![]() ![]() In order to spawn with the Officer kit, a player must be a squad leader of a squad with 2 or more members. A player may spawn as an Officer (with or without scope on the primary weapon), Rifleman (again with or without scope), Combat Medic (limited to one per squad), Rifleman Specialist (not to be confused with special forces he only carries some extra equipment like a shotgun), or Automatic Rifleman (limited to one per squad). Players can no longer spawn with all the kits that are ultimately available. Along with these points, the insurgents can deploy and construct destructible Hideouts to spawn at, which act in a similar way to the Forward Operating Bases the Blufor can deploy. In that case, the insurgents get spawn points on their weapons caches (or time-limited 'spawn caches'), however they lose the ability to spawn there if the weapons cache is destroyed or the enemy force gains intelligence about the cache. The exception to all this is the insurgent team on the Insurgency game mode. Almost all vehicles spawn at the main base of team. This is typically the last flag able to be captured by the opposing team (other times the main base is close to the last flag, but not the flag itself). The one permanent spawn a team has is at their main base. Rally points and Forward Operating Bases may be over-run or destroyed. These assets can be placed by any friendly squad leader, and have to be built using the shovel, a tool most individual soldier kits carry. A Firebase (as it tends to be called) can be reinforced with deployable razor-wire fences, foxholes, an AA-turret, anti-tank missile installation, and up to 2 HMG nests. ![]() Squad leaders may place Forward Operating Bases if they have 1 supply crate dropped from a Logistics Truck or helicopter and an officer kit. These are primarily for regrouping the squad temporarily, and as such they expire after a short period, or if enemies get within a certain distance.įorward Operating Bases are special player deployable assets. ![]() Only the squad members of that squad may spawn on the rally point. Rally points are spawn points placed by the squad leader of a squad (as long as one other squad member is near the leader and the squad lead has an officer kit). In PR, players can spawn at a permanent spawn point at their main base, at their squad's rally point, or at Forward Operating Bases. Players can no longer spawn at flags which their team is in control of, nor can players spawn on their squad leader. Likewise, damage dealt to the turret of a tank will immobilize the turret. ![]() If a vehicle suffers heavy damage to its tracks, it will likely be immobilized. Project Reality features a locational damage system. Ballistics are adjusted to reflect those of real weapons, including characteristics such as bullet drop. The weapons and vehicles in Project Reality have their properties modified for increased realism. The mod also features a co-op mode, where human players may play alongside with, or against, computer controlled players. The Insurgency mode, intended to simulate asymmetrical warfare, involves a conventional forces team searching for and destroying illegal weapon caches while the other team, the insurgents, try to defend them. The Command and Control mode removes all control points, instead focusing combat around player built fortifications. Vehicle Warfare mode gives AAS a twist, by putting full emphasis on heavy vehicles, and restricting access to infantry kits. Two of the game modes involve capturing and holding control points, similar to the Conquest mode of Battlefield 2, although control points must be captured in a certain order, AASv3 has many points that are chosen at random for a battle, giving many different areas on a map for firefights and replayability. Project Reality features five game modes. The game mechanics in Project Reality have been greatly modified from standard Battlefield 2 in order to provide for more realistic gameplay. ![]()
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