[Changelog] Project Reality v0.95 Features List

Project Reality announcements and development highlights.
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Nitneuc
Posts: 490
Joined: 2007-09-16 08:39

Re: Project Reality 0.95 Features List

Post by Nitneuc »

Unless we get a grid-reference scale, its mostly useless to try and measure in gridrefs.
There is
http://img178.imageshack.us/img178/5576/96646856.jpg
Many thanks to everyone involved in the making of the best videogaming experience ever !
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: Project Reality 0.95 Features List

Post by motherdear »

Daishi2442 wrote:I saw one screenshot that looked like it was a 225-grid setup (15x15) now, and wondered how this translates into the ability to range targets. Unless we get a grid-reference scale, its mostly useless to try and measure in gridrefs.
In lower right hand corner, you got a measurement reference that is dependent on map size
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Project Reality 0.95 Features List

Post by ComradeHX »

Hotrod525 wrote:And for the Insurgent thing : im all for it. But just for tease you :D

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Negative, they are ninjas. :D
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: Project Reality 0.95 Features List

Post by WilsonPL »

No they are not.

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[NPK]ShieldBreaker
Posts: 90
Joined: 2007-09-07 18:17

Re: Project Reality 0.95 Features List

Post by [NPK]ShieldBreaker »

Looks Awesome!!! Thanks for making the worlds best game ever even better!!

I have a question on the maps though:
Updated Silent Eagle (GER vs RUS) (AAS, Skirmish, CnC, Vehicle Warfare).
Updated Lashkar Valley (TAL vs GER) (Insurgency, Skirmish, Coop).
Any changes to the maps themselves like for instance, the last one I remember, Quai River, or just changes to participants? Not that I think they need any cosmetic changes :)

Anyways looking very much forward to the new weapons, so much sweetness! M16A1 w/M203, updates to G3A3s, M60, minimi variants, simply mindblowing!!

Good job guys, as always!
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Project Reality 0.95 Features List

Post by mat552 »

ComradeHX wrote:These days, no one wants to be the 50cal gunner simply because the guy would be unable to get any action 90% of times (10% when someone tries to suicidebomb with a arty ied by sneaking up to the tank from the back).
You forgot to mention the 100% of the time he's vulnerable to small arms fire, meaning the cupola gunner is often very short lived indeed.
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.
TheAssProtectors.Nr1
Posts: 124
Joined: 2009-09-05 20:26

Re: Project Reality 0.95 Features List

Post by TheAssProtectors.Nr1 »

JToTheDog wrote:Gosh!.... Just Read the previous post already.

Read through the entire thread and counting all pros and cons, it's a great release.
If in fact, the kit-thing is as bad as some of you say, it will be fixed.

Stop bitching.
Win! :mrgreen:
Why do something today, when you can not do it tomorrow
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: Project Reality 0.95 Features List

Post by Jafar Ironclad »

That grid is making me happy in the pants. Going to have to start to get used to saying India, Juliet, Kilo, Lima, and Mike in my location reports.

Idea: Can we standardize "Mosquil" instead of "Mike" as phonetic in grid references in PR?
Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: Project Reality 0.95 Features List

Post by Oskar »

ComradeHX wrote:These days, no one wants to be the 50cal gunner simply because the guy would be unable to get any action 90% of times (10% when someone tries to suicidebomb with a arty ied by sneaking up to the tank from the back).
This might be true on AAS, but certainly not on insurgency, at least not for me.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Project Reality 0.95 Features List

Post by ChallengerCC »

I cant wait any longer ! :-?
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usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: Project Reality 0.95 Features List

Post by usmcguy »

seeding at 600 Kb\s ;)
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Project Reality 0.95 Features List

Post by Heskey »

Jafar Ironclad wrote:Idea: Can we standardize "Mosquil" instead of "Mike" as phonetic in grid references in PR?
No.

Alpha, Bravo, Charlie, Delta, Echo, Foxtrot.... Keep it 'standard'.
Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

Re: Project Reality 0.95 Features List

Post by Predator.v2 »

What exactly are "click-to-target laser markers"?
mikeros
Posts: 37
Joined: 2009-08-21 17:39

Re: Project Reality 0.95 Features List

Post by mikeros »

I guess that they changed that the missile went wherever you aimed. Now you have to click there in order to change the path of the missile (like bf2 vanilla but without the camera on the missile). But I am not 100% sure, about the TV cam. Meaning that if the pilot can't keep the chopper steady you have more chances of hittin the target if you click at the right moment.
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NBG.Robin
Posts: 11
Joined: 2010-10-04 08:44

Re: Project Reality 0.95 Features List

Post by NBG.Robin »

OMG this will be so damn awesome! i love you guys!
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: Project Reality 0.95 Features List

Post by mosinmatt »

ComradeHX wrote:These days, no one wants to be the 50cal gunner simply because the guy would be unable to get any action 90% of times (10% when someone tries to suicidebomb with a arty ied by sneaking up to the tank from the back).
I am the 50 gunner all the time. It is great on INS to guard multiple passage ways, and your rear from sneaky guys.
Problem is yo die a good bit because everyone shoots at you, haha.
A good .50 gunner will be able to keep the tank alive the whole round.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Project Reality 0.95 Features List

Post by Heskey »

This looks amazing. A bit worried about the inclusion of pilot pistols again though;

*19 minutes wait...*
usmc.a10pilot has joined the server.
Welcome to the server usmc.a10pilot - Please read the server rules at blahblahblah.com

usmc.a10pilot: "MY A-10!!111"
Heskey: "What? I've been here f-"
usmc.a10 pilot [Teamkills] Heskey
(dead) Heskey: Admin?

usmc.a10pilot is killed.

Heskey has disconnected from the server.
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Project Reality 0.95 Features List

Post by ZephyrDark »

Heskey wrote:This looks amazing. A bit worried about the inclusion of pilot pistols again though;

*19 minutes wait...*
usmc.a10pilot has joined the server.
Welcome to the server usmc.a10pilot - Please read the server rules at blahblahblah.com

usmc.a10pilot: "MY A-10!!111"
Heskey: "What? I've been here f-"
usmc.a10 pilot [Teamkills] Heskey
(dead) Heskey: Admin?

usmc.a10pilot is killed.

Heskey has disconnected from the server.
Its not different than it was now. I mean you could still just use your rifle before grabbing the pilot kit. So giving the pilot's their pistol back doesn't seem to change much with your example.
|TG-31st|Blackpython


Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Project Reality 0.95 Features List

Post by Heskey »

Fair point I guess! Suppose I'm more referring to the folk who wait 20 mins at the pad with the pilot kit (instead of holding onto the default kit incase XYZ happens and they need to go onto the field)
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