PR:BF2 v1.7.2.0 Changelog

The changelogs for recently released Project Reality versions
PBAsydney
Posts: 369
Joined: 2016-10-15 22:14

Re: PR:BF2 v1.7.2.0 Changelog

Post by PBAsydney »

Mats391 wrote:

WEAPONS:
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
why?...
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

PBAsydney wrote:why?...
Cause their warheads are smaller than other ATGM as they have to fit in 100mm or 125mm barrel. Also have no seek delay and pretty much are at max speed from the start. The damage of AT-11 vs front armor in this patch is comparable to damage of 1.7.2.3. Other ATGM just stronger in comparison. The AT-10 is worse off, since it is even smaller.
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PBAsydney
Posts: 369
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Re: PR:BF2 v1.7.2.0 Changelog

Post by PBAsydney »

If the BMP3 can no longer take out tanks with a side shot I will cry.
Last edited by PBAsydney on 2022-11-08 11:03, edited 1 time in total.
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Petar97
Posts: 29
Joined: 2014-11-21 12:27

Re: PR:BF2 v1.7.2.0 Changelog

Post by Petar97 »

"Fixed Russian missing zipties on insurgency maps." - Nice but did you fix other Taliban maps like Kokan where other teams dosent hape zipties and civilians are ruining a game?
zloyrash
Posts: 408
Joined: 2009-11-08 10:25

Re: PR:BF2 v1.7.2.0 Changelog

Post by zloyrash »

NICE! THX
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Coalz101
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Joined: 2017-07-03 11:11

Re: PR:BF2 v1.7.2.0 Changelog

Post by Coalz101 »

Mats391 wrote: WEAPONS:
  • Updated kinetic projectiles to have higher damage drop-off over distance.
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
Can we have some numbers please?
How much less? What would be the front armor damage for gun fired ATGMs is it less than the old 0.45 number or is it still more?
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Mats391
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

Coalz101 wrote:Can we have some numbers please?
How much less? What would be the front armor damage for gun fired ATGMs is it less than the old 0.45 number or is it still more?
Minimum damage of kinetic projectiles dropped to 30% down from 40%. The distances to reach minimum damage did not change.
The raw damage of AT-10 dropped from 1100 to 900 and for AT-11 from 1050 to 1000. The modifiers are the same as on other ATGM. For comparison the TOW still has 1100. Splash damage on AT-10 and AT-11 were already lower than on other ATGM before this patch.
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xpugur
Posts: 116
Joined: 2013-07-31 06:46

Re: PR:BF2 v1.7.2.0 Changelog

Post by xpugur »

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.


are those effect performance ? i want to play at high settings like full hd + graphic settings at high but even tho i lower the texture quality/filtering to medium and lighting quality+dynamic shadows/lights to low i got around 25 fps or even lower sometimes(depending on map and where i look at the map) but sometimes it goes to orver 60fps
((nvidia 840m+8gbram+i5-4210m cpu+win10))
should i keep staticmesh and vgetation LOD at lowest? (as it is) and select the "fade vegetation LOD" ? for higher fps?
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Mats391
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Re: PR:BF2 v1.7.2.0 Changelog

Post by Mats391 »

These changes should have no negative impact on performance and might even improve it in some places. PR is very CPU heavy and rendering is not really a bottleneck for most.
As for most performance orientated settings:
  1. Dynamic shadows and light off
  2. Everything else on low
  3. No increased LOD
  4. Disable fade vegetation
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Grump/Gump.45
Posts: 502
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.7.2.0 Changelog

Post by Grump/Gump.45 »

Mats391 wrote:
VEHICLES:
  • Updated M3 and SdKfz 251c halftracks to be faster.
Was it changed to its maximum speed? Cause it seems to be faster than its top recorded 52.5 km/h (32.5 mph). Would be nice if the update specified the speed it was set to, does the sprite allow you to set the actual real world speed value?

I seen one of them things zipping across the battlefield on Brecourt Assault the other day. Nice to keep up with tanks easily, I haven't tried the horse power for getting out of ditches yet.
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