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PR Changelogs The changelogs for recently released Project Reality versions

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Old 02-12-2017, 01:56 PM   #11
Filamu
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Default Re: PR:BF2 v1.4.5.0 Changelog

No undeployed on the MG3 just means it's no reason to use the AR over the MG kit... Kind of a weird change that just removes choice from which kit to use. Probably won't change that much in regards to gameplay.
Other than that, always cool with a new patch.
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Old 02-12-2017, 02:02 PM   #12
SucharMistrz
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Default Re: PR:BF2 v1.4.5.0 Changelog

I hope Bamyan will become playable.
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Old 02-12-2017, 02:07 PM   #13
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: PR:BF2 v1.4.5.0 Changelog

Quote:
Originally Posted by operativac View Post
About the LOD switch, which LOD will be used now?

And can we expect performance improvements?
LOD0 on every static object. It might increase performance, but will also increase use of graphics memory.

Quote:
Originally Posted by Filamu View Post
No undeployed on the MG3 just means it's no reason to use the AR over the MG kit... Kind of a weird change that just removes choice from which kit to use. Probably won't change that much in regards to gameplay.
Other than that, always cool with a new patch.
The MG3 was the only MMG that had an undeployed mode. Even other factions that use MMG on the AR kit do not have it (M60, DP2. There also still is reason to pick it, mostly that it only requires 4 players, available from spawn and unlimited in team.


Mineral: TIL that Wire-guided missiles actually use wire
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Old 02-12-2017, 02:11 PM   #14
Frontliner
Project Reality Beta Tester
Default Re: PR:BF2 v1.4.5.0 Changelog

Can the MG3 get at least 100 rounds next patch? It burns through the ammo far too quickly.

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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Old 02-12-2017, 02:14 PM   #15
_MB_
Default Re: PR:BF2 v1.4.5.0 Changelog

Hello, can I just ask, how is it going on with the drivable ship for Falklands? That's what I was looking forward the most in 1.4 and still nothing
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Old 02-12-2017, 02:18 PM   #16
john...
Default Re: PR:BF2 v1.4.5.0 Changelog

stop lowering cache total for those individuals who decide to ghost it makes it to hard for tk'd caches and alike also they have a-10 c'mon
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Old 02-12-2017, 02:30 PM   #17
Filamu
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Default Re: PR:BF2 v1.4.5.0 Changelog

Quote:
Originally Posted by [R-DEV]Mats391 View Post
The MG3 was the only MMG that had an undeployed mode. Even other factions that use MMG on the AR kit do not have it (M60, DP2. There also still is reason to pick it, mostly that it only requires 4 players, available from spawn and unlimited in team.
I get the consistency, but it is still a little sad. All those reasons are just reasons why you might have to make due with the AR, not reasons to choose to use it. It makes it a little more annoying to be mec AR since you want to find a crate and request every time you spawn.
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Old 02-12-2017, 02:30 PM   #18
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: PR:BF2 v1.4.5.0 Changelog

Updated PR Map Gallery for v1.4.5.0

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Old 02-12-2017, 02:32 PM   #19
MOSES!
Default Re: PR:BF2 v1.4.5.0 Changelog

good job devs
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Old 02-12-2017, 02:33 PM   #20
Iceman11
Banned
Default Re: PR:BF2 v1.4.5.0 Changelog

Great idea to remove undeployed mode real milsim bravo
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