PR:BF2 v1.7.2.0 Changelog

The changelogs for recently released Project Reality versions
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Suchar
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Suchar »

clueless_noob wrote:Is it possible to fix the issue where soldiers who are very far away just behind a mountain top can be seen thru the mountain? It's like draw distance of the terrain is bit shorted than draw distance of the soldiers and vehicles/emplacement.
'Increase Terrain LOD' option in the graphic settings is there for you
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bad_nade
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Re: PR:BF2 v1.7.2.0 Changelog

Post by bad_nade »

Suchar wrote:'Increase Terrain LOD' option in the graphic settings is there for you
Problem not the eye candy side of the glitch, and the Terrain LOD setting is eye candy only. The actual problem is that other players can still see me thru mountain even if I turn the setting on.
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Mats391
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

clueless_noob wrote:Problem not the eye candy side of the glitch, and the Terrain LOD setting is eye candy only. The actual problem is that other players can still see me thru mountain even if I turn the setting on.
We might remove the option in future and enforce it for everyone.
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Grump/Gump.45
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Grump/Gump.45 »

Mats391 wrote: Lashkar
[*]Removed impossible caches from caves.
I can assure you me and DutchCourage would like to object. I and the other "impossible cache" holders, request we get those exact caches back. In my years of focusing on strengthening insurgent tactics and methods (Iron sight snipers, camouflage, be the booby trap, IED walls, etc.)

I never went into how to breach these so called "Impossible cave caches" or any other BLUFOR tasking. I just enjoyed every single win of insurgents, we went from "I hate insurgency because we always lose" to what we have today. This is why you need not just manual for game functions, but tactics too.

You find cave cache, you get your squad there, wait for other squads to show up so you don't die one squad at a time. Secure outside area for security to work the objective. Find and block all entrances, explosive dispersion. Find best entrance, get as deep as you can till you hit contact but don't fully commit to going in or you die, back it off to last cover before the immediate firefight started. Meaning you need to bail away from the threat.

Stay outside the entrances, don't go in. Get crates from the choppers, trucks, APCs for ammo. Get kits like LAT/HAT. Keep sending in rounds until resistances stops. Rolling grenades deeper. You send in every tool literally. Bullets, rockets, smokes, hand grenades, 40MM. Combat engineer goes for the least dense trapped entrance. You shoot a little bit as if going in but back off repeatedly.

You can sporadically send rounds in to contain them then switch to methodically hitting certain impact points to kill what you can't see around corners when its time to push. Every new uncleared angle gets an explosive. 1 man throws explosive, other covers with rifle. Every entrances is encroached on. Goal is to stay alive, do not fully commit.

Dying is the only thing that costs tickets. You got to work it, assess it, take your time. Squad leaders need to control tactics, tasking, pace, know general mistakes people make, address those beforehand as it becomes relevant. Then get other Squad leaders on the same page.

My tunnels tactic post explains most of it.
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Mats391
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

PR:BF2 v1.7.2.3 Changelog (2022/09/27)
-----------------------
GENERAL:
  • Added Indonesian localization by TommyFederal.
  • Fixed !admins command not working when too many admins are online.

COOP:
  • Updated AI area attack to have a 10 minutes time limit.

WEAPONS:
  • Fixed USMC M240B being invisible.

VEHICLES:
  • Updated all gun launched ATGM to shoot out at an angle. This results in 150-200m minimum distance before hitting where you aim.
  • Removed LAHAT from Merkava.

Levels:
  • Ascheberg:
    • Fixed trees becoming invisible from above when far away.
  • Kunar Province:
    • Fixed trees becoming invisible from above when far away.
    • ALL:
      • Reduced transport heli respawn to 5 minutes.
      • Added Artillery
    • AAS16:
      • Replaced A10 with Kiowa.
      • Updated Taliban rallypoint to be permanent and respawn 10 minutes after being destroyed.
      • Updated flag radii to 200m down from 300m.
    • AAS32:
      • Reduced Taliban tickets by 100.
      • Replaced A10 with Apache.
    • AAS64:
      • Replaced 2 Humvees with Mk19 Humvees.
    • AAS128:
      • Replaced MTLB with BTR80.
    • INS64:
      • Switched Blufor to US Army
      • Added Kiowa.
      • Replaced A10 with Apache.
      • Replaced UH1N Huey with UH60 Blackhawk.
Last edited by Mineral on 2022-09-27 17:45, edited 1 time in total.
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ismaelassassin
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Re: PR:BF2 v1.7.2.0 Changelog

Post by ismaelassassin »

oh fuck new update boyys!
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D.Arya
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Re: PR:BF2 v1.7.2.0 Changelog

Post by D.Arya »

It crashed when I tried to use the Indonesian localization, when I revert it back to English it work fine

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PBAsydney
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Re: PR:BF2 v1.7.2.0 Changelog

Post by PBAsydney »

Mats391 wrote: VEHICLES:
  • Updated all gun launched ATGM to shoot out at an angle. This results in 150-200m minimum distance before hitting where you aim.
  • Removed LAHAT from Merkava.
Why on earth? ATGM in tanks was already high risk, high reward, now there's no reason to load it instead of AP if it leaves you with your pants down if an enemy tank pushes within 200m of you.

Just....why?
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Coalz101
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Coalz101 »

PBAsydney wrote:Why on earth? ATGM in tanks was already high risk, high reward, now there's no reason to load it instead of AP if it leaves you with your pants down if an enemy tank pushes within 200m of you.

Just....why?
Experienced this myself, yeah BMP3 not really useful in khami lrg anymore in the southern deserts, it needs to be way to far away to even hit (Note that part of the map is filled with hills plus the somewhat low view distance makes it really difficult to position yourself to not miss your shot)
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Trekkie
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Trekkie »

rogdozz wrote:Thanks for the response. I thought you had to wait 2 minutes after standing next to an armed insurgent in order to become a martyr, was I wrong or is it something you changed this patch?

There is a lot of confusion around these civilian mechanics so I think many in the community would appreciate an up-to-date list from the devs with all the requirements to get martyred. Also an in-game indictator of wether you can currently become a martyr or not would be extremely welcomed
lol no matter what I can't dispell this misapprehension that people have, even though i've proven it to so many people so many times... even Souki is spreading this lie for years! even players with so much more experience than me, even though the manual is very clear about it... so yeah I have given up and accepted that I have special knowledge lol... but it's so funny spending my 2 minutes with armed friendlies all over the place all thinking that I'm doing it wrong and then getting martyr over and over, but they can't tell because the points system doesn't reflect martyrdom right so I'd have to demonstrate it in video form which of course I can but whatever
Grump/Gump.45
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Grump/Gump.45 »

PBAsydney wrote:Why on earth? ATGM in tanks was already high risk, high reward, now there's no reason to load it instead of AP if it leaves you with your pants down if an enemy tank pushes within 200m of you.

Just....why?
Usually most maps have multiple tanks and if not they have Bradley/BMP support. Cover each others reload, it should be in sync with gunner and driver for the tank to hide after it fires if the enemy sees you. Be the booby trap if they push close to you. Don't put let all your armor be seen in a single bearing scope view. Be in view of each other, but 1 asset seen per scope view.

Shouldn't go up against armor alone. At least being close to a 2nd anti-armor capability to run back to being the bait chased by enemy armor. Manipulate and assess enemy awareness and focus.

Keep the infantry, especially highlight friendly LAT/HAT between you and potential enemy armor direction. Use your ears like radar with engine off, sound effects to 100% for hearing farther.

Infantry is a distraction for armor potentially, your armor presence distracts the tank from infantry. Outnumber enemy armor by positional circumstance of your team and the objective, let them come into your area. Use whatever you can as bait for tanks, assume they have UAV.

Friendly CAS or commander UAV should pass by to check if friendly tanks are being lazed.
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bad_nade
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Re: PR:BF2 v1.7.2.0 Changelog

Post by bad_nade »

Mats391 wrote: PR:BF2 v1.7.2.0 Changelog (2022/09/1 8)
-----------------------
General:
  • Updated fog to be range-based so you can no longer see further at the edge of the screen.
After a few rounds with The New Fog I can say the game looks much better now. Thank You :15_cheers
TommyFederal
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Re: PR:BF2 v1.7.2.0 Changelog

Post by TommyFederal »

D.Arya wrote:It crashed when I tried to use the Indonesian localization, when I revert it back to English it work fine

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oh yeah, Im the one responsible for the indonesia translation so..... maybe the indonesia fonts aren't in your fonts_client, ill send the fonts_custom to your DM to fix it
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PBAsydney
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Re: PR:BF2 v1.7.2.0 Changelog

Post by PBAsydney »

PBAsydney wrote:
Mats391;2218024 wrote:VEHICLES:
  • Updated all gun launched ATGM to shoot out at an angle. This results in 150-200m minimum distance before hitting where you aim.
  • Removed LAHAT from Merkava.
Why on earth? ATGM in tanks was already high risk, high reward, now there's no reason to load it instead of AP if it leaves you with your pants down if an enemy tank pushes within 200m of you.

Just....why?
I'd still like to hear why the devs thought this change was necessary. I'm guessing the idea was to nerf the BMP3, even though it already has paper thin armor and it takes 14 seconds to load an ATGM, but this just strips away a layer of complexity and tactics from tank engagements.
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Danesh_italiano
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Danesh_italiano »

PBAsydney wrote:I'd still like to hear why the devs thought this change was necessary.
Same thing for 80% of changes pos 1.3.9...

DEV answer: Because i want and i can!
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
UncleSmek
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Re: PR:BF2 v1.7.2.0 Changelog

Post by UncleSmek »

increase tickets on taliban ins maps cause with civis added to the equation you need a bit more time to rebound from stupidity.
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

PR:BF2 v1.7.2.4 Changelog (2022/11/0 8)
-----------------------
GENERAL:
  • Fixed Indonesian localization crashing game.
  • Fixed requesting or dropping kit resetting soldier's speed.
  • Fixed combat zone warning not showing.
  • Fixed bleed effect not showing when outside of combat zone.
  • Fixed scope blur and suppression not working after using commander menu.

COOP:
  • Fixed missing lockboxes for AA missiles.
  • Fixed bots using kits not loaded for map.

FACTIONS:
  • Fixed Russian missing zipties on insurgency maps.

SHADERS:
  • Updated leaves, bushes, etc. to interact with dynamic lights.
  • Update fog and fading to calculate per-pixel.
  • Update 2D water to look better on lower settings.
  • Updated shadows to use slope-scaled depth bias instead of constant bias.
  • Updated mesh and terrain lighting.
  • Fixed deployable emplacement dirt being too shiny.
  • Fixed incorrect bundlemesh lighting.
  • Fixed inconsistent dynamic lights.
  • Fixed missing fog from certain objects.

WEAPONS:
  • Updated kinetic projectiles to have higher damage drop-off over distance.
  • Updated ATGM to deal slightly more damage vs tank front armor (increased damage modifier to 0.5 from 0.45)
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
  • Updated ATGM to have lower splash vs infantry.
  • Updated quality of the binocular sight texture.
  • Fixed mounted M240 having no focus zoom.

VEHICLES:
  • Updated ATGM vehicles to require both driver and gunner.
  • Updated M3 and SdKfz 251c halftracks to be faster.
  • Fixed mounted M1919 missing from vehicles.
  • Fixed being unable to return to main camera when switching to POV cameras.
  • Fixed dropping crates when toggling POV camera in transport helicopters.
  • Fixed M113 exit location for driver.
  • Fixed H-34 door gunner not seeing the helicopter.
  • Fixed Dzik not using 4 wheel drive. It is faster now.
  • Fixed SdKfz 233 Stummel shooting into wrong directions.
  • Fixed Merlin rear gunner crashing game.

Levels:
  • Adak:
    • Fixed floating power pole.
  • Al Basrah:
    • Added invisible collision to prevent shooting into and out of insurgent main base.
  • Bamyan:
    • AAS128: Delayed tanks and APCs by 5 minutes at round start.
  • Burning Sands:
    • AAS128: Replaced Puma and BMP IFV with APC version.
  • Fallujah West:
    • Added invisible collision to prevent shooting into and out of insurgent main base.
  • Kafr Halab:
    • Fixed Syrian Rebels being unable to arrest insurgents.
  • Omaha Beach:
    • AAS128: Fixed missing ticket bleed for Germans.
  • Ramiel:
    • Fixed being unable to exit secret basement.
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axytho
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Re: PR:BF2 v1.7.2.0 Changelog

Post by axytho »

Mats391 wrote:PR:BF2 v1.7.2.4 Changelog (2022/11/0 8)

[*]Updated M3 and SdKfz 251c halftracks to be faster.
Yes! Thanks!
Xenoophone
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Xenoophone »

Mats391 wrote: COOP:
Fixed missing lockboxes for AA missiles.
Could someone explain what does that mean please? It is about bots not shooting Air-to-Air missiles, or something different?
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Mats391
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

Xenoophone wrote:Could someone explain what does that mean please? It is about bots not shooting Air-to-Air missiles, or something different?
The reported bug was players not seeing lockboxes and thus unable to lock onto aircraft when using anti-air vehicles in coop. Bots not using anti-air is a new issue we were not aware of, but might have had the same cause. Please test it out yourself and if bots still do not use AA, make a bug report.
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