[Changelog] Project Reality v0.95 Features List
-
- Posts: 29
- Joined: 2010-01-11 17:01
Re: Project Reality 0.95 Features List
Oh yay now the the enemy kits are Poisoned, now the game is supper realistic.
-
- Posts: 22
- Joined: 2008-12-12 14:50
Re: Project Reality 0.95 Features List
![Very Happy :grin:](./images/smilies/icon_e_biggrin.gif)
![Cool 8)](./images/smilies/imported_icon_cool.gif)
Kevin
-
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Project Reality 0.95 Features List
checking above posts, or the whole forum for that matter should answer your questionDragoMuseveni wrote:
Wow so God is now watching over the battlefield and will smack us with his pimp hand if we pickup a kit we shouldn't.Why doesn't he just smite the infedels for us.
How is that "realistic"? Looks more like using bad coding to fix a problem that may not even exist.
![Wink ;)](./images/smilies/icon_e_wink.gif)
-
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Project Reality 0.95 Features List
Updated vBF2 stationary LMG's (m249, RPK-74 and QBU88 ) to be up to PR standard.
QBU88 is a stationary LMG now???lol... can I have a scope on it?
QBU88 is a stationary LMG now???lol... can I have a scope on it?
-
- Posts: 42
- Joined: 2010-04-06 12:27
Re: Project Reality 0.95 Features List
That fix is so lame... I bet many many players will complain about this fix, and you have to release a hotfix.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.
I thought we are playing reality, in real you can use enemy weapons!
-
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Project Reality 0.95 Features List
It is more so for the INS players. Since the blufor people want to get their fancy special kits out and use them in the middle of an enemy riddled street and what not.cepo wrote:That fix is so lame... I bet many many players will complain about this fix, and you have to release a hotfix.
I thought we are playing reality, in real you can use enemy weapons!
Evidently, it is too hard for INS to pull the trigger on a SAW, or m24 or what ever.
It is going to suck to not be able to pick up a pubbers kit and use it against him.
I know it is hardcoded....but it would be better to only be able to resupply a kit off which ever side's crate that belongs to. That way they will need an enemy crate to rearm the "precious" sniper rifle that their side stupidly lost.
All in all, I think it is just a way to not punish the stupid people who run around INS maps with sniper rifle, engineer and HAT kits.
-
- Posts: 1
- Joined: 2010-06-22 14:36
Re: Project Reality 0.95 Features List
Gosh!.... Just Read the previous post already.cepo wrote:That fix is so lame... I bet many many players will complain about this fix, and you have to release a hotfix.
I thought we are playing reality, in real you can use enemy weapons!
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.
-
- Posts: 67
- Joined: 2009-12-26 17:22
-
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Project Reality 0.95 Features List
Thank you for that. I understand now.'[R-DEV wrote:Jaymz;1462396']Regarding cache marker changes. Bare in mind that caches now take 3-4 incendiaries or 1 x C4. Meaning that at least half a squad will need to be on the cache to take it out. Basically, the cache location will have to be cleared first before it's disposed.
Posting this here too,
I knew someone on the team would have to give a comprehensive post about the reasoning behind this change, so here goes. I suggest anyone who wants to respond to this afterwards reads all of it, as I'm condensing months of debates between PR team members and military advisers into a nice little package for you.........
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
It's hard to portray just how rare a situation it is for a soldier, or unconventional combatant, to pick up an enemy weapon and use it in the middle of combat in reality. If it is ever done so, it is a last resort or matter of desperation. The reasoning behind players picking up an enemy kit in PR for the same reasons is almost unheard of.
In-game, when an insurgent picks up an automatic rifle, or a sniper rifle, they transform into that role. An AK wielding ambusher transforms into a conventionally trained M249 gunner that can put tight groupings out to 600m, or a Sniper that can hit point targets even further. Even if we compared similar roles irl, do you honestly think that a Taliban PKM gunner is going to want to swap it for a BLUFOR MG he's unfamiliar with? No, he's going to stick with the PKM he's been carrying since Pakistan...fact.
Switch to the conventional side of things. A conventional soldier that picks up an enemy weapon will be nowhere near as effective operating a foreign weapon system that he has little-to-no experience with in comparison to what he's trained on. For heavy weapons and specialised weapons this change speaks for itself. A Russian soldier picking up an Eryx ATGM Launcher and operating it without any problems is absolutely ridiculous. A US soldier picking up a PKM and operating it with the same proficiency as it's previous owner is also insane.
We have a military adviser on our team who has trained soldiers on foreign weapon familiarisation, below are some of his words on the matter,
Deviation and weapon handling in-game is weapon specific and can't be soldier/player specific, if we could do that we would have just made enemy weapons extremely ineffective in friendly hands meaning nobody would want to pick them up any way. But we can't.
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?
Note, for those concerned about unconventional forces,
You now have deployable and technical mounted SPG-9's available.
You now have deployable mortars
Kits with RKG-3 grenades now have 2 instead of 1.
You now have primary and secondary detonation groups for IED's, allowing you set up multiple ambushes and chose what you want to detonate.
If ME Insurgents, you now have field dressings.
You are no longer able to have half your team transform into conventional troops, what you do have are more tools that allow you to play effectively as an unconventional force.
I will just make some points.
1) US troops have enemy weapon familiarization. Plus, an AK is literally point and click. But I assume blufor can still use enemy rifleman kits? What about the RPG kit? Can blufor use those?
Same thing with the PKM, it is pretty easy to use. Load the belt, then pull the trigger.
I do agree with the INS side though. An untrained INS would not be able to hit flys at 500m with a US sniper rifle. BUT he would still be able to pick it up, point it and shoot it. Same with the SAW.
But, adding the new technical, deployable mortars (not a kit?), more RKGs, and IEDs seems like it will work.
I do not get the secondary detonation thing though. How do you pick which IEDs to blow? Are you only allowed to have 2 out now?
This probably cannot be implemented, and already partially has. Resupplying RPGs. Id like to see an ammo bag like device that can only supply RPGs. Since the INS guys already all have RPGs sticking out everywhere. But they have ammo bags, which can be used to supply them as well.
have the rules for civilians changed at all? I do lik ethat you are limited the specialist. No longer will there be 20 shotgunners out in the INS maps. Same with the HAMAS civlian. Thanks, I think that a civilian/human shield will do perfectly for them!
Wht I am worried about now is driver by C4. Since only one is needed to take them out, and they have a fairly big range.
Do collapsing buildings still hurt the cache?
has the dome of death been reduced or increased again?
-
- Posts: 82
- Joined: 2009-02-28 02:42
Re: Project Reality 0.95 Features List
I'm going to assume this post was made on a matter of the fact you've never fired a AK or a PKM. Yes They would be able to pick it up and fire of course a 12 year old child can fire a AK-47. But You don't know how much ammo you have, You're not gonna sit on the dead body searching for mags when theres another MG gunner blazing your area. The INS point: Again he can pick it up but: He doesn't know how to work it. All he would know is fire and aim thats it. He doesn't know how to reload it like the dude he killed for it. Same for Blufor. But they'd all be terribly inaccurate and probably just end up killing themselves. It's better just to not let them pick it up in the first place...mosinmatt wrote:Thank you for that. I understand now.
I will just make some points.
1) US troops have enemy weapon familiarization. Plus, an AK is literally point and click. But I assume blufor can still use enemy rifleman kits? What about the RPG kit? Can blufor use those?
Same thing with the PKM, it is pretty easy to use. Load the belt, then pull the trigger.
I do agree with the INS side though. An untrained INS would not be able to hit flys at 500m with a US sniper rifle. BUT he would still be able to pick it up, point it and shoot it. Same with the SAW.
(I've never fired a AK either. But I know 1-3 shots and that gun would be up and pointing at the sky.)
Last edited by BIGsmalll on 2010-10-10 19:08, edited 1 time in total.
Reason: Adding on
Reason: Adding on
-
- Posts: 64
- Joined: 2009-01-15 13:53
Re: Project Reality 0.95 Features List
Some of the changes are nice some are just **** imo :/
-
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: Project Reality 0.95 Features List
My point is that this change is nothing more than idiot protection. 90% of the insurgency games I played did not include coalition players bringing a heavy AT kit to the insurgents. So why put in place some game mechanic that allows that? Why make that action the same (or even a better alternative) as carrying a basic rifleman kit into combat?[R-MOD]Jigsaw wrote:I really don't understand that logic, either way you'll lose that kit with or without the new system. The only thing that is different now is that the enemy team won't be able to turn that kit against you, which is inherently unrealistic.
Imo, it's not something that can be abused.
I've said it before, and I hate to have to say it again, but when you change the game to fix player problems, you're breaking something that wasn't broken.
And the worst part of the change is how it is being implemented. Something like a sniper kit on Archer could become something to be defended. For example the Taliban take down a sniper team and then "hot-potato" the kit back to the cache. It was done rarely with the current system, more often than not, a player would take the kit out and eventually get killed, returning it in the process.
In this new version, it will be safer to take a limited kit than a rifleman kit. Is that really the type of gameplay we should be promoting? Taking limited kits without the need? What happens when your team actually needs one of those kits, but they're all lying around a cache after a failed assault?
In my opinion, this change should have only been applied to the heavy AT, Anti-air, & Combat engineer kits. I just fail to see how an insurgent can fire an M4 perfectly, yet slap an m203 on that m4 and it's mind bogglingly impossible to use.
The devs have good intentions with this change, I just doubt it'll be worth the other problems it creates. So we'll just have to wait and see how it plays out.
-
- Posts: 1914
- Joined: 2008-08-25 23:00
Re: Project Reality 0.95 Features List
you're just being a tard now, hating the changes before you even tried them out. I'd expect a different attitude from someone who has over 500 posts and probably experienced different releases in the past, but i forgot that some people never change.mat552 wrote:yt link
anyway, and this applies to everyone, if you don't have a constructive comment just don't post before you haven't actually played a game or 2 with these "game-breaking" changes. It seems to me that with every new release (since 0.
![Cool 8)](./images/smilies/imported_icon_cool.gif)
if you feel however that these changes have ruined the mod for you even though you haven't tried them out, then just don't download the mod and stop playing it, it's as simple as that.
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
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
-
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Project Reality 0.95 Features List
I partially agree. Since it is hardcoded, you cant really change it but picking up kits in the game is pretty unrealistic. One button press and you have all the items the guy had. gun, mags, etc etc.BIGsmalll wrote:I'm going to assume this post was made on a matter of the fact you've never fired a AK or a PKM. Yes They would be able to pick it up and fire of course a 12 year old child can fire a AK-47. But You don't know how much ammo you have, You're not gonna sit on the dead body searching for mags when theres another MG gunner blazing your area. The INS point: Again he can pick it up but: He doesn't know how to work it. All he would know is fire and aim thats it. He doesn't know how to reload it like the dude he killed for it. Same for Blufor. But they'd all be terribly inaccurate and probably just end up killing themselves. It's better just to not let them pick it up in the first place...
(I've never fired a AK either. But I know 1-3 shots and that gun would be up and pointing at the sky.)
I dont get what you mean about the INS point though. Anyone that has any experience with a gun will be able to reload an AK, or an M4. Same wit hthe opposite. Pick up an dAK, and you should be able to reload it just fine. It isnt rocket science. You push the mag release button and put a new mag in. slam the bolt and you are ready to go.
1-3 shots and it would be pointing at the sky? The AK (especialyl the AK74) has very little recoil, and is quite controllable. When the US troops are deployed they go through enemy weapon familiarization. So they will be more than capable of handling it.
What would make it more realistic is making it longer to actually pick up kits. That way you dont pick the guys kit up, and <1 second you have everything they had.
TIP: When you do pick up an enemy kit...remember to reload. Many times I picked up an enemy rifle, aimed at a guy and *click*
-
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Project Reality 0.95 Features List
mosinmatt wrote:
What would make it more realistic is making it longer to actually pick up kits. That way you dont pick the guys kit up, and <1 second you have everything they had.
TIP: When you do pick up an enemy kit...remember to reload. Many times I picked up an enemy rifle, aimed at a guy and *click*
yeah.
its odd that you just die if you keep the kit.
make it that you need just sit there on body 5 mins to get enemy kits.
but i understand this change fully.people die too much in this game so theres kits allmost alltime to have.
and if insurgent shots enemy on the ground what he do then?do he make some tactical move and go hiding or something?
no,he rushes on the enemy body to search leet weapon without fear and concern that he maybe gonna die on his way to the enemy kit.
but on some players that were fun factor to kill enemy and steal their kits and that bad for them.
(but now you can kill the sniper and boobytrap the kit
![Smile :)](./images/smilies/icon_e_smile.gif)
-
- Posts: 185
- Joined: 2009-11-20 11:20
Re: Project Reality 0.95 Features List
Do you guys even bother reading the whole thing? You CAN pick up and ak47, ak74, M4, M4A1, G3, AT4, etc. You can pick up Riffleman, Riffleman Specialist, AT, AP, I think grenadier too (should be at least), but you cannot pick up engineer, HAT, sniper those kits that need ALOT of training to use in real life.mosinmatt wrote:I partially agree. Since it is hardcoded, you cant really change it but picking up kits in the game is pretty unrealistic. One button press and you have all the items the guy had. gun, mags, etc etc.
I dont get what you mean about the INS point though. Anyone that has any experience with a gun will be able to reload an AK, or an M4. Same wit hthe opposite. Pick up an dAK, and you should be able to reload it just fine. It isnt rocket science. You push the mag release button and put a new mag in. slam the bolt and you are ready to go.
Going from an ak wielding fanatic to a super trained engineer that can fix every vehicle is a bit ... unrealistic.
I am Alex
-
- Posts: 90
- Joined: 2009-04-22 20:50
Re: Project Reality 0.95 Features List
Im sorry but i dont see anything about fixing the texture CTD issues.
Is that problem solved (as in us not needing to lower our awesome gfx because of uncompatible coding)?
Is that problem solved (as in us not needing to lower our awesome gfx because of uncompatible coding)?
![Image](https://dl.dropbox.com/u/9549093/1TF/Sigs/1TF%20Sig%20-%20T.png)
![Image](http://www.userbars.com/i/536129.gif)
Unit: Marine Corps
Division: 3rd Plt - Aviation
M.O.S: -7563
-
- Posts: 90
- Joined: 2009-04-22 20:50
Re: Project Reality 0.95 Features List
Good call.iAllex wrote:Do you guys even bother reading the whole thing? You CAN pick up and ak47, ak74, M4, M4A1, G3, AT4, etc. You can pick up Riffleman, Riffleman Specialist, AT, AP, I think grenadier too (should be at least), but you cannot pick up engineer, HAT, sniper those kits that need ALOT of training to use in real life.
Going from an ak wielding fanatic to a super trained engineer that can fix every vehicle is a bit ... unrealistic.
![Image](https://dl.dropbox.com/u/9549093/1TF/Sigs/1TF%20Sig%20-%20T.png)
![Image](http://www.userbars.com/i/536129.gif)
Unit: Marine Corps
Division: 3rd Plt - Aviation
M.O.S: -7563
-
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Project Reality 0.95 Features List
Forget the training - insurgents wouldn't be able to rearm those weapons, that's one of the main reasons too. They can get a HAT, sure. They might even manage to hit. But they will only do it once.
![Image](http://i783.photobucket.com/albums/yy116/IINoddyII/specnew_zpse2ebfda4.png)
--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.