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08 Aug 2020, 00:00:00 (PRT)
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PR Highlights Highlights of what work the Devs are currently working on

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Old 2020-05-17, 18:56   #1
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default v1.6.1 - Gameplay changes


With the upcoming PR:BF2 1.6.1 update we not only bring a lot of additional bug fixes for the recent v1.6 launch, but also included a couple of bigger gameplay changes. This highlight will give you more perspective and details about these upcoming changes.

Changes to stamina
When getting revived you usually get the black & white bleed effect to disable instant sprinting away. This effect could be avoided by putting a field dressing on the body before reviving. In order to prevent just revived soldier from sprinting away, you will now get revived with 0% stamina.

In addition to the above changes we also reduce the available stamina while bleeding. If you go below 60% HP the time you will be able to sprint will be proportional to your current HP. Once you reach 10% HP and go into the black&white effect, your current stamina will be set to 0% just like after a revive. The time to refill your stamina always stays the same. With this wounded soldiers will be unable to travel as fast as healthy ones.

Some numbers:
  • Normal sprint time: 30s
  • Normal refill time: 30s
  • 50% HP sprint time: ~25s
  • 50% HP refill time: 30s


Time to deplete stamina / Current HP


Changes to UAV
Currently the commander gets to stare at a black screen until the UAV finally arrives at its location. With this all the information it could have gathered while traveling gets lost. With v1.6.1 the camera will stay active while traveling and the commander can already spot enemies. The black screen will only be visible during starting/landing and refueling. In addition to that the current UAV position will be shown on the map, if the commander is currently in it. With these changes the UAV can patrol around the map better to gather intelligence. We are also planning for a future update to make the UAV slightly audible to ground forces in order to make them aware of the all seeing eye. This feature sadly had to be postponed as it caused a few issues related to soundbugs.


Changes to vehicle disabling
After a discussion in the team, we decided to prevent vehicles from getting disabled as long as they are above 65% HP. This way the first shot to tank front armor can no longer disable the turret. We all are not completely happy with the current system and are looking into ways to improve it. This change is just meant to patch the biggest holes in the system and more improvements will come in the future to further refine the vehicle disabling system.


Changes to ATGM damage
Along with the vehicle disable discussion we also talked about ATGM vs tank damage within the team. As ATGMs would lose their threat to tanks completely, we decided to increase their damage vs tank frontal armor quite a bit. The damage against side/rear armor as well as damage vs other vehicles stays unchanged.

Some example numbers:
  • Tow: ~25% -> ~35%
  • NLAW/Eryx: ~20% -> ~28%



That was it for this highlight, enjoy the upcoming v1.6.1 update and let us know your feedback on these changes.


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For more information, please feel free to join us on our public forums to discuss this and other news. 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!



- The Project Reality Team
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Last edited by Mineral; 2020-05-17 at 19:05..
Old 2020-05-17, 19:38   #2
hairyballs
Default Re: v1.6.1 - Gameplay changes

stamina change is stupid
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Old 2020-05-17, 19:50   #3
Temur

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Default Re: v1.6.1 - Gameplay changes

uav change is cool
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Old 2020-05-17, 21:45   #4
sweedensniiperr
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Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by hairyballs View Post
stamina change is stupid
explain

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Old 2020-05-17, 21:59   #5
Rabbit

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Default Re: v1.6.1 - Gameplay changes

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Originally Posted by sweedensniiperr View Post
explain
Generally stamina changes suck when they are nerfs.



AfSoccer "I just don't see the natural talent."
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Old 2020-05-17, 22:00   #6
Web_cole
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Default Re: v1.6.1 - Gameplay changes

Patch reviving is a core gameplay mechanic. Whether it was intended to be or not. Its been in the game for as long as I have played, maybe for as long as there has been a game.

So we're just removing core gameplay features with zero explanation now?

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Old 2020-05-17, 22:16   #7
[R-DEV]​AlonTavor
PR:BF2 Developer
PR Server License Administrator
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Web_cole View Post
Patch reviving is a core gameplay mechanic. Whether it was intended to be or not. Its been in the game for as long as I have played, maybe for as long as there has been a game.

So we're just removing core gameplay features with zero explanation now?
Gives you more reasons to stop dying out of cover or drag back to cover. Wanted to combine it with 1.6 dragging but felt some low-level stuff weren't tested enough.
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Old 2020-05-17, 22:43   #8
Rabbit

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Default Re: v1.6.1 - Gameplay changes

Rather see an attempt to deal with jumping killing stamina but sure, a nerf is what we need. Like using your magic to remove the knife weapon, make it unarmed and tie stamina to it do drastically lower the amount of stamina needed to jump as a clamber feature.



AfSoccer "I just don't see the natural talent."
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Old 2020-05-17, 22:56   #9
Petar97

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Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Mats391 View Post
We are also planning for a future update to make the UAV slightly audible to ground forces in order to make them aware of the all seeing eye.
How realistic is that? i dont think ground forces can hear UAV in real life but interesting idea maybe make UAV more visible on some maps or make UAV destructible by AAV and planes?
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Old 2020-05-17, 23:08   #10
[R-DEV]​AlonTavor
PR:BF2 Developer
PR Server License Administrator
Default Re: v1.6.1 - Gameplay changes

Quote:
Originally Posted by Rabbit View Post
Rather see an attempt to deal with jumping killing stamina but sure, a nerf is what we need. Like using your magic to remove the knife weapon, make it unarmed and tie stamina to it do drastically lower the amount of stamina needed to jump as a clamber feature.
Good reminder, I don't know why jumping costs that much after bf2 patch 1.5 and after our dolphin fixes. Feels like left overs from the time it was exploitable.
Stamina based on weapon held, eh, this isn't CS.
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