“Will the game have a learning curve with the new changes? hell yes. will it be challenging? absolutely. Will the game be fun to play and will I still be able to kick some ass? DAMN STRAIGHT MUTHA!!!!!!!!!!!!!!!!!!” -Fuzzhead (Lead PR Tester)With the release of Project Reality .7 (and possibly .65) approaching fast , I feel that a comprehensive list of the expected changes will be useful. And while most people already know about the Scimitar armored reconnaissance vehicle, Challenger 2 main battle tank , and M16A4 ; other fundamental changes are being overlooked. In fact, .7 is expected to change gameplay more than the last three versions combined . This list is intended to help PR players, new and old, prepare for these changes.
Besides helping Tactical Gamers maintain their A-game, this list should also clear up some confusion about the .7 release. The PR developers have been remarkably cagey about the features of .7, and this has led to a lot of misinformation regarding the release . So, to avoid further misinformation, I searched through the last three months of developer posts and composed this list using only information taken from the developers. I also used the Reality Mod wiki as an information source, which, I feel, is a reliable source because most all of the changes and information on it come from Fuzzhead, the lead PR tester. The bracketed numbers you see throughout my post are references to developer posts or wiki pages. Unfortunately, I can't post the links yet because I haven't posted enough on the TG forums. Once I have posted 15 times, I will integrate the links into this post. And, until then, you are welcome to PM me for the list of references.
Because of my conservative method, the following list is by no means complete. And I hope fellow Tactical Gamers will contribute and correct my oversights. I will update this post as I learn of new changes, but, to preserve the authority of this list, I suggest you quote the developers or post links confirming changes/features.
.7 Projected Feature List
Removal of Squad Leader, APC, and Command Truck Spawn Points: Fuzzhead has confirmed that there will be no mobile spawn points (with the possible exception of insurgent spawn cars) in .7 .
Reduced Light Arms Accuracy: Apparently, the accuracy of light arms will be reduced after sprinting . This will be done by increasing the deviation of the weapon, with the deviation returning to normal after a period of rest. Accuracy may be reduced through other actions, but this has not been confirmed.
Decreased Number of Resupply Points: While not specified, Fuzzhead has said that .7 will have fewer ammunition resupply points . The PR wiki indicates that infantry will be able to resupply off of ammo bags, weapons caches, supply crates, and bunkers/firebases. Notably, resupply off of vehicles is omitted and “supply crates are now deployed by supply trucks and heavy transport helicopters.” The only resupply point given for vehicles are bunkers and firebases.
Class System Changes
Special Operations is a Limited Kit: The PR wiki indicates that the Special Operations kit will be limited in .7 , with a maximum of 3 spec ops kits available for each team. The spec ops loadout has changed too, it will include a knife, pistol, carbine rifle “with optics” (whether this is a telescopic gunsight is unknown), 3 SLAMs, 2 smoke grenades, 2 flashbangs, a SOFLAM, a field dressing, and 2 green signal grenades. The spec ops kit will also have body armor, as it is a pickup kit.
Two Rifleman Kits: The rifleman kit will be split into two different kits: rifleman iron sights and rifleman optics. The only differences between these kits and the .6 rifleman kit are that the iron sights rifleman uses an assault rifle with iron sights and the optics rifleman uses an assault rifle with optics but has no ammo resupply bag.
Officer Kit is Selected from Spawn Menu: Squad leaders will be able to select the officer kit from the spawn menu and spawn as officers .
Shovels Added to Limited Kits: The shovel will be added to the marksman, automatic rifleman, rifleman AT, grenadier, and anit-aircraft kits .
Militia Faction gets Limited Kits: With .7, the Militia faction will gain the kit limiting system. Militia limited kits will be similar to conventional army limited kits; see the PR wiki for further information.
New British Vehicles: The British faction will gain at least three new vehicles: the FV107 Scimitar , FV4034 Challenger 2 , and Eurofighter Typhoon F2 . The Challenger and Typhoon will be featured on the new map “The Battle for Qinling  while the Scimitar will be used on asymmetric maps like “Assault on Mestia” and “Al Basrah.”
New Militia Vehicles: The Militia faction will use the T-62 tank on the new map “Fools Road” . Also, PR coder Dbzao says the BDRM-2 has been “updated” in .7 .
Improved Transport Helicopter Capacity: All heavy transport helicopters will be able to carry 8 players .