SL kit instead of a spotter kit?

If the radio is removed from the sniper and given to the spotter (which would make sense in RL and also in gameplay as the spotter can then spot targets on the minimap for the team too) then this would make the kit more appealing and I think would make it comparable to the SL kit. However as it stands now I would probably take the SL kit over the spotter kit.

Is at also safe to assume the Sniper now has no laser designator?

spawncaptain
2013-01-07, 09:56
What about the MG3 that they already use...? But that would be boring ;-)

Adriaan
2013-01-07, 10:02
The only 'extra gadget' from what you can see in the Devcast that the spotter has over an officer is the grappling hook. Assuming the spotter needs binos of some sort that counts out a medic so a SL would be the next best option since you are getting a grenades, pistol, radio and laser designator at the cost of a grappling hook. Also there is no mention of patches I would hope the Spotter would at least have 3+ otherwise why not take SL kit instead of a spotter kit?

Having the SL kit function as a spotter was considered and with the exception of the hook it can fulfill that role pretty much just as well. The reason the spotter was still included instead of just leaving it to SL was because of the 9 squads per team limit. With 100p especially this may not leave much room for dedicated 2 or 3 man sniper/recon squads. Adding the spotter enables a squad to have a sniper team embedded within and to function on their own, under command of the SL, while still having a regular infantry element too.

KneeHiGh
2013-01-07, 10:25
Adriaan;1851730'] The reason the spotter was still included instead of just leaving it to SL was because of the 9 squads per team limit. With 100p especially this may not leave much room for dedicated 2 or 3 man sniper/recon squads. Adding the spotter enables a squad to have a sniper team embedded within and to function on their own, under command of the SL, while still having a regular infantry element too.

Ok this makes sense assuming a 100p server and only having a limited amount of squads available. I guess the other point I was making was that if the kit loadout that the sniper has at the moment is the same in 1.0 there is still a incentive to 'lone wolf' the sniper kit due to the laser designator and to a lesser extent the radio. If you take these 2 things away from the sniper and give them to the spotter then you really HAVE to pair up with a spotter/SL to be of an use to your team. I think this would make pairing up with a spotter more mandatory IMO.

Also did you have an answer on how many patches the spotter gets?

BadMad
2013-01-07, 10:32
In my opinion, implementing the Grenadier ,and LAT kit in a spawn menu will cause some serious flaws in a gameplay.And everybody will see it after release date.
I like the present model of spawn kits and the way how they could be requested/taken.-It makes you to think how should you equip your squad on a current mission, to expect some situations could happen, etc.
With a new system, SL or squad as a whole, shouldn't think anymore about meeting almost any kind of armor/light vehicles or huge amount of infantry troops.-Now, even if you take some casualties, you fall back in safe zone within 100m away from the enemy, and voila - you have LAT/Grenadier spawning on you rally-point!
No more "request/find the crate", no more "fall back to friendly armor/AT troops", no more "request CAS on coordinates" etc.
In that way, I think, it's gonna be a flashback to vanilla BF2 gameplay times(with grenade/rocket spam more than it could be IRL), but unlike BF2(where kits are unlimited) such kits will be wasted at times more often, then with a previous spawn menu system.

I'd better replace Grenadier/LAT with something "lighter" as AP-rifleman/Marksman, or even remove those slots at all(as we know, its 100% possible according to vanilla BF2), instead of doing what's done.


P.S.Backup iron sights are really nice.-That's what we were dreaming of, since all these years. ;)

spawncaptain
2013-01-07, 10:40
In that way, I think, it's gonna be a flashback to vanilla BF2 gameplay times(with grenade/rocket spam more than it could be IRL), but unlike BF2(where kits are unlimited) such kits will be wasted at times more often, then with a previous spawn menu system.

IRL an infantry squad packs much more firepower than a current PR squad. You have about nine people with two LMGs, at least one grenadier and lots of AT rounds. In PR, with the shown system, you'd still only have one M136 with about one reload if there is a rifleman. I don't see how this can be considered spam. Armour should have to fear infantry in close quarters after all. The update will make weapons more common that every regular infantry squad IRL has.

Myru
2013-01-07, 12:01
Speculations about how a very small amout of changes, such as (re)adding Rifleman AT and grenadier kit to the spawn menu, affect gameplay in general are pointless if you haven't played the release version for at least 2 weeks. Taking a look at the encrypted beta changelog, we can see that there are so many changes applied to kits, assets and gameplay mechanics, that it is simply not possible to assume how a specific alteration will have an impact on certain situations ingame, when we don't know how if and how other parameters have changed. In the case of the rifleman AT kit that would be availability of this kit and other AT kits/assets, weapon damage, vehicle health, types of armor, etc, for example.

BadMad
2013-01-07, 14:07
IRL an infantry squad packs much more firepower than a current PR squad. You have about nine people with two LMGs, at least one grenadier and lots of AT rounds. In PR, with the shown system, you'd still only have one M136 with about one reload if there is a rifleman. I don't see how this can be considered spam. Armour should have to fear infantry in close quarters after all. The update will make weapons more common that every regular infantry squad IRL has.
There are some problems with your math.
IRL any operation takes about from 50 to few hundreds(or even thousands) of involved personnel, and (in time scale) it could take from few days to few month, or even more, to complete all the tasks.
Here(in PR) you have just 32 players on a side max, 4 hours of time, and the map in comparison with RL as a whole campaign, but not the single mission.
One of your squad's walk-through on a mission(one life) is closely equal to one IRL mission, but not the whole operation/campaign.
So here is the difference between your estimation, and mine.You said about grenadier, AT, and LMGs for about 9 soldiers, and that is said about one squad between hundreds of others, and in that way(IRL) its ok, but in PR, where you have just 32 players, and 9 squads max, 4 ATs, 4 grenadiers in a same time, would be too much in comparison to RL.And in past(and still present), that problem was solved by adding logistic element to the gameplay - you can't just take AT or grenadier just from nowhere, you have to take resupplies from logistic groups, and only then you could bring that ultimate kit on the battlefield.With a new system, that won't be a problem anymore, and I'm sure it will cause some bad results to the gameplay.

Heavy Death
2013-01-07, 15:18
You keep on speculating.
I speculate that the removal of binocs, coupled with better deviation will change the firefights aswell. More suppression, long range fights. Your AT4 is pretty much useless over long range and it is an one shot deal. Grenade launcher attachment does more damage on infantry, and its even more widespread. What do you know, youll have to play, not say "im sure this will and im sure that will". Youre not sure, that is pure imagination.

Zemciugas
2013-01-07, 16:54
fastropes plz http://i0.kym-cdn.com/profiles/icons/tiny/000/079/547/trollface453.jpg

K4on
2013-01-07, 20:21
Project Reality - Youtube (http://www.youtube.com/watch?v=HZZnG3_oDrs&feature=youtu.be&t=1m10s)
http://i0.kym-cdn.com/profiles/icons/tiny/000/079/547/trollface453.jpg

WhiteRhino
2013-01-07, 20:32
Awesome video K4on, I didnt know that one.

Dylan.swe
2013-01-07, 21:13
Funny how devs actually shows a video of what it looks like shooting a gun in 1.0!

Never saw a video of that earlier, perhaps they are ASHAMED over bullets hitting 3meters off target when shooting the wall 1meter infront of you!

LOL

QualityHD
2013-01-07, 23:08
1.0 should include nuclear bombs.

Zulnex
2013-01-08, 02:16
Awesome Devcast as always! Many thanks. :cool:

KaizerSosa81
2013-01-08, 06:04
AfterDune;1850859']There are no buttons left, this is not ArmA ;). So commo rose it is. And it's quite fast and easy to use.

Meh, not complaining - the commo rose is quick to use, yes. It's just that I'm a simple man. ;-)

Souls Of Mischief
2013-01-08, 15:49
Funny how devs actually shows a video of what it looks like shooting a gun in 1.0!

Never saw a video of that earlier, perhaps they are ASHAMED over bullets hitting 3meters off target when shooting the wall 1meter infront of you!

LOL

Funny how I've never had that problem.

Also, learn2aim.

FullSpectrum
2013-01-08, 16:18
I wonder if we might see the HK21E make a return for the MEC as their AR kit. Although I'd think at this time the model and animations might be outdated by current PR standards.

Not to mention with it being in the same calibre as other MMGs would it lean into that category of weapons than a conventional faction's AR? Guess a HK23E might be a better fit for a MEC AR/LMG class.

Adriaan
2013-01-08, 16:21
I wonder if we might see the HK21E make a return for the MEC as their AR kit. Although I'd think at this time the model and animations might be outdated by current PR standards.

Not to mention with it being in the same calibre as other MMGs would it lean into that category of weapons than a conventional faction's AR? Guess a HK23E might be a better fit for a MEC AR/LMG class.

The problem with the HK23 though is that its 5.56x45mm rounds aren't useful for any other MEC weapons. Fielding it would thus not make much sense logistically, as 5.56 rounds would need to be supplied, just for the 23.

Heavy Death
2013-01-08, 18:13
The russian LMG, whatever it will be, could be an option then... or an RPD, but thats a bit too oldschool. :P

farna
2013-01-08, 19:10
No incendiary grenades for any kit?
Maybe thats why the specialist have a new icon?

https://www.realitymod.com/forum/attachments/f380-project-reality-news/7354d1357391215-project-reality-devcast-2-screen008.jpg
(Borrowing your picture Prevtzer)

And removed pistol for SL? (Not used much anyway...:wink:)

Pvt.LHeureux
2013-01-08, 19:36
Nice! That would be pretty awesome, no more thermos used as AT grenades, hate that.

spawncaptain
2013-01-08, 19:43
The russian LMG, whatever it will be, could be an option then... or an RPD, but thats a bit too oldschool. :P
How would a weapon with a completely different caliber be better than a weapon with a completely different caliber?

Heavy Death
2013-01-08, 20:35
Then again, HK23 would be an option. I mean, blufor gets the 7.62 M240, despite them having 5.56 on all the other weapons. Or germans getting the G3, despite the rest being G36...

A bit of a twist wouldnt be too bad. :D

Kothra
2013-01-08, 21:51
No, HK21 (or possibly HK11) would still make the most sense as the MEC's light machinegun. The bullet caliber isn't really the determining factor here. Take a look at the Taliban, for instance, with the RPK as there--and no the fact that they're an irregular force doesn't argue this case.

victor_phx
2013-01-08, 22:16
No incendiary grenades for any kit?
Maybe thats why the specialist have a new icon?

https://www.realitymod.com/forum/attachments/f380-project-reality-news/7354d1357391215-project-reality-devcast-2-screen008.jpg
(Borrowing your picture Prevtzer)

And removed pistol for SL? (Not used much anyway...:wink:)

It makes sense to remove incendiaries, honestly. Taking out an AA emplacement, for instance, has never been so easy - and unrealistic, I believe.

Can't say the same about the pistol, though. Not that it makes a huge difference, anyway.

SpectrePR
2013-01-08, 22:59
Do real soldiers normally not carry a sidearm?

hobbnob
2013-01-08, 23:00
Do real soldiers normally not carry a sidearm?

Correct, it is highly uncommon for regular infantry to be issued sidearms.

{ZW}C-LOKE
2013-01-08, 23:20
Correct, it is highly uncommon for regular infantry to be issued sidearms.

Yeah, it's the Officer's and NCO's that more commonly get issued sidearms, innit?

40mmrain
2013-01-08, 23:41
In my opinion, implementing the Grenadier ,and LAT kit in a spawn menu will cause some serious flaws in a gameplay.And everybody will see it after release date.
I like the present model of spawn kits and the way how they could be requested/taken.-It makes you to think how should you equip your squad on a current mission, to expect some situations could happen, etc.
With a new system, SL or squad as a whole, shouldn't think anymore about meeting almost any kind of armor/light vehicles or huge amount of infantry troops.-Now, even if you take some casualties, you fall back in safe zone within 100m away from the enemy, and voila - you have LAT/Grenadier spawning on you rally-point!
No more "request/find the crate", no more "fall back to friendly armor/AT troops", no more "request CAS on coordinates" etc.
In that way, I think, it's gonna be a flashback to vanilla BF2 gameplay times(with grenade/rocket spam more than it could be IRL), but unlike BF2(where kits are unlimited) such kits will be wasted at times more often, then with a previous spawn menu system.



LAT may be up for contention. However, grenadiers are so common in modern army units. Watch any combat footage, or documentaries on afghanistan, iraq, or whatever. Every other dude has an M203 or equivalent. The kit itself really isnt THAT useful anyways

ShockUnitBlack
2013-01-09, 07:35
The russian LMG, whatever it will be, could be an option then... or an RPD, but thats a bit too oldschool. :PPretty sure Russia's getting the RPK-74M.

No, HK21 (or possibly HK11) would still make the most sense as the MEC's light machinegun. The bullet caliber isn't really the determining factor here. Take a look at the Taliban, for instance, with the RPK as there--and no the fact that they're an irregular force doesn't argue this case.To get picky, the RPK fires an intermediate round as opposed to a full-powered rifle round, so yeah. I'm in support of either the HK23 or HK13 for the MEC although my guess is they will get the RPK-74M or RPK-74 in v1.0.

DavviZ
2013-01-09, 10:33
A saw or a squad automatic weapon is supposed to have the same caliber as the standard issue rifle so the soilders can trade and use eachothers ammunition. So the MEC should have a AR with the 7.62x51mm and the MG3 fits perfect.

To use the MG3 as the AR is good as it is but the MEC will need a GPMG for its MG class. I think they need a slower firing 7.62 with a bigger box size. The MG3 currently have 75rnd box and has a very high rate of fire. It runs out of ammo rather quick but it's still enough on a squad level. The MG class however needs to be able to keep the fire up and have sustained fire for a much longer time. A machine gun with a lower fire rate and a bigger box of ammo is a good candidate! It would be cool if we had another HK made gun for MEC but the HK21 just have 50rnd drum boxes and a rather high rate of fire? And acording to this list HK dosen't have any other MG suitible: List of Heckler & Koch products - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/List_of_Heckler_%26_Koch_products)

Maybe PKP?

Mellanbror
2013-01-09, 15:57
Played PR from the beginning. Still get amazed over the new stuff =)
GJ gentlemen!

SpectrePR
2013-01-09, 16:30
A saw or a squad automatic weapon is supposed to have the same caliber as the standard issue rifle so the soilders can trade and use eachothers ammunition. So the MEC should have a AR with the 7.62x51mm and the MG3 fits perfect.

To use the MG3 as the AR is good as it is but the MEC will need a GPMG for its MG class. I think they need a slower firing 7.62 with a bigger box size. The MG3 currently have 75rnd box and has a very high rate of fire. It runs out of ammo rather quick but it's still enough on a squad level. The MG class however needs to be able to keep the fire up and have sustained fire for a much longer time. A machine gun with a lower fire rate and a bigger box of ammo is a good candidate! It would be cool if we had another HK made gun for MEC but the HK21 just have 50rnd drum boxes and a rather high rate of fire? And acording to this list HK dosen't have any other MG suitible: List of Heckler & Koch products - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/List_of_Heckler_%26_Koch_products)

Maybe PKP?

I'm think they're either going to bump the MG3 up as the HMG, and use a lighter H&K for the LMG, or they're going to add something like the PKP as an HMG, like you said. Whatever the case, I can't wait for 1.0.

Kothra
2013-01-09, 16:35
Pretty sure Russia's getting the RPK-74M.

To get picky, the RPK fires an intermediate round as opposed to a full-powered rifle round, so yeah. I'm in support of either the HK23 or HK13 for the MEC although my guess is they will get the RPK-74M or RPK-74 in v1.0.

Only the RPK-74 fires an intermediate round. The classic RPK that the insurgent factions use fires the same old 7.62x39mm round.

I don't see why people have this idea in their heads that the automatic rifleman's weapon needs to be in 5.45mm.

And now thinking about it, I suppose just the HK11E is the ideal weapon to fulfill the automatic rifleman role (much in the same manner as the M27 it seems), especially since that is what it was designed for, while the HK21 is still a 'GPMG.'

ShockUnitBlack
2013-01-09, 18:35
The 7.62x39mm round is an intermediate round, as opposed to the a full-powered 7.62x51mm or 7.62x54mmR round. The 7.62mm dimension is deceptive.

Kothra
2013-01-09, 19:27
The 7.62x39mm round is an intermediate round, as opposed to the a full-powered 7.62x51mm or 7.62x54mmR round. The 7.62mm dimension is deceptive.

It seems you're right.

There's still no reason to give the MEC the HK13 or HK23.

Mully
2013-01-09, 22:42
A saw or a squad automatic weapon is supposed to have the same caliber as the standard issue rifle so the soilders can trade and use eachothers ammunition. So the MEC should have a AR with the 7.62x51mm and the MG3 fits perfect.

To use the MG3 as the AR is good as it is but the MEC will need a GPMG for its MG class. I think they need a slower firing 7.62 with a bigger box size. The MG3 currently have 75rnd box and has a very high rate of fire. It runs out of ammo rather quick but it's still enough on a squad level. The MG class however needs to be able to keep the fire up and have sustained fire for a much longer time. A machine gun with a lower fire rate and a bigger box of ammo is a good candidate! It would be cool if we had another HK made gun for MEC but the HK21 just have 50rnd drum boxes and a rather high rate of fire? And acording to this list HK dosen't have any other MG suitible: List of Heckler & Koch products - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/List_of_Heckler_%26_Koch_products)

Maybe PKP?

I'm pretty sure they're getting a RPK with PKA-S as the LMG, and the MG3 with Elcan as the GPMG. Although, a lot of Middle Eastern Countries use the M60. I doubt it, but it'd be cool to have the MG3 as the LMG, and the M60 as the GPMG.

What I'm interested in is the difference in suppression the GPMG will have over other rifles. It's packing a larger bullet at high rates of fire. It'd be cool if it had a larger range of suppression. Especially since GPMG's are supposed to be for defensive purposes, according the most recent Devcast.

Souls Of Mischief
2013-01-10, 13:23
Do real soldiers normally not carry a sidearm?

Some countries issue handguns to all combat troops.

For example, Sweden and Latvia does, IIRC.

Hulabi
2013-01-10, 15:10
Some countries issue handguns to all combat troops.

For example, Sweden and Latvia does, IIRC.

Only when deployed ie. in Afghanistan , and that's because the contingent is always rather small (100 to 500 or so).

roy64
2013-01-11, 22:02
Can?t wait to play it.
Love the new spotter kit and secondary sight! NICE

xambone
2013-01-12, 01:29
Will Sniper have regular Binoculars?

hobbnob
2013-01-12, 08:39
Will Sniper have regular Binoculars?

If they did it would make the spotter pointless, so I'm guessing no.

spawncaptain
2013-01-12, 14:07
Will the sniper have a secondary holo sight so he can BOOM HEADSHOT people from up close like in COD?

Antol
2013-01-12, 19:44
632 players in PR:BF2? Nice

v.1.0 release day = 1,5k or 2k?

WhiteFyre
2013-01-12, 22:23
Will Sniper have regular Binoculars?

As far as I can tell, Spotter gets GTLD, Sniper probably gets simple binocs, without laze or call-down. The Spotter is the Spotter, lazes, gets ranges, does air control and so on. Spotter really is what the Sniper really should be, true recon as opposed to ZOMG KILLZ, as some people like to play Sniper. Sniper is there to make the VIP kills. Honestly, in most squads, they had better make the SL the Spotter, and the Sniper the attachment, probably with third-man medic for additional support. Or hell, true recon squads might forgo Sniper altogether and do Spotter/Medic.

Unhealed
2013-01-13, 00:29
Will the sniper have a secondary holo sight so he can BOOM HEADSHOT people from up close like in COD?
Do u even noscope?

thedarkhorse
2013-01-14, 01:31
Will insurgents/tali be able to spawn with LAT? if so INS firing RPG will much less likely indicate probable cache position like it can now.

Kothra
2013-01-14, 01:56
The Taliban will almost certainly be able to.

The Insurgents are an interesting case though, especially with the fact that there are three different spawnable 'insurgent' kits. It'll be interesting to see how their kit selection menu changes.

Dylan.swe
2013-01-15, 16:43
Funny how I've never had that problem.

Also, learn2aim.

OK! you the man, it really sounds like youve logged thousands of hours in the game!
Strange that i dont recognize your nick, you play UN China?

The rest of us knows deviation has been a bit off the scale silly!

And yeah, ive been forced to learn to aim......SINCE THE SIGHTS ARE WAY OFF!
But i believe you are saying that you have not seen that bullets are not hitting your mark!
Thats just strange to me, cause its very easy to see!
GJ boy!

ubernuka
2013-01-15, 18:10
Am I wrong or did you remove the phos grenade for all but specialist?:twisted:

pdxmark
2013-01-15, 18:26
Please go here and upvote this reddit submission in order to draw more players and advertise coming update.

This mod & community survives by the participation of it's player base.

Project Reality Devcast#2; Spawn Menu & Soldier Kits : gamernews (http://www.reddit.com/r/gamernews/comments/16mu4f/project_reality_devcast2_spawn_menu_soldier_kits/)

Souls Of Mischief
2013-01-15, 19:16
OK! you the man, it really sounds like youve logged thousands of hours in the game!
Strange that i dont recognize your nick, you play UN China?

The rest of us knows deviation has been a bit off the scale silly!

And yeah, ive been forced to learn to aim......SINCE THE SIGHTS ARE WAY OFF!
But i believe you are saying that you have not seen that bullets are not hitting your mark!
Thats just strange to me, cause its very easy to see!
GJ boy!

My forum nickname is not the same as my in-game nickname, genius. Also, I've been playing PR since 0.5.

Sights way off? LOL l2p

Trooper909
2013-01-15, 20:32
Was alright but I would much rather see major gameplay changes then "oooo look at this gun/menu its so sexy" updates if I'm honest.

May as well remove iron sight kits altogether because nobody is going to take them when they can have both in one kit.

Not really seeing the point in the spotter kit as only noobs pick sniper as everybody knows with scoped AR's snipers are useless.Think spotter kit will just be used for the rope.That being said with no bino's sniper might be useful but I dought it.

New menus are nice looking makes everything look more professional.Will surely help newbies get access to important limited kits more easy :wink:

BloodyDeed
2013-01-15, 22:18
There are quite a lot of gameplay changes, we're just not there to present them :)

ShockUnitBlack
2013-01-15, 22:37
Not really seeing the point in the spotter kit as only noobs pick sniper as everybody knows with scoped AR's snipers are useless.Pfft. Hardly.

Mully
2013-01-16, 00:48
Good players only use iron sights and reflex scopes.

Trooper909
2013-01-16, 01:13
Good players use the right tools for the job at hand .

Fixed it for ya.

Gore
2013-01-16, 01:16
Good players work together.

Rudd
2013-01-16, 01:19
Gore;1854734']Good players work together.

Great players grab sniper kit!

Jafar Ironclad
2013-01-16, 02:29
Best players request permission to grab sniper kit.

Best squad leaders recognize situations where marksman is better than sniper, and vice versa, then deploy their squad accordingly.

Best squads with sniper let best sniper do all the work at long ranges, and give them plenty of security/flanking power.

Man, typing in this syntax is confounding.

MADsqirrel
2013-01-18, 15:24
Spotter kits will be awesome for cas squads.

ShockUnitBlack
2013-01-18, 18:47
Rudd;1854736']Great players grab sniper kit!True dat.

Ninjas/the bored go unarmed.

SShadowFox
2013-01-18, 23:22
Not really seeing the point in the spotter kit as only noobs pick sniper-

I'm not noob sire, that guy at 700 meters that I killed with the M4 in Kashan knows this.

I spent a entire mag.

Unhealed
2013-01-19, 04:43
True dat.

Ninjas/the bored go unarmed.
Does makarov counts as unarmed?

Davos
2013-01-19, 06:51
Will there be any performance improvements in 1.0, specifically in laggy maps like operation marlin ?

Mikemonster
2013-01-19, 13:32
If they did it would make the spotter pointless, so I'm guessing no.

Unless we'll see the Spotter kit used by CAS to make themselves more 'contained' and less dependent on comms with other squads.

In which case we'll see the Sniper squad as it is at the moment (sn1p0r and m3dic) but near a crate so they can cycle kits.

Time will tell. I actually Suggested a 'Spotter Kit' ages ago because I was sick of all the l33t sniper types claiming they took the kit to be an asset to the team (rather than taking an asset of the team, lol).

I intended it to be shoved down sniper types' pieholes (replacing the Sniper kit) so they would have to put their money where their mouth was and actually talk to fellow SL's and provide intel for CAS. As it is it might just add another person to their little squad and help them justify their indulgence. :P

Antol
2013-01-19, 14:30
I wish there will be a map in v1.0. USMC vs INS. Full of Little Birds and this loading song:

Lkzc_mR2E9E

Great climax.

And something like this: BIRD"S NEST
http://forums.dvbsquad.com/imagehosting/445eb13e189e50.jpg

Alkali, map-makers ?

Rudd
2013-01-19, 15:03
Will there be any performance improvements in 1.0, specifically in laggy maps like operation marlin ?

Performance is a big part of what we're working on, on ALL fronts.

Stealthgato
2013-01-20, 02:04
I guess people that go "HURR DURR SNIPERS COD KIDS USELESS DERP" never seen what a good supporting sniper can do along with an infantry squad.

saXoni
2013-01-20, 11:31
I guess people that go "HURR DURR SNIPERS COD KIDS USELESS DERP" never seen what a good supporting sniper can do along with an infantry squad.

Or just by himself too, for that matter.

:)

SmOkM
2013-01-20, 12:22
I think a sniper squad vs a sniper in an inf squad depends allot on game type and map. Insurgent maps can benefit from a static sniper squad of 2 men if that squad relays info now and then. Its not the be all and end all of the game so why people make such an issue of how the kit is used to me is silly. If people enjoy sniping with a friend and aren't just dying in silly places then don't begrudge them, and get on with what your doing to win.

Rissien
2013-01-20, 22:58
Thats the thing more often than not the kit is taken off and lost rather quickly along with some vehicle the rest of the team needed.

Davos
2013-01-22, 14:28
Will there be a Dynamic Sky in pr 1.0, as in the [NEW] Forum already showed:

Newcommunity.eu &bull; View topic - PR Screens (http://www.newcommunity.eu/forum/viewtopic.php?f=14&t=295&start=210) (last post)

If not, will you introduce it in a later version ? :shock:

Mineral
2013-01-22, 14:36
you mean this:
alH-6JoCzII

as far as I can tell elirah just posted 2 pics of a new map? Don't see what it has to do with a dynamic sky :D

As far as mosquil's video, the main problem I would see is that lightmaps would not be changing with a dynamic sun. Which could be problematic :D And maybe to stressful for client/server? And to be honest, rounds in PR are to short to have an effective use of this system. The only cool thing I can see is a map based on the falling of the night, where it starts half dark and ends in full darkness8-)

Davos
2013-01-22, 14:41
you mean this:
alH-6JoCzII

as far as I can tell elirah just posted 2 pics of a new map? Don't see what it has to do with a dynamic sky :D

As far as mosquil's video, the main problem I would see is that lightmaps would not be changing with a dynamic sun. Which could be problematic :D And maybe to stressful for client/server?

A other Member mentioned, that on the Photo is Dynamic Sky shown. :mrgreen:
I was just too hopeful.... :roll:

http://www.newcommunity.eu/forum/viewtopic.php?f=14&t=295&start=220 (post by binary)

Pronck
2013-01-22, 16:04
Imagine a Dynamic Sky on 'Nam maps especially if a map like Khe Sahn is made.....

VapoMan
2013-01-22, 16:32
We aren't using fully dynamic skies like that video but we are featuring more maps that have different lighting settings for different layers which adds a bit more variety.

Conman51
2013-01-22, 17:13
Rudd;1856006']Performance is a big part of what we're working on, on ALL fronts.

YES!!! My weak little laptop thanks you!

I was worried that 1.0 would be all eye candy and that my laptop would not be able to keep up with the way PR has been advancing in the graphics department.

Im actually considering lowering the Geometrys from high to mid. But that makes stuff like walls on muttrah disappear at distance...kind of like an unfair advantage.

Adriaan
2013-01-22, 18:28
Im actually considering lowering the Geometrys from high to mid. But that makes stuff like walls on muttrah disappear at distance...kind of like an unfair advantage.

Geometry is one thing you don't want to lower. For one because it can cause visual errors like the one you mentioned appear. The amount of tris rendered though (which is what the Geometry setting alters) has much less of an impact on performance than texture detail, lighting and anti-aliasing. Consider turning those (further) down first if you have to. If you can't do that and really have to turn down Geometry, you might want to look into getting a new laptop (My 600$ laptop runs PR on high without any problems). :p

Heavy Death
2013-01-22, 19:25
On the sidscussion on MEC AR... maybe they simply wont have an AR? Just GPMG, like brits on Falklands. They arent the most high tech army so their tactics can be different to the western armies...

M42 Zwilling
2013-01-22, 19:30
I think the RPK would make sense.

RazoR41
2013-01-23, 04:48
Great job devs with the devcast. The content shown was great, i'm looking forward to the third devcast.

Mikemonster
2013-01-24, 06:49
I guess people that go "HURR DURR SNIPERS COD KIDS USELESS DERP" never seen what a good supporting sniper can do along with an infantry squad.

You're right, I haven't.

greg3000
2013-01-28, 10:32
Am I The Only One That Thinks that it will come out soon like a month or two because the way i see it from the devcasts it looks ready to me.....

Midnight_o9
2013-01-28, 11:18
Am I The Only One That Thinks that it will come out soon like a month or two because the way i see it from the devcasts it looks ready to me.....

On the other hand... they're not gonna show us all the buggy and unfinished parts... so of course what is pictured in the devcasts looks finished and polished.

But 2 months would be cool.

AncientMan
2013-01-28, 12:03
Am I The Only One That Thinks that it will come out soon like a month or two because the way i see it from the devcasts it looks ready to me.....

Doesn't look ready to me... :p

http://i.imgur.com/QR4iLjE.jpg

rodrigoma
2013-01-28, 12:56
AncientMan;1858962']Doesn't look ready to me... :p

http://i.imgur.com/QR4iLjE.jpg

Hulk vision minimod progress :p:p

hobbnob
2013-01-28, 17:28
AncientMan;1858962']Doesn't look ready to me... :p

http://i.imgur.com/QR4iLjE.jpg

Hahaha now THAT would be a good april fools joke to release 1.0 as XD

spawncaptain
2013-01-28, 17:59
So we can expect working nightvision? :wink:

titsmcgee852
2013-01-29, 07:50
Doesn't look like it's working to me :P

Arab
2013-01-29, 09:27
Hahaha now THAT would be a good april fools joke to release 1.0 as XD

Operation Merlin. Now with more trees.

pr|Zer0
2013-02-08, 07:15
Hm, I wonder what the GPMG/LMG for each of the factions might be...

US/USMC
-GPMG M240B
-LMG M249

Russia
-GPMG PKM
-LMG RPK??

Britain
-GPMG FN MAG
-LMG Minimi

Germany
-GPMG MG3
-LMG MG36

Milita
-GPMG PKM/M60
-LMG RPK (technically its also high caliber though)

MEC
-GPMG MG3
-LMG ???

China
-GPMG Type 80??? (Chinese PKM version)
-LMG Type 88

IDF
-GPMC PKM??? (afaik they use it, too?)
-LMG Negev

Hamas
-GPMC PKM (too many PKMs I guess..)
-LMG RPK

Taliban/Insurgents
-GPMC PKM
-LMG RPK

French
-GPMG FN MAG?
-LMG Minimi

Are these mostly correct?

I smell PK Pecheneg for russians

SANGUE-RUIM
2013-02-08, 18:40
its all Microsoft's fault ^^

SShadowFox
2013-02-08, 22:17
AncientMan;1858962']Doesn't look ready to me... :p

http://i.imgur.com/QR4iLjE.jpg

How, the, hell, did, that, happen?

AFAIK that can't happen on a completely finished map, that only need a faction to be added and the Object Spawners to be changed.

So I don't think it's legit.

(yeah, tell whatever you want, tell me that PR 1.0 have been completely changed, I won't believe it caused that)

EDIT:

COOP, but I still don't believe it caused that, or did it?

Crackshot
2013-02-09, 03:01
I smell PK Pecheneg for russians

Doubt it. My guess is:

USA

Auto-M249
GPMG-M240B


USMC

Auto-M249
GPMG-M240G


British

Auto-L1011A2
GPMG-L7A2


Canadian

Auto-C9A2
GPMG-C6


French

Auto-Minimi Para
GPMG-FN MAG 58


German

Auto-MG4
GPMG-MG3


IDF

Auto-Negev
GPMG-FN MAG 58


Russia

Auto-RPK-74M
GPMG-PKM


China

Auto-QBB-95
GPMG-Norinco Type 88


MEC

Auto-RPK-74
GPMG-MG3


Militia

Auto-RPK-74
GPMG-M60


Hamas/Insurgents/Taliban

Auto-RPK
GPMG-PKM

AncientMan
2013-02-09, 03:03
Twas caused by an issue with the maps init.con, wasn't loading the sky, lighting, etc. Turns out that happens :p

Steeps
2013-02-09, 03:26
There was a Dev blog about the PKP am I wrong? Pretty sure it's ready for 1.0.

ShockUnitBlack
2013-02-09, 05:05
No. It was hinted that they want to use the PKP but AFAIK that's all we know.

ubermensche
2013-02-09, 10:47
So any news when the 3rd devcast will be out?

The_MDexs
2013-02-10, 19:05
I like the devcast's Keep it up

MDexs

Tit4Tat
2013-02-12, 01:34
I smell PK Pecheneg for russians





good call Zero (https://www.realitymod.com/forum/f196-pr-highlights/118207-pkp-pecheneg.html#post1863811) ;)

Crackshot
2013-02-12, 08:02
good call Zero (https://www.realitymod.com/forum/f196-pr-highlights/118207-pkp-pecheneg.html#post1863811) ;)

Dang.

Well, I was wrong. Pretty cool though.

But if that's for the Russian MG class, then I still stand by my prediction: RPK-74M for Auto Rifleman.

ma21212
2013-02-12, 16:47
MECs getting the HK21 back.

They dont use Russian small arms.

Crackshot
2013-02-12, 20:13
MECs getting the HK21 back.

They dont use Russian small arms.

Yeah, and they use pretty much everything made by Heckler & Koch. So, makes sense.

ShockUnitBlack
2013-02-12, 22:45
I predict they get the RPK-74M or RPK-74, though I hope they get the HK23E.

40mmrain
2013-02-13, 00:39
MECs getting the HK21 back.

They dont use Russian small arms.

saiga 12 ;-) It's even an AK pattern like the RPK.

Kothra
2013-02-13, 02:16
I predict they get the RPK-74M or RPK-74, though I hope they get the HK23E.

I'm pretty sure I remember someone a while back saying that the RPK-74(M) would be a placeholder until they got something else. Could be wrong though.

And as I said before, the HK23 wouldn't make much sense. The most fitting weapon for the MEC rifleman would be the HK11(E).

ubermensche
2013-02-17, 15:06
Last night I had a dream that 1.0 got released. I was quite upset this morning. :(

cyberzomby
2013-02-18, 09:23
WOW! AT kits in the spawn kits? Curious how this will change vehicle gameplay. I never felt having a lot of trouble dealing with vehicles. Most of the times they kill your squad, you respawn grab AT and take 'm out.

40mmrain
2013-02-21, 02:36
I estimate LAT accounts for less than 3% of armour kills in AAS overall.

Pronck
2013-02-21, 15:35
I find LAT more useful against enemies hiding in T-Shapes than against armor , although those BTR are also pretty easy to kill. But it won't be such a treath.

I am curious to know what's featured in devast 3 ....

Heavy Death
2013-02-21, 16:55
Slowly time for DC3. :D