[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Project Reality 0.95 Features List

Post by masterceo »

LITOralis.nMd wrote:I am really upset about the inability to take OpFor kits.
It basically destroys the INS maps.
Yep, we're currently at OMG status.
LITOralis.nMd wrote: You have given the Insurgent sides no extra vehicles to balance the Insurgent vehicle versus BLUFOR counter-vehicle gameplay dynamics while awarding BLUFOR unlimited use of SAW, CE and HAT kits outside the dome of death.
SPG technical and deployable SPG9 for insurgents anyone?

EDIT: damn ninja'd

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: Project Reality 0.95 Features List

Post by HunterMed »

looking forward how those gameplay changes play out in the end... looks really interesting and adds more realism once more.

The 3D marker missing will be a tough change I guess. :)

Very good that you gave the CO some powers again... I really like that.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Project Reality 0.95 Features List

Post by Hotrod525 »

im sad that the Canadian doe not get there hand on the new kit geo... even as a placeholder... Anyway considering this as a purely estetic thing, ill live with it.

with all those new changes... im sure ill be quite busy next friday :D
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akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Project Reality 0.95 Features List

Post by akatabrask »

LITOralis.nMd wrote:.
You have given the Insurgent sides no extra vehicles to balance the Insurgent vehicle versus BLUFOR counter-vehicle gameplay dynamics
  • Added SPG-9M Technical - white (Insurgents, Militia, Hamas, Taliban).
LITOralis.nMd wrote:...while adding BLUFOR mortar weapon that can be deployed inside domes of death exclusion zones On top of that the mortars should be able to pummel the entire 80m diameter circle cache marker zone within 4 shells once walked into range with a spotter.
  • Added code so that all deployable assets must be deployed more than 200m away from the Command Post (to avoid building stuff too close to the Main Base).
LITOralis.nMd wrote:I am really upset about the inability to take OpFor kits.

It basically destroys the INS maps...
  • 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.
People seem to miss that point entirely. You can still use the most basic rifleman kits just not using kits that, imo, very often makes the insurgents very overpowered if they get their hands on (such as engi, HAT, sniper/marksman, medic, AR etc).

Also, you don't need to aquire Blufor kits to win, I'd say basic AKs often is enough or even better in certain circumstanses (which you as insurgent should try to achieve). Plus, if every insurgent has a scoped weapon (which they still can), all of a suddenly, blufor has lost one of the greater advantages they have. I have seen many matches been lost as blufor due to Insurgents getting to over powered from using blufor kits.

You should play insurgency with the mind and tactics of an insurgent, not as a conventional army, that's the whole point of assymetrical warfare.

Edit: epic ninja
Last edited by akatabrask on 2010-10-10 13:14, edited 1 time in total.
kaufman_23
Posts: 115
Joined: 2010-02-01 09:03

Re: Project Reality 0.95 Features List

Post by kaufman_23 »

Updated IDF/HAMAS STANAG mags to hold 29 rounds instead of 30.

OMG YOU RUINED THE GAME

just kidding, impresive list of updates. looking forward to see the new release in action
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iAllex
Posts: 185
Joined: 2009-11-20 11:20

Re: Project Reality 0.95 Features List

Post by iAllex »

LITOralis.nMd wrote:I am really upset about the inability to take OpFor kits.

It basically destroys the INS maps.
It's for the best , as Jaymz stated earlier, it's ridiculous that a simple taliban rifleman can transform into a uber mechanic that fixes tanks and everything in it's path (when engineer kit is taken), and so with the other limited kits.

Blufor my have technology advantage, but Insurgents unlimited fighters, and it is so much more easier to defend than to atack. Use teamwork, get sq mates to build FOB's and use RPG's and IED's to destroy armor, don't wait for that HAT kit to pop up at some point.

PLAY THE GAME AS INTENDED! Stop searching for exploits.
Last edited by iAllex on 2010-10-10 13:15, edited 1 time in total.

I am Alex
Foxxy
Posts: 349
Joined: 2010-04-27 00:47

Re: Project Reality 0.95 Features List

Post by Foxxy »

I can finally do a EOD squad without people bitching. :D
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality 0.95 Features List

Post by mat552 »

'[R-DEV wrote:Jaymz;1462396']
What we eventually get left with is those few instances of desperation I mentioned initially. Alas, I ask all of you....how often have you picked up an enemy weapon in PR because you ran out of your 6-8+1 mags for your rifle and there was no friendly ammunition source (supply crate, ammo crate, rifleman, APC/IFV etc) within 100m?
Considering the two options for winning insurgency are
  1. Ninja
  2. Iron Tide
it happens quite frequently if you're taking option number one, which, surprise, is the most brutally effective option. Couple it with #2 and you have a near guaranteed win. Unfortunately it means you and one or two other squaddies have to hike, on foot, however far it is to the cache, dealing with anyone who sees you, then exfiltrate or dump your kits. On maps like Lashkar? I've run out of ammo 3/4 of the way to a cache in the mountains, I've run out of ammo exfiltrating countless times. The lynx is worse than useless on that map, so my options amounted to hope for the best or pick up an enemy kit.

Will we at least be able to now tell what kits have ammo and what don't reliably? Unless the bug with the russian/idf kits was fixed (all you see is the main body of the weapon, the mag and class specific gear vanishes when you see it), we'll be picking up kits blindly, and if you get distracted, you're boned for no discernible reason.

In addition, the fact that players take these guns in game means there is something desirable about them. Perhaps this fact should be addressed before adding sodium cyanide powder to the handgrips?

Also, lol, bluefor no longer have to exercise any caution or discipline with SAW, HAT, or CE kits. What's a five minute penalty in the scheme of things? Gotta be careful with rifleman variants, but that skill is already taught and used.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Andy[EEF]
Posts: 62
Joined: 2010-02-13 19:52

Re: Project Reality 0.95 Features List

Post by Andy[EEF] »

cyberzomby wrote:Ah I see what you meant now. In that case it is a bit weird but maybe theres something new on the HUD to help you bomb them. I mean, the hud must mean something with that whole trajectory course display. Thats what I found weird about BF2 Nilla that people just used those modern jets as ww2 planes (stucka's).
Combined arms did do a semi working bombing reticule simulationg CCIP but probably not going to happen in PR until MUCH later because of jets/CAS assets being like 999th on the priority list for improvement.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Project Reality 0.95 Features List

Post by dtacs »

akatabrask wrote: You should play insurgency with the mind and tactics of an insurgent, not as a conventional army, that's the whole point of assymetrical warfare.
So simple yet so true.
SamEEE
Posts: 121
Joined: 2010-02-02 03:26

Re: Project Reality 0.95 Features List

Post by SamEEE »

dtacs wrote:So simple yet so true.
I've also heard that ambushes don't work.
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Project Reality 0.95 Features List

Post by masterceo »

Then you're doing it wrong.

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality 0.95 Features List

Post by Arnoldio »

iAllex wrote:PLAY THE GAME AS INTENDED! Stop searching for exploits.
This.

But they will find some stupid stuff again, DEVs will disable it, they will ***** about it, then find something again etc etc.

I never found an exploit because im not looking for it, but some peoplce dedicate their gameplay to find exploits as it seems.
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karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Project Reality 0.95 Features List

Post by karambaitos »

i couldnt find it but will the IDF medic kit M4 have a working reddot now?
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality 0.95 Features List

Post by mat552 »

akatabrask wrote: You should play insurgency with the mind and tactics of an insurgent, not as a conventional army, that's the whole point of assymetrical warfare.
I would, except the options that give me sucess in real life as an insurgent are missing in PR.

I have no civilian population to blend in with.
I have no convoluted ROE to hide behind (Unless I'm a collaborator)
I have no ulterior motives (secretly informing on INS troop movements, infiltrating a bombmaking workshop to ensure distruction etc)
I have the exact same knowledge of the city as my opponents, it's not like I grew up or lived here or anything.
I have less than a quarter of the hiding places I would in real life, owing to most of the buildings being unopenable and unenterable, while in fields of poppy or corn, I cannot construct hideyholes and wait for passing troops.
These things are crucial differences that prevent any true realism in the way I play the fighter.

In addition, I can import my knowledge of fire and maneuver over from the bluefor side, and owing to strikingly similar weapons performance, it works the same, if not better.

In short, I am encouraged to play the insurgents as a conventional army lacking the same assets as my opponents, and it works quite well.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: Project Reality 0.95 Features List

Post by Silly_Savage »

karambaitos wrote:i couldnt find it but will the IDF medic kit M4 have a working reddot now?
Yes.

.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Project Reality 0.95 Features List

Post by Arnoldio »

mat552 wrote:I would, except the options that give me sucess in real life as an insurgent are missing in PR.

I have no civilian population to blend in with.
I have no convoluted ROE to hide behind (Unless I'm a collaborator)

1.) Depends how many civillians there are around, completely up to CO or players.

2.) Drop your kit, walk around for 1 min, become a civi. See enemy come closer, grab ak and start shooting.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Project Reality 0.95 Features List

Post by dtacs »

SamEEE wrote:I've also heard that ambushes don't work.
Yeah, ambushes 'choke points', idiotic when you're tenfold effective when you use a cell as a raiding party. I could make a post on how thats done, but I'd like to see your breakdown of US Army ambush tactics and how they are apparently effective ingame.
masterceo wrote:Then you're doing it wrong.
You don't know the half of it.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Project Reality 0.95 Features List

Post by Wakain »

keep it friendly gents
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Project Reality 0.95 Features List

Post by ZephyrDark »

I'm surprised no ones questioned this?
It will lower the distance in decrements of 50m if the number of objectives wasn't reached and try again (350m, 300m, etc)
Now, what are these "objectives" you are talking about?
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