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PRMM 0.3 is Released! http://img122.imageshack.us/img122/3...mm03sig2hh.gif From: http://www.realitymod.com/ We proudly present the following, to mark the release of our latest build we are taking the opportunity to unveil our new site layout created by our founder Requiem. We hope you like it! And of course the news you've all been eagerly waiting to recieve, PRMM 0.3 is now officially ready for download! Major changes and additions include: New Maps, Weapons, Class Changes, Two new Gamemodes (including the all new Extraction game mode, exclusive to Project Reality), and many other enhancments and bug fixes to various elements of the game! Download mirrors: http://www.gloryhoundz.com/bt/prmm_0...up.exe.torrent http://totalbf2.filecloud.com/files/...file_id=158296 ftp://publicftp:kclan@62.75.204.179/...0306_setup.exe http://www.bf2.se/page.php?id=714 And.. http://www.g4mers.com/download.aspx?...0306_setup.exe |
Re: PRMM 0.3 is Released! Yeah, I played it a bit untill I got too pissed off and broke my hand on the monitor.. Good mod though... |
Re: PRMM 0.3 is Released! The mod broke your hand? Thats not good. :P |
Re: PRMM 0.3 is Released! to bad heydude isn't here to tell us how cool it is. i'm downloading it now but at 30 KB/sec, soo...slow... |
Re: PRMM 0.3 is Released! Oh my god I almost had a stroke when I was browsing down Totalbf2.com and read the news! Total awesomeness! Can't wait to get home and try it out. |
Re: PRMM 0.3 is Released! i just finished trying it, and its not very realistic imo... CONS: seems like they just slowed all the animations. like insanely long nade toss animations that make them utterly useless. and the sniper rifle has less accuracy than a musket rifle. the infantry cant run more then 30 feet before exhaustion, and then they move like they are about to pass out.. i did alot of hunting with heavy backpacks over the years, and gear dont slow you down that quick. seems they went kinda overboard if ya ask me, and just made everything laboriously slow. which imo isnt what makes something realistic. PRO's: the lower jump height was refreshing, as was the lack of kill messages and hud info. i only played about 5 mins and left (the crappy sniper rifle turned me off), but i will give it another try tomorrow. |
Re: PRMM 0.3 is Released! Best mod that has been released sofar, I liked the previous versions alot. Play it regularly too. The kits have had some changes to them but they could still need some tweaking. No spec ops and anti tank class, everyone a standard assault rifle, add grenadier class. I also like the fact that when you shoot someone they die, in contrary to vanilla where you can take half a mag to the chest at times. You have to work in a squad or you will be looking up to the sky (man down time) alot. It's also great that that alll the maps have advance and secure gamemode. Haven't tried any of the new game modes yet (extraction, single objective) but I will later today. |
Re: PRMM 0.3 is Released! Yes, I think they went overboard with the stamina, and the 30-35 seconds time spawn in their servers is the worst posible idea, this doesn't discourages ramboism, this just gives reward to spawnrapers and convert in hell a gaming evening. I am fan of realism but these two details can ruin the fun. |
Re: PRMM 0.3 is Released! I played a little online today and.. -Some of the maps are unbalanced. -Night maps have an ugly visual bug that turns sertain area's pitch black. -Animations for trowing grenades are stupidly slow. -Rapairing with the wrench is too quick. -The 30+ spawntime that becomes a little more every time you die gets old.. Especially after spawning next to a tank that blows up.. In the way of the shells of a spamming apc halfway across the map, and just random deaths. Good things! -No crosshairs, and i dont miss them one bit, spray-and-pray works fine without crosshairs (did you hear that FH devs?) -Accurate weapons! well.. the sniper rifle could use some work, they just need to limit it. -Long lasting wreckage -Long cap times.. actually keeps a flag contested for quite a bit, nice when playing on a pushmap.. or any map really. (exept on those unbalanced maps i mentiond before) |
Re: PRMM 0.3 is Released! I love their *working* push mode, although somehow i dont always understand it... JW |
Re: PRMM 0.3 is Released! Probably because their flags are not numbered.. the server broadcasts a message saying which flag you have to attack, but they only give the name.. No offence to the PRMM devs, but how the **** am i supposed to know where kangteng bridge is? |
Re: PRMM 0.3 is Released! C´mon Raptor, its 2006 out there, check google or wikipedia... Btw, Kangteng is a furniture producer. JW |
Re: PRMM 0.3 is Released! Because is written in the map :D Anyways you are right, numbers in minimap are a a better idea |
Re: PRMM 0.3 is Released! Yeah, thats right, its written in the map. But there seems to be a bug and lots of times the server message just doesnt show up. JW |
Re: PRMM 0.3 is Released! I -was- playing singleplayer for a little while, anyways, on the other maps i played online it seemed to be pretty obvious when it came to "what do i need to attack first", but the bots didnt know.. for some reason. :S |
Re: PRMM 0.3 is Released! I don't like it. If it's a realism mod, then why can the defibulator still bring you back to life from a gunshot wound to the face? The server I played on, everytime you died you had to wait a minute before you respawned. That's not fun. Even less fun is how they removed most of the vehicles, so you have to walk from one side of the map to the other. The weapons still seem inaccurate. All in all, I'd rather play something else. |
Re: PRMM 0.3 is Released! i want to drive that suv! |
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