Project Reality is releasing the .4 version of their mod tomorrow at some point. This mod is difficult but has some excellent infantry combat in my opinion. They remove the crosshairs completely except for sniper weapons so it is more difficult to aim however when I played it last version it made me better at aiming in vanilla BF2 so there is a benefit there 🙂
They have started developing a wiki based manual and while it isn't complete, they've started some of the key new components. One to look at is the new "Kit Limiting" system that they are implementing as well as the kit types themselves. There are 7-8 basic kits for each faction and then there are 4-6 "limited" kits that you can be issued at a supply location. These kits are limited in that only a certain number will be issued at any given time. For the US side the limited kits are support, sniper/marksman, heavy AT, and Anti-air rifleman. You can only get access to those kits if you are in a squad. If you have one of those kits and you die, the kit is reserved for you for 1 minute so you can get it again.
It looks like this could be pretty fun and will help hone those infantry skills. The added bonus is that there will be a lot fewer snipers and PKM whores to deal with 🙂
I am planning to download and play this on Saturday night if anyone else is interested.
Here's the basic kit loadouts. There's more detail in the wiki as to how some of the equipment can be used.
The loadout for the Special Operations soldier is as follows:
* #1 Knife * #2 Pistol (2+1 magazines) * #3 Rifle w/ optic sight (8+1 magazines) * #4 Fragmentation Grenade x 2 * #5 SLAM x 2 * #6 SOFLAM * #7 Night Vision Goggles * #8 Field dressing x 1 * #9 Parachute * No body armor
The loadout for the Rifleman is as follows:
* #1 Knife * #3 Rifle w/ open sights (8+1 magazines) * #4 Fragmentation Grenade x 2 * #5 Smoke Grenade x 2 * #6 Ammo Resupply Bag x 3 * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body Armor
The layout of the Grenadier class is as follows:
* #1 Knife * #3 Rifle w/ Grenade Launcher (8+1 magazines) * #4 Explosive Round x 4 * #5 Smoke Round x 2 * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body Armor
The loadout for the APERS Rifleman is as follows:
* #1 Knife * #3 Rifle w/ open sights (6+1 magazines) * #4 Frag Grenade x 2 * #5 Claymore x 4 (maximum 4) * #6 Binoculars * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body Armor
The loadout for the Regular Combat Engineer is as follows:
* #1 Knife * #3 Rifle w/ open sights (4+1 magazines) * #4 AT Mines x 2 (maximum 8, 10 minutes persistence after death) * #5 C4 x 1 (very large explosion) * #6 Wrench * #7 Night Vision Goggles * #8 Field Dressing x 1 * No Body Armor
The loadout for the Urban Combat Engineer is as follows:
* #1 Knife * #2 Slug Shotgun Shells (20 shells) * #3 Buckshot Shotgun Shells (20 shells) * #4 AT Mines x 2 (maximum 8, 10 minutes persistence after death) * #5 C4 x 1 (very large explosion) * #6 Wrench * #7 Night Vision Goggles * #8 Field Dressing x 1 * No Body Armor
The loadout for the Corpsman is as follows:
* #1 Knife * #3 Assault Rifle w/ open sights (4+1 magazines) * #4 Medikit (not throwable, need to be within 1m of a player to treat them) * #5 Smoke Grenade x 2 * #6 Defibrillator (6 charges to a battery pack before needing resupply) * #7 Night Vision Goggles * No Body Armor
The loadout for the AT Rifleman is as follows:
* #1 Knife * #3 Assault Rifle w/ open sights (6+1 magazines) * #4 Light AT weapon with 1 Round * #5 Smoke grenade x 1 * #7 Night Vision Goggles * #8 Field dressing x 1 * Body Armor
LIMITED KITS:
The loadout for the Support kit is as follows:
* #1 Knife * #3 Support Weapon (400 rounds) * #4 Fragmentation Grenade x 2 * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body Armor
The loadout for the Sniper is as follows:
* #1 Knife * #2 Pistol (2+1 magazines) * #3 Bolt-Action Rifle (40 rounds) * #4 Fragmentation Grenade x 2 * #5 Smoke Grenade x 1 * #6 Binoculars * #7 Night Vision Goggles * #8 Field Dressing x 1 * No body armor
The loadout for the Designated Marksman is as follows:
* #1 Knife * #2 Pistol (2+1 magazines) * #3 Precision Rifle (60 rounds) * #4 Fragmentation Grenade x 2 * #5 Smoke Grenade x 1 * #6 Binoculars * #7 Night Vision Goggles * #8 Field Dressing x 1 * No body armor
The loadout for the Heavy AT soldier is as follows:
* #1 Knife * #3 Pistol (4+1 magazines) * #4 Heavy AT weapon with 2 Rounds * #5 Smoke Grenade x 1 * #6 Binoculars * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body armor
The loadout for the AA Rifleman is as follows:
* #1 Knife * #3 Rifle w/ open sights (6+1 magazines) * #4 Shoulder Fired AA Weapon with 3 Rounds * #5 Smoke Grenade x 1 * #7 Night Vision Goggles * #8 Field Dressing x 1 * Body armor
And my response to this is hell yeah! - insert oorah motto crap here-
For the binos alone I am glad for this.. Are these the folks that are setting up a mortar setup?
This definitely adds a bit more realism, I am still at a loss as to why spec forces have c4 when the engineer didn't in vanilla, I assume it is for balance issues, same thing with mines/claymores.. snipers with claymores is nice but not really practical. I miss the DF style where you pick what you take with you, main weapon, sidearm and optional item... but this is nice.
Not that I will be much good for anything other than catching your frag nades.. I will make an effort to make it, though I have a few other items on my plate. If anything I will at least get it and run it, though I am going to attempt to recover my desktop/landline this weekend.. Might be able to see the world in something other than low/low quality.
Sarge wrote: If you want to get this to play tonight, start now. It's only downloadable via bittorrent at the moment.
Damn shame EA couldn't support mods enough to at least sponser some bandwidth and hd space to host the files. Epic does this for lots of mods and maps. Its good community support.
got it. played it.. looks like it would definitely dominate if you had a nice squad. The map that was played was large and more realistic in distances.. but they made up for it in extended run speeds and plenty of vehicles.
I played last night for a couple of hours and got pwned but had fun anyhow. Try playing on the Tactical Gamers server and jump in a squad with some of the TG guys. I did that last night and the squad leader, |TG-7th| Beatnick, was really trying to keep us organized and working together. They are running Advance and Secure mod right now, but are likely changing it to straight conquest.
Going to try and play again tonight, but no guarantees.
I was playing on a chicago server.. there was an attempt to squad control it on the other team but being the sniper I am, it was quite nice to shoot the poor bastards in the head.. had a nice run going. That hunter gun is sweet. But it was late and I didn't finish out the map. Will try again tonight. The Aussault/Secure type was definitely more preferable to the Conquest mode IMHO. <== that IMHO looks like someone is saying I am a Ho.. 🙁
No kidding. Have you seen the screenshots they put out every week? It looks great. I am also looking forward to Battlegroup: Frontlines. I like FH, but I prefer BG since it isn't into all the realism stuff.
Yea, I'm a slacker.
A few others I can't wait to see are Pirates and BF2 Apocolypse.
It has some direction in there.. basically there should be an uninstall for any regedits it did.. and then you delete the pr folder out of mods.
It comes up when you start the install..
-and no I did not have to do it but that is because I am all new and whatnot to this game.. btw the Jungle is sweet.. now if only I can figure out how to get the special kits.
-edit- on the special kits there seems to be a BUG that they are going to work out in the next patch.. damn I would like a snipe option in forces other than the insurgents.. something about wearing a towel...
Silent and I played this for quite a while last night. The biggest gripe that I have against the mod is that the maps that we played last night were all pretty big and there was limited transport so I ended up walking a lot. The kit limiting is interesting. One one hand I like it because there aren't dozens of snipers or heavy weapons guys on each map but on the other hand, when you really need a sniper or guy with a SAW, you don't have one. Let's just say it's a good thing that these scores don't count against your ranked stats 😀
Every server seems to be running Advance and Secure except for Tactical Gamers. AAS is fun, but can be brutal due to the linear nature of the flag caps. They need to make it more dynamic. In some cases it makes sense that you would attack in a specific order like on a roughly linear map. In other cases it makes a lot more sense that the attacker would have options about which point to attack next, such as in Karkand where the Suburbs, market and train wreck could all be equally accessible.
What would make it better would be having the choice after taking the Square, to take Suburbs or the Market. Once you get suburbs you would be given the option to take Market or Train Accident, and from Market you could take Train Accident or Cement Factory next, and so on. Adding branches means more mistakes for the defenders and more chance for the attackers to win. I have yet to see a group of attackers win on a map that starts with most of the flags in one sides hands because the defenders know where you have to go and camp that spot.
You know I didn't even think of that option, I love the AaS versions, but adding in that extra well if you capture this one.. these two options open up for you would be much much better.
You have to admit though when I managed to steal that vehicle and come pick you up that run across the bridge with guns blazing dodging all of the friendlies.. and running over enemies.. that was nice.. until I got shot in the head.
On a side note: in regards to the limited kits, the bug seems to have to do with the quantity of players on ther server, perhaps it is in one of their check modules, it is just not set to check 32 players. It supposedly works flawlessly for 6x6 or so, so the 16-player maps.
Silent Cold wrote: You have to admit though when I managed to steal that vehicle and come pick you up that run across the bridge with guns blazing dodging all of the friendlies.. and running over enemies.. that was nice.. until I got shot in the head.
😄 I was shot in the head soon after 😄
I need to be more patient as the squad leader and not take potshots at people I can barely see in the hopes of actually getting a kill or two - maybe if we'd had a full squad we could have done more damage to the other team 🙂
BTW, I did finally figure out last night that most of the assault rifles default to semi-auto mode. Hit "3" again to to switch them to burst or full auto. I did much better when I started throwing 3-4 bullets at the other team at a time. 🙂
Medics - need lots of medics. You should probably have two in any squad larger than 3 people 🙂
Fixing that bug would be great - of course it also means that the other team will be throwing more (or more accurate) lead at us as well 😒
Medics wouldbe good, perhaps if the SL was a medic even. Supposedly they have a large amount of ammo for some ofthe sides..
And yeah more people would have been great, or if we would have been able to get one of those limited-kits.. then a two man team would have still been great. With a scope as a Hunter on the insurgent side I was taking out 3+man teams with no problem, as long as I shot first. And it makes more sense to default to single-shot, no live person is goig to waste the ammo on a inaccurate burst.. though in this game a burst when you are sighting in is rater nice, the deviation for single shot is significant in some cases.. and even worse with burst.
Oh, and an item that was leared last night was that engineers are useful, to fix standard vehicles on the maps that spawn in a state of disrepair.. and that there are vehclees just they are hidden.. and lastly those map makers had nice thoughts and liekly suqirreled away items in hidden locations, so look around. In the open desert with the airstrip there are a few kits that are in hidden basements and the like. In other words, someone tok the tim to be sneaky with the layout.
Project Reality and BF2 1.41 Today EA released a v1.41 update to Battlefield 2. Until we determine compatibility we do not recommend installing this patch to your client or server.
We are working on a Project Reality v0.41 patch which will address BF2 v1.41 compatibility.
Project Reality v0.407 Server Files Thank you for putting up with some bugs in the Project Reality v0.4 release. We apologize for the bugs! We knew the release would have some issues, but we thought we had resolved the major causes of server crashes before releasing.
The released version of PR v0.4 was build 0.406. We have prepared a v0.407 server files update. This server update is purely a bugfix and is not a BF2 1.41 compatibility fix, so please do not upgrade your servers to BF2 1.41.
There is no client update required for this minor patch.
The changelog for this patch is as follows: Quote: - fixed all known kit req bugs - fixed team locked vehicle issue causing 95% of server crashes
The "Files" page should be updated later today with the new server download link.
This server build is compatible with v0.406 clients, so you can upgrade your server at any time. The sooner the better as this should prevent the majority of the server crashes admins have been experiencing.
Project Reality v0.41 Patch We've started work on the v0.41 patch for Project Reality. This patch release will address the following: - BF2 1.41 compatibility - bugfixes - minor performance enhancements to address lag issues - game play tweaks to maps - game balance issues - game play tweaks
A changelog will be posted once we've finalized the content and are into testing.
There will be no new content in this patch.
No ETA at this time, but this is more in the order of next 2 weeks than the next 2 months. Another update will be posted next week.
Well thats good to know. Now the question is how fast will the other servers update and will having a v1.41 stop you from playing on the PR servers?
It is nice to know that the kit issue seemed to have worked itself out on some of the maps, however I believe it would be to the advantage of everyone who is interested in trying out PR that they play on a small server, not a large map. Perhaps a 16person beast.
Silent Cold wrote: Well there is a bonus, now I just wonder what kind of connection if any I am going to be able to get when I head to the folks house for the holiday.
I know that I won't have any 🙁 Dialup just doesn't cut it 🙁
Project Reality v0.4 and BF2 1.41 Project Reality appears to be 100% compatible with BF2 1.41. Feel free to upgrade your clients and servers to BF2 1.41.
In fact we encourage folks to upgrade to BF2 1.41 as testing for the upcoming Project Reality v0.41 patch will be done on BF2 1.41.
Project Reality v0.41 Patch Status We are releasing a v0.41 patch to test today. While an unofficial change log has circulated, there's a lot more changes in this release than what was noted in the leaked change log.
One significant area of change in v0.41 has been around vehicular weapon systems. We realized that with the release of v0.40 we had modelled the Infantry weapons at a level of realism fidelity that was mismatched to the level of realism fidelity in the vehicles. As a result you get things like RPGs taking out an M1A2 Abrams in v0.4. That just doesn't happen in reality.
So we spent a chunk of time working on that. It sill needs more tuning and I think will take 2 releases to get it all polished up, but v0.41 is a major step forward in that area.
Also as previously noted, Project Reality releases up to v0.4 had been very focussed on Infantry dynamics. While we will still be doing some work on Infantry play .. it's the bread and butter of the mod .. the v0.4 release represents some shift in focus onto the vehicular weapons systems and combat dynamics.
The v0.41 release has seen a focus on overhauling the Attack Helicopters in Project Reality. By this I am referring to the AH1, Havok and WZ11 helicopters.
Here are the changes to attack helicopters going into testing in v0.41 (and hopefully all of them will make the release) :
- added MFD operated chain gun; still rotates about 200 degrees, but the view is through a multi function display like the missiles; hellfire camera is still fixed and still uses TV guided targeting system (may revisit this at a later date) - added zoom to chain gun and Hellfire class missiles, about 3.5x zoom; use the "C" key to toggle camera zoom levels - positioned hellfire camera to be slaved to the sensor bubble, same as the chain gun camera - set ammo for chain gun to realistic round counts, single mag - prevented medic healing ability automatically working in pilot or gunner positions - added 2 x AIM-9m class AA missiles to Pilot control - added new Pilot HUD to show Sidewinders - set Attack Helo rockets to real world velocities and damage equivalents - set hellfire type missiles to real world velocities - set FFAR rocket loadouts to real world count - set proper damage attributes for 20mm and 30mm chain guns - slight increase to armour on attack Helos
As a result a 2 man attack helicopter should be *very* powerful when employed properly. It should be possible to sit on the edge of the battlefield and pick off targets using the zoom functions available to the gunner. This is in opposition to the kamikaze rocket bomber tactics most often employed with BF2 attack helicopters
There are a bunch of other changes in v0.41, but a focus for this release had been on the attack helicopters to move them more into a realistic dimension along with the other weapons systems.
Tanks got some love too.. tanks now use an MFD style camera for the main gun. The main gun HUDs are reworked to use an "electro optical" display instead of the uh.. whatever you would call the main gun display in v0.4. The tank MFD also has 2 levels of zoom accessed with the "C" key. In addition tanks are now pretty much immune to all but the heaviest Anti Tank weapons systems.
I am gonna go out on a limb and say we hope to release v0.41 sometime soon
yeah, thankfully most maps are without armor/helos so us groundpounders are relatively safe. The other thing that keeps us safe is concealment and short tag visibility distances 😀
Some more info on the changes to the Advance and Secure mode that should make it much, much better.
eggman via TotalBF2 wrote:Next release has a bunch of changes to AAS:
1. CP Objective Groups
There is now a concept of grouped CP objectives, these can be 2 or more CPs that can be captured simultaneously. Typically not more than 3 will ever be in a group, usually 2. Groups can connect to groups, so you can have a 2 CP objective group connected to another 2 CP objective group. So, at the mapper's discretion, the entire map can consist of objective groups of 2 or more CPs.
We don't want completely free-for-all-whack-a-mole a la conquest, but on 64p servers AAS can really degenerate into a stalemate because of the linearity. This should help with that issue.
2. Flag cap logic is completely changed.
- All flag actions (neutralise or capture) require at least 2 players. - Logic has been changed to make CP battles generally take place over grey flags. Spawn camping to capture a CP should hopefully go away with this change. - There are now 2 radii on CPs. One is set when the CP is controlled by another team and is typically much larger than the normal flag radius. This is to enable "securing the area" types of battles. Note that mappers can set this or the game mode will automatically set this radius if the mapper has not specified it. It is scaled based on the # of players on the server. We allow setting of 2 radii so mappers have the flexibility to have secure the area battles in order to neutralise a CP, byt can still have .. for that same CP .. a requirement that the attackers secure a very specific area in order to capture the CP.
The "cp capture radius thingy" in the HUD should make it clear to players if they are inside the radius.
- Flags go neutral much quicker now... attackers need 50% of the size of the defender force inside the "neutralise" radius (the larger of the 2 CP radii). Once the attacker achieves that, they will neutralise the flag very quickly.
- In order to capture the CP, the "capture radius" (the smaller of the 2 radii) the attackers must have 200% of the defenders inside this radius.
- CPs will go neutral quickly, but will take as long as 4 minutes to capture with just a 2 man force and as quick as 2 minutes with a large force.
er.. I think those are the main changes to AAS coming in the v0.41 patch. Bunch of other stuff too.
Sarge wrote: Some more info on the changes to the Advance and Secure mode that should make it much, much better.
Very nice.. very very nice...
I am glad for that, hopefully more people will play the AAS mode then, I liked it. And also glad they are looking at some mechanics other than just helos. Thanks for the heads up Sarge.
Okay I am confused. I have not downloaded anything yet. So exactly what mod are we all playing now and which version do I get? I see posts about various things and lost track of it along the way 😉
Paladin wrote: Okay I am confused. I have not downloaded anything yet. So exactly what mod are we all playing now and which version do I get? I see posts about various things and lost track of it along the way 😉
They are planning on having an update to 0.41 that seems to have some really nice features soon. This 'soon' has been 'soon' for a month or so now so it is all relative. The link above will take you to the latest download right now.
The Project Reality website is fairly helpful for finding out what the 'new items are. As for an overview you can either go to the main website or go to the Wiki User Guide that they have.
R-DEV eggman wrote:Cool pr v0.41 official leak of partial change log just to beat the tossers to the punch......
some stuff in 041 that we are testing in a build being released to test today...
APC changes TOW launchers removed from APCs (to be in line with how these APCs are equipped in real life) APCs now carry 8 guys APCs now act as mobile spawn points
Tanker & Pilot Kits Added tanker and pilot kits. These are required to operate APCs, Tanks, Helicopters and Jets. Also the operation of these vhicles requires that you are in a squad, some of them require that you are in a squad of more than 1
This should avoid some dick jumping into your tank and driving off while you are repairing it.
Officer Kits We won't quite get all of the officer kit stuff done for v0.41, will take 2 releases. Officer kits are visually distinct and have soem Officer goodies. These are optional for Squad Leaders and Commanders. However within 2 release cycles (including 041) we think we'll have the capabilities tweaked such that any Commander or Squad Leader would be crazy not to use these kits. Snipers can now have a standing mission to hunt Squad Leaders and Commanders
Again the 041 version won't be super compelling, but the release after this one should see the Officer kits be very cool. Combined with some other changes we are working on, once we get them polishd up, the Officer kits should have a significant impact on game dynamics.
AAS v2 Completely new flag cap logic designed to make battles fpr CPs take place over neutral flags to minimise the spancamping required to capture CPs. Adds "Objective Groups" so that some CPs can be grouped together and captured / defended simultaneously.
Player Damage System players take damage when exiting alnad vehicle moving at high speeds players take damage when existing a vehicle that is critically damaged
Vehicle Damage System Tanks can be tracked, turrets disabled, engines disabled. These can be repaired. Other vehicles have some systems damage modelling ap;plied to them as well.
Kit Req Changes Kits now require that you are in a squad with a min # of players to be granted the kit. Snipers are 2, all otehrs are.. 3 iirc. Officer kits require 4 in the squad.
Scenario Game Mode v0.41 should see a limited introduction of scenario game mode
Merlin Still needs a lil tweaking, but should make 041.
Map Grids in HUD When using the M map there is a grid overlay on the maps. Is not shown in the GPS minimap, just on the M map.
IMPORTANT: These are not all the changes for 041, just some highlights of the build we released to test today. And uh.. yeah we're aware the M4 has recoil issues .. no need to spam that into the thread 58 times.
IMPORTANT 2: Some of this stuff might get deferred if it's too wiggy.
So much for just a bugfix heh. __________________ Cheers! egg
A few new notes.. would still work with that rabbit idea, just makes it a need for a 2-man 'rabbit' team vs all.
A lot of those changes look like they will be cool. The vehicle damage models are something Battlefield has always needed. Tanks will be easier to kill I would think though.
The officer kit is an interesting take. FH had an officer kit in the BF1942 version but the only thing it did was take away your primary weapon and give you binoculars for calling in artillery. Wasn't very useful imo.
I'm not sure if I like the tanker kit idea or not. Part of the fun of BF is being able to grab any vehicle and go.
As far as the rabbit thing goes, if I were the rabbit, I'd likely as not take the US SPec Ops kit instead of a sniper kit. The M-4 is pretty deadly, has a scope, and you get the bonus of having a parachute 😀
Paladin wrote: Yes we are using our server on Fridays. It is the only game time I get all week 😉
Well, there _IS_ this thing called pubs. . . and considering the trouble we have with servers, I suggest we leave the mods to pubs, at least until our big end-of-year custom map blow-out.
Well except for getting pwned, last night was rather good. Good turnout and I cannot remember any games that had the high air to death ratio. I actually had a lot of fun last night. I think one reason it was extra fun was we got to play together for the most part. I REALLY enjoy that. It kind of ruins the game when we have member on the other side, <Cough, Bubba>.
Server seemed fine as well. I did not get any lag. Was anyone else getting any?
Sorry I was gone from 10-11, was helping my mom with her new cell phone. It is actually hard to get Cell phones that are simple for older people. I think there is a niche market or this. A cell phone that basically has a phone book and dials, NOTHING ELSE! 😉
How much bitching is goign to be done about me on the other side. I got team balanced over there. Someone with bf2cc could've moved me across but everytime you whined about it all night I looked and teams were even so I couldn't move back.
Bubbaspanky wrote: How much bitching is goign to be done about me on the other side. I got team balanced over there. Someone with bf2cc could've moved me across but everytime you whined about it all night I looked and teams were even so I couldn't move back.
Bubba, it's cool man. The only reason I was giving you crap was because you were kicking our butts. Every time I looked, you were the top guy on the other team. It's strange because the same thing happens to me when I'm up against everyone else.