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[BF2] Project Reality

Posted: 2007-03-12 12:56pm
by Brother-Captain Gaius
So, does anyone here play the Project Reality mod for Battlefield 2? I've been playing v0.5 for a few weeks now, and I have to say, it's completely revitalized the BF2 experience. Previously I'd just been idly grinding away on ranked servers, really just for the stats. PR has actually made the game fun in and of itself.

It certainly caters to a more realism-oriented type of gamer. I felt right at home with PR having previously played Day of Defeat, Operation Flashpoint, Forgotten Hope, and similar games. There are no crosshairs, health bars, or ammo counters, so you have to use iron sights (or other optics of course) at anything but point blank range and you have to be careful with your ammo. Vehicles like tanks and helicopters require specialist crewman or pilot kits to use, the primary kits all use standard-issue rifles, and other specialist kits like snipers and designated marksmen are in limited amounts per team and must be requisitioned. All in all it's been an absolute blast to play, and it's been so much fun I'd recommend it even if you don't think super-realism is your cup of tea. If nothing else, the vastly superior cohesion and squad- and team-oriented play is worth it alone.

Posted: 2007-03-12 01:58pm
by InnocentBystander
It is pretty sweet, ya. The kit thing took some getting used to, and I still have a lot of trouble aiming the rifle grenades, but otherwise I think the mod is pretty sweet. However, despite the lack of reticle you can still do pretty well with the rifle, from the hip, at medium range.

Posted: 2007-03-12 02:26pm
by Brother-Captain Gaius
InnocentBystander wrote:It is pretty sweet, ya. The kit thing took some getting used to, and I still have a lot of trouble aiming the rifle grenades, but otherwise I think the mod is pretty sweet. However, despite the lack of reticle you can still do pretty well with the rifle, from the hip, at medium range.
Hm, I suppose you can. I know back in DoD I mastered the art of firing the sniper rifles without using the scope (and thus with no crosshair). ;)

EDIT: Do you play on any particular server? I've been playing on TacticalGamer's server (which is the current #1 PR server), so if you play there you can probably catch me at all weird hours of the day.

Posted: 2007-03-12 03:19pm
by InnocentBystander
I haven't played in a few weeks, but I'll keep an eye out. Maybe tonight even.

Posted: 2007-03-12 05:42pm
by CaptHawkeye
I've been playing it non stop over the past week, and yes, it injected life back in BF2 in the way Forgotten Hope did with 1942. Although I admit the main reason I downloaded this mod is that it's something to hold me over until FH2 is released.

Nice to see TG set up a server in the game. Their 2142 servers rock. The "get in a squad or you get kicked" rule should be implemented in more servers.

Things I like:

-Specialist positions, no more random army soldiers flying aircraft and driving tanks. You need the special kit.

-Squad incentive. You can only spawn on a squad's mobile spawn point if you are IN said squad. Quit thinking your Rambo, join up moron.

-Limited kits. You can't have an entire team of snipers. Sorry. *Remembers Omaha Beach in 1942... shudders*

-Commander assests must be called in. The commander can't just arty what he damn well feels like.

-Implementation of the "Insurgency" faction is well thought out and interesting.

-For once, someone understood the difference between squad marksmen and sniper.

-Buckshot and slugshot capable shotguns.

Complaints so far.

-Some maps are a BITCH to load and run. Al Basrah, as fun as it is, is hell on most people's computers.

-Snipers and Marksmen may have it too easy. A "fear" meter should be implemented similar to America's Army. A sniper under fire should be paniced and have much more difficulty shooting.

-Heavy kits cannot be obtained even from APCs. This means you are quite often royally fucked when a tank or A-10 shows up. NO ONE wants to go all the way back to base, pick that shit up, and then rush back only to find the fun is over.

-Grenadier should not be a common class.

-Helicopters are problematic to control.

But these problems are minor and I truly enjoy the mod.

Posted: 2007-03-12 05:55pm
by Brother-Captain Gaius
Heavy kits cannot be obtained even from APCs. This means you are quite often royally fucked when a tank or A-10 shows up. NO ONE wants to go all the way back to base, pick that shit up, and then rush back only to find the fun is over.
Huh? The 0.509 server patch makes it so you can't get Heavy AT or AA from rally points, or get any kit from a rally point that doesn't belong to your squad. You can still get HAT and AA from APCs and supply crates.

Posted: 2007-03-12 06:04pm
by CaptHawkeye
Brother-Captain Gaius wrote:
Heavy kits cannot be obtained even from APCs. This means you are quite often royally fucked when a tank or A-10 shows up. NO ONE wants to go all the way back to base, pick that shit up, and then rush back only to find the fun is over.
Huh? The 0.509 server patch makes it so you can't get Heavy AT or AA from rally points, or get any kit from a rally point that doesn't belong to your squad. You can still get HAT and AA from APCs and supply crates.
I must not be standing behind the APC's correctly then, I'm never able to get an HAT or AA from them. The supply crates are great, when the squad leaders are smart enough to ask for them.

Posted: 2007-03-12 06:21pm
by Jade Falcon
Does it do away with the blasted Bunny Hoppers that jump like Bugs Bunny on steroids when they hear one guy firing a pistol?

Posted: 2007-03-12 06:26pm
by Brother-Captain Gaius
Jade Falcon wrote:Does it do away with the blasted Bunny Hoppers that jump like Bugs Bunny on steroids when they hear one guy firing a pistol?
For the most part. I've seen it almost never occur, though that may be partly just from playing on TG.

Posted: 2007-03-12 06:56pm
by Tasoth
Got that bad boy right when it was first released. The fact that they dropped most spawn points in that one for those rally points was grating, especially when you squad with people who don't drop 'em. The maps also have a tendency to bog down at one point, usually the ones that involve a defending team. We held the americans in one map for the whole game, won something like 150+ tickets to their none. It was ludicrous.

Posted: 2007-03-13 05:35pm
by CaptHawkeye
I don't mind that all too much. As it basically confirms the other team is that fucking stupid. They can't organize or prepare for their lives and righteously get their asses kicked because of it.

Although those moments can be really boring. I know the admins on some servers will just outright end the match if they think the attacking team can't hack it.

Posted: 2007-03-15 08:49pm
by Red Star
I just got the mod and I’m loving it. It has completely revitalized bf2.

I only have 2 problems with it:

It likes to crash (could just be my computer)
Also I would at least like to know what type of condition I’m in after being shot, don’t need a health bar, but maybe something like what Americas Army has: green= good, yellow=not too good, red=you gonna die real soon!

Another improvement might be that scare meter like what CaptHawkeye mentioned earlier.

Other then those complaints I really like this mod.