PR:BF2 v1.4.9.0 Changelog

The changelogs for recently released Project Reality versions
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Mats391
PR:BF2 Lead Developer
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PR:BF2 v1.4.9.0 Changelog

Post by Mats391 »

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Another small patch for PR:BF2 with an iteration of the damage changes of last week and some other small fixes. See below for more in-depth information on the changes to the weapon damage model.

Want to help us test maps and other content? Sign up as a tester today.

v1.4.9.0 is available now for servers and will soon be available to clients through the automated updater.

PR:BF2 v1.4.9.0 Changelog (2017/April/30)
-----------------------

WEAPONS:
  • Fixed shotgun damage vs supply crates and doors.
  • Updated handheld damage system (see below).
STATICS
  • Fixed cable drum disappearing too soon.
LEVELS:
  • Gaza
    • INS16: Replaced M113 with Namer.
  • Sahel
    • Fixed sliding vehicles.
    • Added woodland camouflage for ARF soldiers.
  • Kozelsk
    • Fixed metal bushes.
    • Updated combat area to increase playable area.

Damage changes
In this patch we further tweak the damage changes. The main changes are:
  • Increased damage of pistol calibers.
  • Reduced damage vs upper leg.
The full damage chart and hit boxes you can see below:

Damage Chart
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(click to make image larger)
Hit Boxes
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Last edited by Arab on 2017-05-01 02:55, edited 16 times in total.
operativac
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Joined: 2012-10-15 20:24

Re: PR:BF2 v1.4.9.0 Changelog

Post by operativac »

Pretty good changes. I'm only concerned about the 5.45x39 at ragnes of 200 m or greater.

Also, how does the shotgun damage work? Number of pellets multiplied by pellet damage?
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Mats391 »

operativac wrote:Pretty good changes. I'm only concerned about the 5.45x39 at ragnes of 200 m or greater.

Also, how does the shotgun damage work? Number of pellets multiplied by pellet damage?
Yes. Buckshot has 9 pellets
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Mineral: TIL that Wire-guided missiles actually use wire
Sapper28
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Joined: 2010-03-20 08:56

Re: PR:BF2 v1.4.9.0 Changelog

Post by Sapper28 »

Thank you again devs.

For those of us who are uninitiated, is there a list of weapons and their respective caliber?

Or can the weapon caliber be listed in the kit selection screen, or on the slot list when you scroll with the mouse wheel?

Suggestions are easy to make...
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Mr.VdHeide
PR:BF2 Developer
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Mr.VdHeide »

In general every modern day nato assault rifle uses 5.56x45mm (m4. m16, L85, C7, G36, FAMAS), the Russian AK-74 has 5.45x39, MEC uses 7.62x51 battle rifles. For the non-conventional factions:

If it is a Kalashnikov, then look at the number

74 means: 5.45x39 (AK-74, AKSU-74, AKS-74, AK-74M)
47 means: 7.62x39 (AKM, AKMS, AK-47, AKS-47)

If you are not sure about a caliber, just search on wikipedia. ;-)




D.J.
Last edited by Mr.VdHeide on 2017-04-30 13:21, edited 1 time in total.
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Ragnarok1775
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Ragnarok1775 »

AK-47s and their close relatives use 7.62x39mm.

The PLA's QBZ-92 pistol uses 5.8x21mm. Most small arms use 5.8x42mm.
Last edited by Ragnarok1775 on 2017-04-30 13:26, edited 1 time in total.
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Mr.VdHeide
PR:BF2 Developer
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Mr.VdHeide »

ye that is what I meant, sorry my bad :lol:



D.J.
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AlonTavor
PR:BF2 Developer
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Re: PR:BF2 v1.4.9.0 Changelog

Post by AlonTavor »

Sapper28 wrote:Thank you again devs.

For those of us who are uninitiated, is there a list of weapons and their respective caliber?

Or can the weapon caliber be listed in the kit selection screen, or on the slot list when you scroll with the mouse wheel?

Suggestions are easy to make...
This is from 1.3 and damage values are completely outdated, but bullet type should remain the same. Check the weapons tab.
https://docs.google.com/spreadsheets/d/ ... 0wJjv8kok/
RENEGADO
Posts: 117
Joined: 2015-03-01 13:07

Re: PR:BF2 v1.4.9.0 Changelog

Post by RENEGADO »

Well i played PR for the first time after 1.4.6.0 update, is the grass fields in Asad Khal removed or is a bug?
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Before:

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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: PR:BF2 v1.4.9.0 Changelog

Post by FlyingR »

Did the damages for the 50 cals and other HMGs and grenades still remain the same?
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: PR:BF2 v1.4.9.0 Changelog

Post by Mostacho »

It's good to see that you guys are more concerned with the gameplay, bringing the pistols and shotguns back to the game.

But still, insurgency and vietnam is all broken, the ability of the 7.62x51mm caliber to kill with 1 shot must be removed. I managed to kill 40 people with the M240 in about 10 minutes in the last version and it looks like it has not changed much, it just is not fair.

5.56x45mm was giving too much damage against targets without a vest, it does not kill with 1 shot but leaves the person so fucked up that he can not do anything.

This has already been spoken by several people in the last feedback.

So please reconsider the damage once more, Pay a special attention to the insurgent game mode and vietnam maps.
Last edited by Mostacho on 2017-04-30 15:26, edited 1 time in total.
Allahu Akbar
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Allahu Akbar »

What do you mean by full damage chart when it doesn't have 5.8x21/42, 7.62x25, .45, .303?

There should be a drastic decrease in damage past 100m or 150mm for 5.56x45; should be to the point where 5.45x39 surpasses it at 150m or 200m(depending on barrel length).
Angry Peasants: Effective Range of Your 223 or 5.56 Rifle
Kind of bullshit for 5.56 to do over 50% more damage than 5.45 at 600m.

Also, 7.62x39 shouldn't be doing that much damage to flesh even assuming it's M67.
http://i1260.photobucket.com/albums/ii5 ... 0e445c.jpg

This new damage is also a straight up nerf to insurgent bolt action rifles, they already have no scope but now they can't one-shot-kill to the leg even point blank.
Last edited by Allahu Akbar on 2017-04-30 15:41, edited 8 times in total.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: PR:BF2 v1.4.9.0 Changelog

Post by FlyingR »

Sapper28 wrote:Thank you again devs.

For those of us who are uninitiated, is there a list of weapons and their respective caliber?

Or can the weapon caliber be listed in the kit selection screen, or on the slot list when you scroll with the mouse wheel?

Suggestions are easy to make...
BTW,

Project Reality - Internet Movie Firearms Database - Guns in Movies, TV and Video Games

There you go!
inb4banned
Posts: 234
Joined: 2015-02-20 10:48

Re: PR:BF2 v1.4.9.0 Changelog

Post by inb4banned »

As long as automatic rifles can 1 shot while SMGs take 6 shots to kill this system is not worth having. Why not address the many good posts in the feedback thread, let us know what you wised to accomplish.

It's another broken system that is allowed to stay in because it's not less broken than before.
sapper1893
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Joined: 2011-07-21 06:35

Re: PR:BF2 v1.4.9.0 Changelog

Post by sapper1893 »

Mostacho wrote:It's good to see that you guys are more concerned with the gameplay, bringing the pistols and shotguns back to the game.

But still, insurgency and vietnam is all broken, the ability of the 7.62x51mm caliber to kill with 1 shot must be removed. I managed to kill 40 people with the M240 in about 10 minutes in the last version and it looks like it has not changed much, it just is not fair.

5.56x45mm was giving too much damage against targets without a vest, it does not kill with 1 shot but leaves the person so fucked up that he can not do anything.

This has already been spoken by several people in the last feedback.

So please reconsider the damage once more, Pay a special attention to the insurgent game mode and vietnam maps.
A 7.62 will kill with one shot. It is a proper man stopper. 5.56 as it isn't a man stopper but is designed to immobolise. If you kill someone he doesn't need treating if you injure someone it takes 1-2 to treat/protect him.
CNaville
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Joined: 2017-01-25 12:08

Re: PR:BF2 v1.4.9.0 Changelog

Post by CNaville »

I want to know how you truly play the insurgence gamemode , this recent change is so broken that I managed to kill 28 enemies using a medic , every shot was a kill so please reconsider the damages.
Mostacho
Posts: 54
Joined: 2016-07-18 16:01

Re: PR:BF2 v1.4.9.0 Changelog

Post by Mostacho »

sapper1893 wrote:A 7.62 will kill with one shot. It is a proper man stopper. 5.56 as it isn't a man stopper but is designed to immobolise. If you kill someone he doesn't need treating if you injure someone it takes 1-2 to treat/protect him.
I know that IRL it is like that, bud i could not care less about reality if the gameplay is all broken

Just look at the previous patch feedback, there are several posts about this.

The game does not have to be extremely balanced. But in a match where players are equally distributed by skill, Both teams should have a chance to win. The way it is the insurgent team will always lose due to the massive disadvantage.

The way it was before was good, it took years and years to get there, it still had one thing or another to fix, bud it was good.

I still wonder what they were trying to fix, for this whole insistence on changing everything.
Last edited by Mostacho on 2017-04-30 17:35, edited 2 times in total.
72Shaman
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Re: PR:BF2 v1.4.9.0 Changelog

Post by 72Shaman »

Well you should care about reality, hence the name "Project REALITY".

Its awesome that the pistol damage was buffed, I love pistols IRL but they sucked big time in PR.

1. Many times I shot 3-5 times to the torso, people still manage to run jump turn around and kill me. Its just absurd.

2. Shooting at someone with the sniper at 200m away, on the torso, manage to run away and get healed. Absurd.

I fear PR is turning a more "Balance the game approach" than "Keep things real as it was meant to be"
I enjoy the game so much, more than any shooter but just because its realistic and its hard.
Not because you make it balanced, I'd rather go play CoD 2 then.

Please stick to your fundamentals. Stop making changes to "Make it easier and balance the game" because its not what PR is.

You want to hear about something unbalanced? CAS vs APCs, AAs, MBTs, and any other ground capable weapon is able to shoot CAS in a jiffy.

Why? Because viewdistance is limited to 400-800 on most maps. I understand this is because of performance and balance reasons but its so game-breaking when you just cant see the target untill you are at a distance where any attack aircraft is just turkey shoot for a TANK or APC or AA or whatever
Vista
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Re: PR:BF2 v1.4.9.0 Changelog

Post by Vista »

72Shaman wrote:I fear PR is turning a more "Balance the game approach" than "Keep things real as it was meant to be"
I enjoy the game so much, more than any shooter but just because its realistic and its hard.
Not because you make it balanced, I'd rather go play CoD 2 then.

Please stick to your fundamentals. Stop making changes to "Make it easier and balance the game" because its not what PR is.
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NE0
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Joined: 2013-09-22 09:20

Re: PR:BF2 v1.4.9.0 Changelog

Post by NE0 »

Vista wrote:Image
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"ne0 sucks"
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