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A selection of IMPORTANT CHANGES from the PR manual:

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  • A selection of IMPORTANT CHANGES from the PR manual:

    http://www.realitymod.com/manual/pr_manual.pdf

    Most of this is probably old hat for those of you following the updates, but whatever.

    As of Project Reality 0.9 running over civilians or killing them while they use ladders or ropes will also result in a penalty if done outside of the ROE.

    Field dressings restore 25% health. (could have sworn it was 20% previously, could be wrong though)

    A single player may place up to 30 mines, 10 trip flares and 4 grenade traps. These devices remain active until 10 minutes after the soldier delpoying them has died (20min for mines).

    A player's respawn time is at least 30 seconds and at most 45 seconds
    plus temporary penalties. Time spent while waiting for a medic is
    subtracted from the timer. Once a player dies he has to wait at least 5
    seconds before spawning. This gives him some time to adjust his spawn
    location if needed. These actions influence the respawn time:
    ○ Player death: +3s
    ○ Player kills enemy near objective: -1s
    ○ Team completes objective: -3s
    ○ Squad built forward outpost: -10s

    If you are shot within 2 minutes after being revived, you die and can't be revived anymore. (up from 1)

    Tactical air strike: 60 minutes
    Artillery barrage: 40 minutes (changed)
    Mortar attack: 30 minutes

    (paraphrased) You can now have more than 2 HMGs per FB. Maximum is 24, that is, 4 per FB. You must place the HMGs 200m away from each other (with the exception that they can have 1 other in radius), but

    Deployable AT (Zomg) Max 3 deployed

    AA (same 200m rule, but you CAN have up to 12, which tallys to 2 per FB)

    Foxholes/Razor Wire: max 9 in 200m radius, max 100 total.

    Suicide truck is now an orange dump truck!

    New "enemy objective" mark for command (think insurgency!)

    Mutiny is back (looks like only SLs get to vote)

    Anyway, just thought I'd post what stood out to me.

  • #2
    Re: A selection of IMPORTANT CHANGES from the PR manual:

    deviation change is important, you can now take a few steps in any direction after settling and be accurate.
    Stay together, communicate, don't give up.

    sigpic

    Comment


    • #3
      Re: A selection of IMPORTANT CHANGES from the PR manual:

      The militia is getting an RPG with the Tandem warhead now. So don't underestimate their AT abilities anymore.

      Comment


      • #4
        Re: A selection of IMPORTANT CHANGES from the PR manual:

        In Game experience:

        Flares now deploy from the sides of the chopper with CA effects and physics. They are pretty.

        Foxholes really do work against arty/mortars, pretty well. Survived all strikes without damage until 2 strikes landed close together to the open side of the foxhole (they were about 100m from the foxhole itself, the wound radius is huge for the area attacks now, and each one dealt us a good blow being that far away).

        Parachute now drops you nearly straight downwards. Be sure to properly adjust for this when spawning on Silent Eagle and etc, as you will need to wait for the spawn to be literally over your drop point, as you will only move about 20m from your original parachute opening position when you reach the ground, if that.

        Chinook is just a big blackhawk.

        Tank driver now has both a 'dash' camera (directly on the front of the tank, feels nice and set in and secure), and a commander camera (the camera atop the turret). Tanks are also now slow to begin moving; when you press w, it takes half a second for the tank to lurch forward.

        Drop kit will come in real handy when playing with newbies, since if for any reason they can't do a job with the kit they are using you can simply inform them to drop the kit/pick up your 'drop kit' and have someone else take the needed kit.

        Changelog/Manual:
        US Army has CROWS equipped humvees
        Deviation full settle time is 5 seconds. Be sure to adjust for this in long range firefights and such.

        Comment


        • #5
          Re: A selection of IMPORTANT CHANGES from the PR manual:

          CROWS equipped humvee:

          CROWS mounted M2 .50 caliber machine gun atop an M1114 Up-Armored HMMWV of the U.S. Army Bravo Battery, 3rd Battalion, 320th Field Artillery Regiment, 4th Brigade Combat Team, 506th Regimental Combat Team, 101st Airborne Division (Air Assault), Salah Ad Din Province, Iraq, 30 March 2006.
          Randy = Ace ! - Warlab
          Level II Volunteer FireFighter
          Level I HazMat Technician
          NYS EMT-B
          Town of Mamaroneck Fire Dept.

          sigpic




          Bring On Project Reality 1.0!!!
          RSS Feeds:Bamboo | | 9/11 - Never Forget |
          Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
          Tactical Gamer is not mainstream.
          We are not trying to attract mainstream gamers."

          Comment


          • #6
            Re: A selection of IMPORTANT CHANGES from the PR manual:

            I like that grenadier kit has now 20 explosives which may seems a bit spammy but then how effective :D

            Comment


            • #7
              Re: A selection of IMPORTANT CHANGES from the PR manual:

              Originally posted by BloodAce View Post
              I like that grenadier kit has now 20 explosives which may seems a bit spammy but then how effective :D
              Only ineffective grenadiers will spam the nades. It only takes one well aimed shot to hit. Any more than that and you're basically wasting nades.


              So far, I have only spotted the new CROWS equipped HMMWV on Kashan 64; it is simply a 4 seat humvee (F2 is still gun, but he now sits in the back left seat with the CROWS control) with the same gun interface as the stryker. It's not, as far as I've seen, on any other AAS (beside other Kashan layers, I didn't get to check), and not on any insurgency I got to check (Not Fallujah, not Karbala...).

              CROWS HMMWV has only been added to the US Army faction, not the USMC.

              Qwai's US Army littlebird is equipped with Hydras again.

              Comment


              • #8
                Re: A selection of IMPORTANT CHANGES from the PR manual:

                Originally posted by BloodAce View Post
                I like that grenadier kit has now 20 explosives which may seems a bit spammy but then how effective :D
                I don't think its possible to spam m203 grenades, especially with the distance it takes to arm, as well as the amount of time it takes to load and reload, let alone the patience and sighting it takes for good shots. M203's are very effective and the kit load out is right up there with some of my friends experiences in Iraq. Though I won't speculate since I have not had the chance to try it out, but I am very much looking forward to trying the kit and keeping the enemy suppressed while shooting M203's at them and using it to give cover for my fellow squad mates when the need is necessary.
                Randy = Ace ! - Warlab
                Level II Volunteer FireFighter
                Level I HazMat Technician
                NYS EMT-B
                Town of Mamaroneck Fire Dept.

                sigpic




                Bring On Project Reality 1.0!!!
                RSS Feeds:Bamboo | | 9/11 - Never Forget |
                Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
                Tactical Gamer is not mainstream.
                We are not trying to attract mainstream gamers."

                Comment


                • #9
                  Re: A selection of IMPORTANT CHANGES from the PR manual:

                  Originally posted by Delta*RandyShugart* View Post
                  I don't think its possible to spam m203 grenades, especially with the distance it takes to arm, as well as the amount of time it takes to load and reload, let alone the patience and sighting it takes for good shots. M203's are very effective and the kit load out is right up there with some of my friends experiences in Iraq. Though I won't speculate since I have not had the chance to try it out, but I am very much looking forward to trying the kit and keeping the enemy suppressed while shooting M203's at them and using it to give cover for my fellow squad mates when the need is necessary.
                  QFT. Grenadier is one of the most useful infantry kits if in the hands of an accurate shooter and a SL who can mark targets for him. SAW and others still certainly have their place, but a good grenadier will make engagements much shorter and much more painful for the enemy in the right circumstances.

                  Was using it earlier on Dragonfly as British, most contacts were called, marked, shot at, and then promptly disposed of by a HE round or flushed out by the round's impact, making them prime targets for our other riflemen. Also was able to provide indirect supplementary fire from 200m to targets that were short range for a small assaulting team across the river. Unfortunately, the fireteam got wiped, but all of the nades landed clear of friendlies and helped get a little chaos into the fight to give them time to ready their weapons to shoot at targets I was keeping suppressed. 20 grenadier rounds is my favorite addition to 0.9, simply because I always loved the grenadier's power... now, it's got that power and the amount of ammunition needed to sustain it in order to be a very effective kit for longer range engagements (I've not yet been able to grenade a vehicle as of yet, but it's also 50% stronger meaning that it can act as an impromptu anti-vehicle weapon, even more so than perviously).






                  I should probably stop going horribly off topic with my love of the grenadier, so I will input this:

                  Claymores! Not very effective at all against even light vehicles; don't bother. It's not able to kill them out, it seems. It may do some damage though, to help give you a bit of an advantage, so take this with a grain of salt... Certainly try to focus their use in 'infantry only' accessible areas (inside buildings, caves, forested areas).

                  Comment


                  • #10
                    Re: A selection of IMPORTANT CHANGES from the PR manual:

                    The chinook is like trying to land a yacht, learn that out the hard way on silent eagle.

                    Those of you who dont know this already (and you all should) remember that as SL you have to use your radio for SL specific commands. (mostly FB stuff and what used to be in the "T" comm rose)

                    Some factions have buckshot in the shot guns now in the rifleman specialist kits so go nuts with those badboys. Shotty is my fav gun now.
                    sigpic


                    Do you really want invincible bears running around raping your churches and burning your women?

                    Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

                    Comment


                    • #11
                      Re: A selection of IMPORTANT CHANGES from the PR manual:

                      IDF is all "&%$# the Geneva conventions, I'm making it hard on your medics with my buckshot".
                      Stay together, communicate, don't give up.

                      sigpic

                      Comment


                      • #12
                        Re: A selection of IMPORTANT CHANGES from the PR manual:

                        A) Sending info with the comm rose is way more complicated:
                        1) Put marker
                        2) Calculate distance
                        3) Laze / spot
                        4) Use radio or the GLTD to send the request.

                        B) JDAMS and other area attacks only sent by officers now (snipers and ppl that had a GLTD can't anymore)

                        C) Only the SL can use the comm. rose for spoting (if you are a sniper and not the SL you are quite useless if you wanted to spot)

                        Nix

                        Comment


                        • #13
                          Re: A selection of IMPORTANT CHANGES from the PR manual:

                          Elaborating on the SL only comm rose:

                          This includes Combat Engineers! Don't go grab a CE thinking you'll be doing logistics/FO building for the team, because you won't be able to build!



                          Officer is much more essential to the squad with this, fixed from it's uselessness with rally changes, no longer should your SL be anything but officer if you aren't in an armor squad...

                          Comment


                          • #14
                            Re: A selection of IMPORTANT CHANGES from the PR manual:

                            Build objects will spawn 10 meters (vs. 5m in .87) in front of the SL/builder.

                            Comment


                            • #15
                              Re: A selection of IMPORTANT CHANGES from the PR manual:

                              Originally posted by |TG-Irr|Nixon View Post
                              Build objects will spawn 10 meters (vs. 5m in .87) in front of the SL/builder.
                              Only firebases spawn into the air. All other objects will spawn at low level.

                              Comment

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