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Discussion: Project Reality / PR:BF2 - Project Reality Mod v0.4 First Impressions - DB that suggestion really screwed up the rendering for me. A no go on moving
  1. #31



    Vulcan's Avatar

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    Re: Project Reality Mod v0.4 First Impressions

    DB that suggestion really screwed up the rendering for me. A no go on moving the shader file over.

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  3. #32

    Dick Blonov's Avatar

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    Re: Project Reality Mod v0.4 First Impressions

    Quote Originally Posted by Vulcan View Post
    DB that suggestion really screwed up the rendering for me. A no go on moving the shader file over.
    Moving ?

    I thought I said copy ?



    DB
    |TG-6th|Blonov

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  5. #33

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    Re: Project Reality Mod v0.4 First Impressions

    AAs would require more teamwork to get the job done.

    Karkand stalemate's are the worst, if it is that bad, no thanks.

    Seeing how this is the only mod I can say this in and get away with it, but in real life, stalemates happen with battlelines being drawn and choke points being set up.
    I for one like the concept that this mod considers it favorite feature.

    However, at the end of the day, gameplay trumps everything. If AAS is disliked by the community I'll yield to its destruction.

    To be fair, I have not played it yet.

    I hope that unlike in PoE2, the out of bounds marker does not shrink up forming a choke point.

    Hopefully, the team losing will have enough space to circle the enemy for their attack.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
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  7. #34

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    Re: Project Reality Mod v0.4 First Impressions

    Estimated time for a supply crate to hit the location a SL requets, about 4 minutes. Seems fair. SL, will need to smart on their request. Because 7/10 you would have already moved on after the request.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
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  9. #35



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    Re: Project Reality Mod v0.4 First Impressions

    yes yes copy DB sorry.

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  11. #36

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    Re: Project Reality Mod v0.4 First Impressions

    Its ok. Its horribly taxing on my system though, i guess because of all the cover. I always felt like my crosshair was trying to catch up to where it actually should be.

    I also couldnt stand how it starts you out on single shot everytime you spawn. I forget all the time because im not used to that, and at least half my deaths were because of that. Id shoot one bullet, hold down, and nothing. Then whoever im shooting at has an easy shot on me.

    I also dont understand why ya cough so much whenever you get that dizzy effect, nor do i know why that effect even comes into play. Doesnt make any sense to have the coughing, and it just gets annoying after a while.

    Everything else seemed pretty good though and ill probably keep playing it.

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  13. #37


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    Re: Project Reality Mod v0.4 First Impressions

    Quote Originally Posted by Santa View Post
    I also dont understand why ya cough so much whenever you get that dizzy effect, nor do i know why that effect even comes into play. Doesnt make any sense to have the coughing, and it just gets annoying after a while.
    You're coughing and dizzy because you're injured badly and will soon die if a medic doesn't come patch you up quickly.

    I thought the enemy was using poison blowgun darts on me until Aculle pointed this out...
    |TG-1stMIP|Coridon

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  15. #38

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    Re: Project Reality Mod v0.4 First Impressions

    the cool thing about the SL requesting arty while in game is that the enemy can not just hit you with arty over and over again, unless they can see your position and spot out the arty.

    This allows the enemy to reliaze the enemy is near by or has the high ground. (you cannot request arty over a mountain).
    This is a good thing cause the splash is realistic

    Also the G.Launcher splash is good. at 10 meters good damage splash.

    Thanks TG for endorsing this game.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
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  17. #39



    Vulcan's Avatar

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    Re: Project Reality Mod v0.4 First Impressions

    I would have a good look at the FAQ

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  19. #40

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    Re: Project Reality Mod v0.4 First Impressions

    make sure you hop on over to the project reality forums and drop all the hints you can give. They designed this thing for smaller player numbers so we need to make sure we are visible there and give them the feedback they need. So far it looks like TG has done more testing of their mod then anyone else. They are still trying to figure out why the lmtd kit system is broken and they plan on optimising maps.

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  21. #41

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    Re: Project Reality Mod v0.4 First Impressions

    I hopped on for a bit last night just to check things out. Very promising mod!

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  23. #42

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    Re: Project Reality Mod v0.4 First Impressions

    Do we have the map Albasrah in the rotation? I was reading over on their forums and they said this map is resource intensive, meaning you need 2GB of ram to play this map smoothly. I have not been on the map yet so I do not know for certain.
    |TG-12th| jmaker

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  25. #43

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    Re: Project Reality Mod v0.4 First Impressions

    Quote Originally Posted by jmaker View Post
    Do we have the map Albasrah in the rotation? I was reading over on their forums and they said this map is resource intensive, meaning you need 2GB of ram to play this map smoothly. I have not been on the map yet so I do not know for certain.
    We do not because of the obscene amount of CPs.


    ----

    Let's get this thread back on topic..... [first impressions]

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  27. #44

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    Re: Project Reality Mod v0.4 First Impressions

    Quote Originally Posted by jmaker View Post
    I don't know but I like having the whole team defend multiple control points. Their logic of disliking the "whack a mole" is negated here at TG because we do not play "whack a flag". Having 25 vs 25 fight over one control point seems roughly the same as having a Karkand river standoff. It quickly becomes tedious. Having it on conquest makes the game much more versatile while on AAS the game is pretty much one dimensional in that you know exactly which flag the opposing team is going to attempt to attack next. I say we stick with conquest for tonight on PR. I expect it to play very similarly to Tacmod with exciting infantry battles in tight, close games.
    I am glad to see someone else agrees The idea of having both teams attack/defending a single CP some how being more "tactical" is just crazy. I can't stand it when I join a server and see every squad attacking the same place. Resource managment. Spread your squads out. Every person fighting for the same place is just way too hectic. Believe it or not, sometime I like the game to die down a little. That is one reason I like Tacmod when we have like 26 people on. Everything slows down, gets much more realistic and a heck of a lot more fun.

    I expected coming into this mod that it would be something similar to Tacmod. Looking at it, I can see that it is but not the way I experienced it the 5 minutes I played.

    There were around 64 players on the server when I joined. There were a few squads, some were full. I joined a few of the small squads, none of which had orders :O. I started my own and tried to hold onto a CP.

    The way name tags appear is the first real problem I discovered. I found that they were very hard to get to appear. At long range I found it almost impossible to get it to pop up and my graphics card does not display differences in uniform at anything further than like 50 feet. The mini map isn't much help becuase it always zooms all of the way out (a problem I have had since the Wake Island patch). Apparently other people had problems with the lack of name tags too because I kept getting shot by teammates. I also don't remember seeing a red tag at all. Did they tune down the name tags on purpose?

    I agree with Santa, the spawning on semi auto kept getting me too. I would spawn and start shooting, forgeting it was on semi auto and just feel stupid. I didn't really shoot much at all because I couldn't tell who was bad and who was good. Darn graphics card.

    I didn't like the firearm sounds or the sounds of bullets hitting near by. I also didn't like how your vision gets blured and your heart starts beating really hard when you get shot at. Sure my heart would beat fast if I was shot at but it would not be overpowering and I don't think my vision would blur.

    The muffled com sounds really annoy me too. It makes the recordings sound really cheap like what they did in Special Forces. As someone who uses the commo rose a lot (not having a mic) this is a big deal for me. It just doesn't sound cool anymore. At least the German voice coms in POE were cool. My commo converstations and smoke grenade fights with Robo were definitly the best part of that mod

    The 64 players on the server, I think really ruined PR for me. It felt like I was on a ranked BF2 server last year with this mod on. It felt like a blend between POE and BF2142 demo. Both of which I disliked. I think this mod would be really excellent with TG play on a server with like 26 people but other than that, I will have to play more to see.

    The PR mod is styled to slow, realistic, stratigical play but I have yet to see that. I think it is something that can only be accomplished at TG. Hopefully we get it that way soon

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  29. #45


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    Re: Project Reality Mod v0.4 First Impressions

    First, I had a lot of fun Sunday and like 90% of what's in the mod. That being said, Gahlas nailed a lot of how I too was feeling.

    Quote Originally Posted by Gahlas View Post
    That is one reason I like Tacmod when we have like 26 people on. Everything slows down, gets much more realistic and a heck of a lot more fun.

    I expected coming into this mod that it would be something similar to Tacmod. Looking at it, I can see that it is but not the way I experienced it the 5 minutes I played.
    I thought it was a good change of pace, but if we don't have our small 20-26 player TacMod nights I'll be pretty dissapointed.

    Quote Originally Posted by Gahlas View Post
    The way name tags appear is the first real problem I discovered. I found that they were very hard to get to appear. At long range I found it almost impossible to get it to pop up and my graphics card does not display differences in uniform at anything further than like 50 feet. The mini map isn't much help becuase it always zooms all of the way out (a problem I have had since the Wake Island patch). Apparently other people had problems with the lack of name tags too because I kept getting shot by teammates.
    This was a pretty big problem, I thought. The uniforms aren't differentiated enough and so CQC with no nametags whatsoever was extremely frustrating. I was using my mini-map to look to see if friendlies were in an area if I saw movement and if it was determined there weren't allies there we would open fire. But if there's a mixed bag of friendlies/enemies then the thought of "covering fire" goes out the window. Trying to hold or capture a contested flag was also akward because generally you had to be "spooning" with the guy before you figured out what team he was on. That doesn't seem realistic...

    Not to mention, it's hard to report problematic players and police the server when you can't tell who's doing what.

    I don't want the red tags to return; I just want to know who my teammates are!

    EDIT: This is my own problem, but I remapped the "T" button for crouch and when I did that I lost my second commo rose channel. I've never really missed it before (I don't even know for sure what it does in vanilla) but I guess you need it in PRM to call in arty and request one of the special kits. Since the keybindings in BF2 are all jacked up I can't get that commo rose to bind to any key so apparently I'll never be able to call in arty or get one of the four limited kits. I'm also a little sad about that...
    |TG-1stMIP|Coridon

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