Project Reality Mini-Mod v0.2 Revision 1
Posted: Sat Aug 13, 2005 6:24 am
http://www.realitymod.com/
http://www.realitymod.com/index.php?page=release_prmm wrote: Project Reality Mini-Mod 0.1 - Release Notes
With the release of Project Reality Mini-Mod (PRMM) 0.1, you as a gamer are surely curious as to what gameplay aspects of Battlefield 2 have been changed to make up this modification. Without a doubt we, Project Reality have added many items which redefine the default gameplay of Battlefield 2. Below you will find a list of changes (not complete) and further down a selection of changes (with accompanying images) that we thought would interest you.
General Changes:
Removed the Kill Indicator - Reduced Jumpheight & Distance - Removed Parachutes - Changed handheld weapon Muzzleflashes / ROF / Recoil / Velocities / Damages - Added 2 new materials to differentiate between 5.56, 7.62, and 9mm. calibres - Removed Sidearm - Tweaked Vehicle Physics - Gave grenades/explosives more power/radius! - Altered Sniper Rifles Damage / Zoom - Removed all 3rd Person views - Destroyed vehicle model visible time increased - Increased the shake sensitivity of the camera 2x - Supplies from Commander no longer repair damaged battlefield assets, such as vehicles and structures - Increased the sound radius of weapon discharges - etc. etc
Examples of some other changes:
From the Command Screen, we have decided to remove the Satellite Scan and UAV for our initial release. The Project Reality version of the UAV will be implemented (in a future release) through a more realistic concept which will force the Commander to invest additional effort in the collecting of intelligence through a live feed from the battlefield. As opposed to the default clicking of a single button which then provides all enemy locations within seconds. As a result of the new version UAV, the Commander role will be a much more challenging position to hold and will thusly differentiate the best from the mediocre.
Crosshairs have been removed and aiming is now performed down the length of the weapon, through the iron sights. The only exception being the Grenade Launcher attachments and Shotgun for which we will also be creating and utilizing true sights as found on the M16 or the AK.
As we've removed hit indicators, blood was a natural addition to represent a “hit” on the battlefield. Be aware that if you hit the vest of an enemy, no blood will be seen.
What would a tank be without 120mm projectile variants such as a HEAT or Sabot round? HEAT (High Explosive Anti-Tank) round is loaded with Composition A3 Type II explosive and is based on chemical energy. Sabot is a kinetic energy (KE) armor defeating round which is equipped with a depleted uranium penetrator. Find out in-game which rounds are more effective in which situations!
Life is full of options. With PRMM, carrying a shotgun is evidence of this fact, as the player has the capability of firing different types of shotgun ammo, such as slugs (single lead ball, high accuracy) or buckshot (multiple smaller lead balls, high spread). Be sure to pick the right ammo when you're out there in the field.