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#1 (permalink) |
![]() ![]() ![]() Join Date: Dec 2005
Location: Some crap hole FOB in Iraq
Age: 24
Posts: 3,229
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Project Reality v0.7
Tactical Gamer PR v0.7 Tactical Gamer and Project Reality has come a long way since the early days of v.04. When the immensely popular v0.5 was released, TG provided a haven for teamwork oriented players. With the release of v0.6, an influx of new players migrated to the server and enjoyed what they saw and experienced. Tactical Gamer again led the way in server population and tactics. This could not have been done without YOU...the regular player. Some Version 0.7 Features ![]()
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Other Misc. Additions
I am sure that this version will be as popular, if not more, here at Tactical Gamer. So grab your gear, select your kit and hop in. I will see you on the Battlefield! Last edited by Tempus; 12-17-2007 at 08:00 PM. Reason: Fixed versioning |
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#2 (permalink) |
![]() Join Date: Sep 2006
Location: Around the Grand Rapids area, MI.
Posts: 137
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Re: Project Reality v.07
Uhh, No Hud? You mean, no hud at all? No clipcount, no firetype, no map, no tickets?
Also, JDAMs *drool* Tell me please that JDAMs are carried on F15, F16, F/A18, A10 Etc, and pilots have to drop them in a zone for the weapon to hit where intended? PR .07: RETURN OF THE AIRCRAFT Also, no supply drops from aircraft? So every transport plane in the world has been destroyed? Anyway, thanks, we will get back on our feet from the reeling new changes soon! |
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#4 (permalink) |
![]() Join Date: Aug 2005
Location: Chicago
Age: 34
Posts: 821
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Re: Project Reality v.07
The change to have no spawn on SL or APC and Commander truck is just bad idea. So you can only spawn in the back? They are going to kill PR if they make it harder to spawn close to your SL. I thought PR worked perfect in this area. Team work first , realistic spawn second.
Same with no HUD thats just a bad change. HUD might not be realistic but it keeps you orientated. In computer games you cant feel whats left or right you need that HUD to get the feeling of direction. I thought it worked perfectly in PR. I havent played much PR for a while but was planning on playing when 0.7 came out. Not sure I will even try it now. |
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#7 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,608
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Re: Project Reality v0.7
The spawn restriction will be good for tactics, there is still rally points upto 100m from any flag and bunkers and firebases. Now you wont be able to spawn right ontop of a flag unless you allready have captured it, seems dead on to me
m203 still has a hud sight on it when you right click, it might be a reference to things like that maybe? Parabolic trajectory sounds good. Only thing I wonder is when is it out and is this all instead of .65 I guess |
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#8 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,247
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Re: Project Reality v0.7
Cool sounds like project reality is working on the reality side of things! I might have to check this out sometime
Yeah good write up dirtyboy. I've never seen you write so well? You made someone else write it didn't you.![]()
__________________
. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#9 (permalink) |
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Join Date: Oct 2007
Posts: 919
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Re: Project Reality v0.7
All sounds good, except for the info on Baracuda. I was hoping for more of a strictly transport/infantry from that beautiful map, but i suppose ill just have to wait and see how i'm going to play it.
ps. Fuzzhead can you elaborate on the no hud? and function of the JDAM's? Please pps. Is hills of HAmayangong staying?
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#10 (permalink) |
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Join Date: Aug 2007
Posts: 50
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Re: Project Reality v0.7
I still don't see how Spec Ops are so great. If it takes 2 slams to destroy something, how are they better then engineers who can do other stuff and aren't a limited kit? What is the point? I've seen flashbangs blow right in front of me and I was unaffected, they seem short ranged and buggy. They should have parachutes (they are a limited kit now, PLEASE have paratroops that come from main base) or unlimited sprint.
Spec Ops and Sniper should be allowed in two man squads. Spec Ops with advanced bionics as squad leader could use the targeting requests and spot for the sniper. I think tanks are going to run out of ammo a lot if they have to find a bunker or firebase, they should repair and rearm at main base like choppers and aircraft. Is there still ammo from rally points, they just added/fixed that for this release? I wish the APC would stay as a spawn point, it is was made it useful, made the mod unique, and never felt over powered. The APC is such a death box if you run up against HAT, Tank, or another APC that gets the first shot; everyone inside is gonna die. It was good to see personal come out of a personal carrier; the humvee would end up being safer for transport with its high speed and the fact you rarely get shot out of it. It would be nice if HAT required lock-on, that would prevent its use against infantry and give APCs a chance to flee. If the APC is just for attack and handing out HAT kits what is the point of all those seats (it should at least give ammo if humvees aren't going to anymore)? It would be nice if the only mobile spawn is a squad leader as an officer in an APC, then it is just for resupplying that squad in a combat zone; as legitimate a spawn as a rally point. What does "no HUD" mean. I liked that PR was willing to keep elements to keep awareness that a fixed camera angle doesn't give you. |
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#11 (permalink) | |
![]() Join Date: Sep 2006
Location: Stockholm, Sweden
Age: 29
Posts: 686
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Re: Project Reality v0.7
Sounds like a bunch of great changes. I like the limitation in spawn, since I guess that it will put even higher demands on teamwork - and survival. And if people want to survive, in order to not have to spawn in some place far far away, will that force them to adapt themselves to tactics. Two thums up!
I could have lived with armour and APC's being manned by one, but I can definately see where this change is coming from. It will also serve to further improve team-work. The supply-drop change is positive. Much better if supplies have to actively be brought forward to the troops. The new maps sounds good. Fools Road cant be anything else than awesome with a description like that. Quote:
__________________
|TG-6th|Steiner Can't work out how to have several different images [such as banners and ribbons] in the signature, so I will drop that project for now... Caesar counted on his veteran Gaul legions. Napoleon had his Old Guard. Queen Victoria was well served by the Cold Stream Guards. Tactical Gamer can always rely on the 6th Devil's Brigade. "-He has a wife, you know. Do you know what she's called? 'Incontinentia'... Incontinentia Buttocks." |
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#13 (permalink) | |||||
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Join Date: Nov 2006
Location: Canada
Posts: 636
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Re: Project Reality v0.7
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#14 (permalink) |
![]() Join Date: Aug 2007
Location: Iceland
Age: 34
Posts: 314
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Re: Project Reality v0.7
I love almost all the changes there, some of them are necessary fixes and some of them will change completely how you play the game.
All big changes are scary at first so please don’t worry too much about them just adapt and improve. |
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