Project Reality: ArmA2
Friday, September 2nd, 2011 @ 1800 UTC (2PM EDT)
PR: ArmA2 is perhaps the most anticipated multi-player mod of all simulated time, and it's coming to TacticalGamer in a big way! The intense, team vs. team gameplay from Project Reality is about to step out into the wide-open battlefield-simulator known as ArmA2.
For years, Tactical Gamer has been a destination for Project Reality and ArmA, with servers renowned for their friendly, mature, team-first environments. Given the veteran community and admin-staff here, we fully expect we'll also be the premeir destination for PR:ArmA.
YES! We are launching on day one!
YES! we will be running a dedicated 24hr PR:ArmA server.
YES! We have dedicated forums for both versions of Project Reality!
Some of the features PR will bring to Arma:
- FIVE new game-modes
- PR-developed medic and wound system
- Newly recorded Ambient, Weapon, and Effects Sounds
- New player models
- New vehicle models
- PR-designed battlefields and terrain
- PR-specific como-rose interaction menu
- PR-specific main-menu and in-game HUD
- New map markers
- New artillery system
- New admin tools developed here at TG
How does this differ from BF2:PR?:
PR ArmA differs from PR BF2 in the sense that the ArmA-engine has fewer limitations. It's possible to do many more advanced functions such as dragging wounded soldiers, or affecting a soldier’s abilities based on the location and severity of wounds. PR ArmA also has a much larger scale than PR BF2; the maps are huge, and should the team fail to set up a forward spawn point, it could cost that team the game. Another huge difference is the graphics - the ArmA-engine far surpass anything the BF2-engine can provide; its almost like being there with all of the environmental actions occurring.]
How does this differ from how ArmA is currently played?:
PR:ArmA differs from ArmA most drastically in the team versus team gameplay. In ArmA coop, players can take a slower, more mil-sim/role-playing approach. In PR:ArmA, on the other-hand, players must use tactics while at the same time speeding up movements in order to flank quickly and efficiently. There is a kit selection system which limits the player to a select group of weapons; this system speeds up the deployment phase. The como-rose menu greatly simplifies the interactions and keeps the action rolling. Map markers now have more detail so that a verbal explanation required less than as in Arma. In game VON works like radios and direct so you can hear your enemies as you close in on them.
Credit to Unkl for assisting in the writing of this article