Page 7 of 20
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 03:12
by theflidgeface
Spartan0189 wrote:This Changelog was one of my favorite reads.
What he said
But which change was the "gamebreaking" change from Mosquill? Or is it yet to be announced?
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 03:22
by dtacs
[R-DEV]Sniperdog wrote:I updated the 2d marker info so hopefully there will be less confusion.
At 125m does the marker literally 'vanish' or does it slowly fade and the compass marker appears?
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 03:32
by mat552
I could list individual points of what I liked (nearly all of it oh god yes) and what I didn't, but then I'd wind up quoting most of the list.
It's easier to sum it up with:
![Image](http://img713.imageshack.us/img713/2228/r129711273076282030.jpg)
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 03:38
by BIGsmalll
Win.
Just win.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 04:36
by =Toasted=
Too...much....awesome....to....process....!!
-head explodes-
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 04:40
by USMC scout sniper
There's a mounted PKM?????????????????? Wow............I learned something new today.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 05:17
by dtacs
USMC scout sniper wrote:There's a mounted PKM?????????????????? Wow............I learned something new today.
They're not in game yet.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 05:45
by steve_06-07
"Updated Gary with a 2nd seat for lols." WIN!
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 05:55
by Imchicken1
Strangly and honestly enough, the first time i tried to read this thread my comp crashed
steve_06-07 wrote:"Updated Gary with a 2nd seat for lols." WIN!
<3<3<3<3<3
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 06:08
by Simmage
FANTASMAGASMIC!!!!!!!!!!!!!!!!!!!!!!!!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 06:20
by solid84
Holy mother of gawd. This will be E.P.I.C
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 06:32
by Matainais[LV]
Did they added more mine markers for combat eng's? Could not find
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 06:45
by Hunt3r
I think that riders on the BTR-60 may be just a teensy bit more vulnerable in .95....
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 07:04
by RedAlertSF
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 07:09
by Winstonkalkaros
I hope none of the old maps is removed, apart from dragon fly. and i hope co-op AI will be a little better.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 07:12
by sector7g
Just simply amazing work Devs and programmers. I am constantly amazed at the level of love and hard work that you guys put in. PR is simply the best game because of you guys and all the guys that preceded you and to all of you I wish to express my gratitude.
May I and all my fellow PR gamers do you proud in the manner that we support this great work of yours
We have an old saying at =MBO=
If Carlsberg made a PC based FPS it would be PR !
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 07:34
by Pirate
If I can only use a pilot kit while flying or gunning, how will I get picked up on Muttrath after having been shot down? Do I need to find a friendly crate to request a crewman first?
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 07:46
by Damian(>>>PL
Pirate wrote:If I can only use a pilot kit while flying or gunning, how will I get picked up on Muttrath after having been shot down? Do I need to find a friendly crate to request a crewman first?
or request unarmed.
Cant wait to play it, but I cant see one thing that i was suggesting, when driver of heavy vechicless is out, there is still engine sound, or gunner cant move his turret.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 08:08
by PLODDITHANLEY
I like the ticket changes, -1 wounded and -30 for flag loss, hopefully make the game more realistic with the last flag needing to be defended.
Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.
I like the deployable AT for ins/taliban I assume its two max, very surprised that no one's screaming about that.
Added deployable AT for Insurgents and Militia: SPG-9 Recoiless Rifle. HE-FRAG has a 9m kill radius, 18m wound radius. HEAT is a little more powerful than a regular RPG round.
Love the undo on unbuilt assets.
Bit confused here, so you can swap out the parachute kit?
Added paradrop supply crates that spawn near a Squad Leader that just landed from an airdrop spawn point. It only lasts for 5 minutes and only serves as a kit request and rearm location.
Re: Project Reality 0.95 Features List
Posted: 2010-10-10 08:19
by cyberzomby
HOLY ****! Some features can change gameplay very much! I Like it!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Especially the one where you lose tickets if you lose a flag! Thats genius! Now gives incentive to go out and take down that enemy flag and make 'm lose 30 tickets! VERY VERY NICE!
Only thing I find weird is the rally point back to 5 minutes. Wont that be the nearly the same with the ability to just chuck it down and respawn. Respawn after a failed assault, regroup, get back up the the enemy position, engage, try to heal fallen, wont work, fall back and chuck down a new rally. All of the above should take 5 minutes of more in most cases.