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02-02-2007, 02:02 PM #31
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02-03-2007, 04:08 AM #32
Re: Update on Project Reality v0.5
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
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02-03-2007, 09:56 AM #33
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02-05-2007, 08:52 PM #34
Re: Update on Project Reality v0.5
Kilrogg's Operation Phoenix and Inishail are 2 of the 5 maps included in the 0.5 release.
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02-05-2007, 09:09 PM #35
Re: Update on Project Reality v0.5
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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02-05-2007, 09:41 PM #36
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02-05-2007, 09:56 PM #37
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Re: Update on Project Reality v0.5
Awesome! Those are both great maps. Has anyone heard from Kilrogg lately?
Retired 6th DB
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02-05-2007, 10:37 PM #38
Re: Update on Project Reality v0.5
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02-06-2007, 02:10 AM #39
Re: Update on Project Reality v0.5
I've been musing over this one. I think I read that the things they were trying to achieve were disabling the tank turret so it couldn't traverse, or knocking out one of the tanks' tracks.
I also remember reading that tanks will now be all but impervious to regular RPGs though they can still take damage from the heavy AT kit.
What I hope is implemented is that regular RPGs can take out the optics on the tank so the gunner is unable to see. Possibly even damage the M2 on the turret so it can't fire, but definitely make it so the main gunner can't see and the driver has to withdraw for repairs (the drivers view remains intact).
I started thinking about this Sunday night on Steel Thunder. I was in the Linebacker hammering an enemy tank to grab it's attention so the infantry it had pinned could withdraw. I have no idea if the Linebacker causes any damage to a tank in PRM, but I thought at the very least that much fire should damage certain sensors and optics mounted on the outside of the tank.
It would make sense that even if RPGs don't do any real damage to the armor itself they can at least blind they gunner and force the tank to withdraw from a firefight.
I'll keep my fingers crossed and hope that something like this is possible if not in this release than in the .6 version.|TG-1stMIP|Coridon

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02-06-2007, 12:49 PM #40
Re: Update on Project Reality v0.5
I think the Tanks being near invincible will help the mod. A tank can have a crew of 3. Well with the added armor most of the time the tank will be fully manned I would think. The flipside is they also mentioned adjusting flight speed of rockets/missiles and making hte attack helo's more deadly. All this results in the need of more teamwork to defeat a foe rather than just to take a CP. Also maybe the players will see the use of moving up behind the tank using the tank as cover. I just don't see enough interaction with tanks on either side and would like more.
|TG-12th| tHa_KhAn

XBL GT: Khan58






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02-06-2007, 01:24 PM #41
Re: Update on Project Reality v0.5
Great two new videos with info on the PR main page. I hope that funny Eggman made them again.
http://www.realitymod.com/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!"
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02-08-2007, 12:58 AM #42
Re: Update on Project Reality v0.5
W R U Thursday
|TG-33rd|Calvin






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Nonetheless I am looking forward to the changes in this revision.
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