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11-19-2006, 03:53 PM #121
Re: Project Reality Mod v0.4 First Impressions
of cource.
Thanks champ
I did some A-10 practice earlier today.
12 rockets
6 cluster bombs.
a lot of G G rounds. Splash seems weak.
Handles well. Just watch your alltitue, it will lose elevation naturally.
It re arms quickly on the run way.
Takes quite a while to respawn if down.
Question:
How do you make it float?, or am I confused about this plane.
I tried the old way with the Harrier but no go.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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11-19-2006, 05:42 PM #122
Re: Project Reality Mod v0.4 First Impressions
A-10s dont have dynamic thrusters.
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12-03-2006, 01:13 PM #123
Re: Project Reality Mod v0.4 First Impressions
Got a conformation that the nametags will be 30 meters.
Orginaly posted by egg at the PR forum:
"The other changelog was wrong. Friendly Tags are set to 30m in 0.41, not 40m.
It's not about "IFF" (identify friend or foe) capabilities by boosting it to 30m, it's about the fact that lousy computer graphics and audio systems can't replicate the situational awareness you would have in the real world.
The 30m distance will simply help stay oriented to where your squad mates and team mates are when they are in close proximity.
For just about every "hostile" encounter in PR you will still need to think / id the target before shooting, we just want to make staying oriented to your squad and team mates a little easier.
Oh and maybe cut down a bit on the TK'ing hehe."
So next time your playing SL get a feel for this by putting down the move to this postion marker and then walk away 30 meters. This radius will allow you to see how far away friendlys become before the tag vanishes.
I am confident this will improve gameplay and decrease the teamkills.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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12-09-2006, 04:09 AM #124
Re: Project Reality Mod v0.4 First Impressions
Digging up this thread...
1) I really like the TacMod flag capture logic. PRM can be great fighting your way down an alleyway, clearing rooms, and securing a rooftop overlooking your target CP. Then you still have to send some members of your squad down to hold hands and dance around a flag pole, only to be obliterated by a grenade fired from a block away. Doesn't make sense, it takes you "out of the moment" and is very frustrating.
2) I've been curious about why all the HMMWVs have .50 cals (with limited ammo!), but there are none with TOWs or Mk 19 grenade launchers. I would love to see all three of these weapons make an appearance mounted on vehicles. Since ammunition is limited, people blazing away on the Mk 19 would find themselves running dry in a hurry, for instance.|TG-1stMIP|Coridon

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12-09-2006, 12:23 PM #125
Re: Project Reality Mod v0.4 First Impressions
What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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12-14-2006, 07:40 PM #126
- Join Date
- Oct 2006
- Age
- 29
- Posts
- 31
Re: Project Reality Mod v0.4 First Impressions
it is far to hard to tell who is on your team and who is not on allot of the maps I'd estimate 20-25% of all casualties are caused by friendly fire which is neither realistic nor fun so I'm at this moment not a huge fan of PRM I find the tac mod to be better based on that fact alone
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12-15-2006, 10:09 AM #127
Re: Project Reality Mod v0.4 First Impressions
That estimate is way off. It also depends on the server. If you are on a server with experienced players, then yes you'll have an occassional friendly fire incident not unlike all those in POE2 or any BF2 game, but for the most part it's not an issue. The level of teamwork is way higher at any given point(atleast on the winning team) than other flavors of BF2.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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12-15-2006, 10:24 AM #128
Re: Project Reality Mod v0.4 First Impressions
Indeed. What is more, I think that the risk of friendly fire incidents are an incentive toward better tactical play, such as coordinated movement, arcs of fire and situational awareness.
It also increases immersion, which I've felt to an unprecedented level in PRM and TacMod: this factor is on the best things about the game.-nick 'Ale06'
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12-15-2006, 10:53 AM #129
Re: Project Reality Mod v0.4 First Impressions
increased threat of friendly fire = increased fear of dying, and therefore more consideration when engaging the enemy with other forces.
You tend to stick with friendly units alot more, and when you go 'rambo style' to take on an enemy, your biggest threat is your own men, which is AWESOME. Its realistic, and really knocks rambo players down a notch.
I have not had much friendly fire problems besides the obvious noobs, so if your having problems, maybe its not the mod but your playing style?
Stay close to a squad leader/ squad mates. If your the squad leader, dont let your men run around the map, keep them in formation. If they dont want to listen, kick them. There is no way to force someone to use teamwork, but by kicking them, it DOES punish their behaviour, and maybe they will realize their mistakes.
Agree with you Ale, it makes things alot more believeable.
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12-15-2006, 03:46 PM #130
Re: Project Reality Mod v0.4 First Impressions
Yup. I have to agree with this. If you're getting TKed a lot on PRM then it probably has a lot to due with your playing style. This isn't a "run-n-gun" mod like POE where you can take a half dozen rounds to the chest and still function. I know because I did this for the first few rounds and was getting my butt handed to me. The biggest problem with TK's that doesn't begin with the player being killed is actually those folks that don't know what uniform recognition is. I've had a couple people see me coming, start firing and continue to fire as I stand there looking at a mirror image of myself. These people are usually new to the game and I understand that it happens, once. If it continues they usually get banned for a few hours and someone else jumps in, with a better grasp of things I hope.
I'm not trying to disuade anyone from playing nor am I trying to make it seem like TKing is ok. This mod requires a little patience, a lot of coordination and some simple tactics. HTH.
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