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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#31 (permalink) |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 1,999
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Re: General tips for 0.7
I armed myself with a m14 and was pistoled for my troubles
I didnt mind playing it, its not like it lasted long. The strange thing was it was on maplist as a 64p map but showed up as the 16p version which is never going to be great with 45 too many people. Variety = good |
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#32 (permalink) |
![]() ![]() Join Date: Dec 2005
Location: Philleh
Posts: 1,419
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Re: General tips for 0.7
Yeah the first day 0.7 came out we saw that 64 Oman on the server list actually loaded up 16 Oman, that won't be happening again
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lTG-6thl TheGreatNardini ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#33 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 527
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Re: General tips for 0.7
what happens is if you select a map that is 64 counterassault, but you put it on rotation as 64 AAS, it will use the tickets of 64 player size but 16 AAS...
hence the incredibly long round of extreme spammyness... |
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#36 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Missoula, Montana
Age: 22
Posts: 198
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Re: General tips for 0.7
Nice tips everyone, also, here are a few of my own:
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#37 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 527
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Re: General tips for 0.7
up to 4 players affect a cap... after that, it dont matter how many you put on the flag. however if enemy are present, you need at leaast double to start capturing
vehicles count as 1 player each on the flag, regardless of how many are inside only USMC sniper/marksman is bugged |
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#38 (permalink) |
![]() Join Date: Apr 2005
Location: New York (no, not the city)
Age: 30
Posts: 935
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Re: General tips for 0.7
- Squadleaders deploying CO assets -
I have been stumped by this process and didn't figure it out till last night! To outline the process: 1. Make sure you're a SL with the Officer kit and a Supply truck nearby. 2. Face a nice open spot of level ground; use the CommRose to select "Request Build Order" (left side) 3. Commander will confirm your request (You hear "Get repairs to this area" and the triangle appears on the map) 4. THEN use the CommRose "Build Bunker/Firebase" (right side) which will deploy the structure base. At first I was using only the "Build Bunker/Firebase" command without realizing I needed to request the build order first. Then I was requesting the Build Order but forgetting to actually deploy the structure. You need to use both in sequence - unless the CO initiates the Build Order, then you can just drop down the structure. Other building tips - Bunkers will be oriented with the entrance facing you at the time you send the build order. AA guns don't need to be repaired upon deployment. 5 sandbags and 5 10-foot sections of razorwire available per bunker/firebase built (but they can all be around a single structure).
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#39 (permalink) |
![]() ![]() Join Date: Aug 2007
Location: Missoula, Montana
Age: 22
Posts: 198
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Re: General tips for 0.7
Thanks for those quick answers, fuzzhead. And here are a few more tips that haven't been mentioned yet:
And, I have one more question, which is: how does on drive a support truck from West Beach on Jabal Al-Burj up to the dam? I know its possible because I've seen US fire bases to the West of the dam (and the truck couldn't have come from East Beach in this situation), but I can't get a truck up there for the life of me. Also, it would be great if we could get a little tutorial on how to properly set razor wire and sandbags. You can pull off some really neat tricks with these structures, but I can't seem to consistently set them. Last edited by Charity Case; 01-31-2008 at 12:03 PM. Reason: vB code snafu |
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#40 (permalink) |
![]() Join Date: Apr 2005
Location: New York (no, not the city)
Age: 30
Posts: 935
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Re: General tips for 0.7
I found the criteria for safe parachuting from the FAQ:
Additionally the minimum bail-out height has been greatly increased - to avoid hurting yourself, you need to deploy your parachute so that you spend at least 10 seconds with the parachute open. Charity - there is a hill that you can drive up from the road leading away from West Beach, it takes a bit of practice to recognize and get up.
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#41 (permalink) |
![]() Join Date: Mar 2007
Posts: 73
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Re: General tips for 0.7
As for sliding APC's and tanks: if you are the DRIVER and your tank is sliding making aim hard for your gunner, hit E and get out of your vehicle. Watch it for about 2 seconds and it will stop sliding. Jump back in, and as long as you don't move the driver controls, it will remain stationary.
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Murderous US Army Aviator AH-64D Longbow, UH-60A/L Blackhawk |
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#42 (permalink) |
![]() Join Date: Jan 2008
Location: Bryan/College Station, TX
Age: 32
Posts: 351
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Re: General tips for 0.7
Absolutely need some kind of secrets tip on placing Commander assets. I understand bunker/firebase placement and AA however when it comes to sandbags and razor wire, while I can get them placed in the general spot I want them, I can't place them exactly where I want them. For example Govt Office on Qwai River. Against those entrance ways to the north into the flag cap area. I've tried all sorts of techniques to get razor wire to sit against the wall so no one can walk through that area. However 4 out of 5 times it gets put slightly forward or "on top" of the wall. I have tried using zoomed in iron sights/scope on the ground to place exactly but that also doesn't seem to work.
Is there some kind of secret I'm missing? Edit add: Post the question in the PR forums also. Here
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. "When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis |
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#43 (permalink) |
![]() Join Date: Oct 2007
Age: 36
Posts: 546
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Re: General tips for 0.7
-When aiming heavy AT at a APC or Tank, the driver and gunner receive warning beeps as soon as the center O is placed on target. Therefore, aim OFF target until the 4 parts of the reticle crossover then place ON target and fire as soon as the reticles re-center. This gives the driver as little time to respond as possible.
Off-target -> no beeping: ![]() On-target -> warning beeps to driver: ![]() -Do not fire HAT unless the reticle is completely crossed-over or it will miss (&/or misfire). -The HAT aiming reticles will continue to center if you are lying prone. Gauge the target direction then lie down with the HAT aimed behind a ridge etc, wait 10-15 seconds then go to crouch, and the reticle will be almost ready to fire. Wait a few more seconds until the reticle is completely crossed-over and fire. -If your humvee/vodnik/nanjing/landrover is about to roll over while driving down a slope, take your hands off the movement keys and it will usually stay upright. Also, works for support truck as nardini pointed out before. |
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#44 (permalink) |
![]() Join Date: Jan 2008
Location: Bryan/College Station, TX
Age: 32
Posts: 351
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Re: General tips for 0.7
Additionally to the above advice ^^^ the Heavy AT doesn't have guide wire response until after 250-300m. Which I don't like but it's the way it is. So make certain if you are aiming at something that is out there but on the edge of the 250-300m mark you may need to aim slightly above it to compensate for gravity drop.
If the target is outside 250-300m you may want to aim a little high regardless so that the missile starts guidance at a higher altitude and won't fall into the ground before going upwards. Many a time I've seen that missile drop below a target and then track upwards when firing on something on a hill. I have learned that I want the missile to instead track downwards for a cleaner kill.
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. "When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis |
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