Author Topic: PR 1.0 open beta teaser  (Read 1740 times)

Evoke

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PR 1.0 open beta teaser
« on: June 29, 2013, 03:31:20 pm »
PR:BF2 Mod v1.0 Open BETA Teaser

1.0 status: Closed OPEN Beta(!)
1.0 projected release (Talking out my arse): piffing NOW!
Download links: http://www.realitymod.com/downloads#bf2
1.0 Livestream: http://www.twitch.tv/realitymod
« Last Edit: June 29, 2013, 03:34:33 pm by Evoke »

ZenPhire

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Re: PR 1.0 open beta teaser
« Reply #1 on: June 29, 2013, 07:40:24 pm »
Nice! What are the major features since 9.5?
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Re: PR 1.0 open beta teaser
« Reply #2 on: June 30, 2013, 08:26:18 am »
Nice! What are the major features since 9.5?

They took away all the good maps, and added some of the worst ones! woooooo! :P
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WAAKOW

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Re: PR 1.0 open beta teaser
« Reply #3 on: June 30, 2013, 12:17:43 pm »
You know, they have ARMA 3 beta out now...

Evoke

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Re: PR 1.0 open beta teaser
« Reply #4 on: June 30, 2013, 02:20:30 pm »
Nice! What are the major features since 9.5?

New Features and Changes
While the PR:BF2 v1.0 Open BETA does not contain all the new features that will be included in the final v1.0 release, it does contain a substantial amount of changes compared to our previous release, PR:BF2 v0.98. We are currently not prepared to publish a complete change log of the thousands of changes and features you will find in v1.0, but in order to help you adjust and make an easier transition, we have listed some of the more prominent gameplay changes below.
Integrated PR Mumble (Positional Voice Chat) that connects completely automatically, with in-game HUD support.
Added Machine Gunner and Spotter kits.
Removed Binoculars from all conventional forces kits (Officers and Spotters still carry GTLD's).
Removed incendiary grenades.
Reworked deviation and recoil on all weapons.
Reworked explosives completely.
Reworked the majority of land vehicle physics.
Reworked helicopter damage system, plane-carried air to air missiles, and flares.
Changed Forward Outposts and Weapon Caches to only be destroyable by explosives and other heavy assets.
Changed Rally Points to be permanent, they will not destroy themselves after a time limit.
Rally Points need the Squad Leader + 2 Squad Members to be placed.
Rally Points get destroyed by 1 enemy within 10m, 20m, 40m radius (1 km, 2 km, 4 km maps respectively).

Included Maps
There are currently 3 maps included in the PR:BF2 v1.0 Open BETA release: Black Gold (4 km), Ramiel (2 km) and Saaremaa (4 km). In a few days, we are planning to release an update containing fixes for any critical issues found, as well as a 4th map: Fools Road (2 km). All of the maps have received complete overhauls for v1.0, so rest assured you will find a fresh experience in playing this release, despite only one of the maps being brand new.

source: http://www.realitymod.com/forum/f380-project-reality-news/120542-project-reality-bf2-v1-0-open-beta-released.html


c4 changes further explained:

Hello,

time to update you guys about the PR 1.0 C4 vs Firebase, Vehicle, Ammocache gameplay changes.


Following has changed for the conventional forces:

- C4 for conventional forces will be available in a small and a large model

- the large model is a bit more than twice as strong, and only available for the CombatEngineer, while the small C4 is handed out to the specialist too

- both types of C4 will be time detonated now (basically removes ability to ambush)

- C4 is defuseable by the CombatEngineer, in case the C4 was misplaced

- FOBs are not knifeable anymore, and only killable by C4 or other high explosive devices, and big calibers used by vehicles

- Caches are effectively killable by C4 only and it takes longer to plant the c4, to simulate a proper EOD work. This also helps to prevent "ninja" cache destroying

- To blow a cache successfully with one C4 (doesn't matter if big or small) it needs to be planted directly on the cache - means killing caches through walls isnt that easy anymore

Project Reality 1.0 - C4 vs FOBs- and Vehicles Changes

source: http://www.realitymod.com/forum/blogs/33765/b373-new-c4-fob-cache-gameplay-changes.html
« Last Edit: June 30, 2013, 02:24:25 pm by Evoke »