PR Pro-Tips

PR:BF2 related stuff
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Rage
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PR Pro-Tips

Beitragvon Rage » Sa 19. Jun 2010, 14:30

UPDATED: JUNE 22

I would like to start a list of game mechanics that are not included in the PR manual.
If you have new mechanics or improvments feel free to post!

Hab einige tips zusammengetragen und würde die Liste gerne fortsetzen falls euch noch noch was einfällt immer her mit den Tips!

1. Mumbles default volume is set to 60%. Turning this up to 100%, as well as turning your
in-game volume down to 40%, will help you hear others, especially if you're a pilot or an APC
driver.

2. Right clicking on grenades/incendiary/smoke and ropes will drop them instead of throw them.

3. When requesting a kit from a friendly supply crate, right-clicking might get you a non-scoped, or other, kit.

4. You can destroy supply crates by shooting the pallet it sits on with two close range shotgun blasts or a .50cal .

5. Knifing a FOBs/Hideouts radio, just one time, will destroy it.

6. Most armored vehicles have alternative views for the drivers. Just press "2".

7. Many vehicles have a "Turbo"(Sprint) function that will allow them to accelerate faster and climb steeper terrain.

8. Dropping a patch on someone before you revive them will do multiple things: It will act as a resuscitate, getting them unstuck, allows them to see clearly(no black and white), also to jump and sprint as soon as they are revived.

9. If two riflemen drop their ammo bags together, not only will they replenish their own ammo bags, but there will be enough ammo left on the ground to replenish either a HAT or a LAT! Disclaimer: When using this technique, it's best to have the riflemen replenish their own ammo first.

10. You can avoid damage from sliding down a hill if you jump and hold down the back key as soon as you start sliding.

11. You can check for a kits availability without being near a crate. When requesting a kit, if the message says, "You need to be close to a friendly SUPPLY CRATE or an APC to request this kit", then the kit is available. If the message says, "All kits have been issued", then it's not.

12. While in the Squad screen, clicking on a green/blue icon will highlight that soldier in white, letting you know who they are.

13. It is possible to use a FOBs AA/AT/HMG as soon as it's started, without taking damage, as long as the player stays in the stationary weapon and the shoveler keeps shoveling until it is completed.

14. Commanders can talk to individual SQs if they select the SQ in the commanders HUD and use the Squad Radio key(no green icon will appear).

15. When placing a SL marker, take a step back or forward before placing it. This will center your body making the marker accurate.

16. Selecting SL markers that appear to the left or right of the commo rose is only possible if you re-press the commo rose key.

17. The left Alt key (Default) will disable/enable 3D map markers set by your squad leader. This is helpful if the marker is in your way.

18. Limit of supply crates/ammo boxes deployed, maximum 10 per individual truck/heli, and 16 for APC/Jeep.

19. If someone died on the flank of a hill, make sure his body is moving trough resuscitate or patch, then revive his Kit unregarding how far away it is. Works in 95% of the cases.

20. If you only wait until the startup time on helicopters is reached so you can take off, you are not already at full Performance of the engine, even if there is nothing showing you that. It will take several minutes to reach 100% performance in the air (around 4min). But if you wait just one minute longer before taking off, you will start at nearly full 100%. Try it out, you will find the helicopters are much faster, which is a great advantage at the start of your fly.
(Also depends on the chopper. The Huey takes a little bit over a minute to get 100% performance, for the LB add about 15 seconds after the wings rotate at their usual speed. But the Cow takes about 20-25 seconds after you get in to take off, and it flies almost the same speed as it would when you wait for a minute.)

21. Well it is written down in the manual, but people keep forgetting about it: You can place a maximum of 30 Land Mines, 5 Grenade Traps/Claymores, 5 IEDs/Artillery IEDs, 5 Tripflares per Kit!! (that means, if you die and pickup your kit before it disappears again, your placed explosives will not disappear at any time as long as you keep the kit.

22. Always aim at the chest with the shotgun.
Always aim lower with full-auto rifles.

23. The Glauncher doen't work closer then 30 meters.

24. Normal run is 10km/h (objective 1000m away takes less 6min to get to)
The sprint is around 20km/h and you can sprint for 30sec and 150m.
Full reload of sprint takes 1min 20sec and reload speed doesn’t depend on stance.

25. When using armor never get on top of a hill, there is a 80% chance you will die!

26. Any mines or mine markers on the map or ground placed BEFORE you join the server you are unable to see. It happens the same with grenade traps , kits , ied and with SL markers.

27. Watch different sectors, don't all watch the same spot. You will get flanked. SL should tell you where to watch.

28. Traverse with cover. Don't move on a ridgeline if you can move right beside it. Being covered from 180 degrees is golden.

29. You can get the RPK as Taliban if you right click when requesting the AR kit from a cache.

30. You can use the Combat Engineer's Wrench to build Wire faster.

31. Right click on grenades to adjust the power of the throw.

32. You can switch to rear view by pressing button (default) "C" while driving in a truck. Can be helpful to not run over your mates while driving backwards.

33.Intel system on insurgency and Civilians
  • Insurgent killed: +1 IP
  • Civilian collaborator or insurgent arrested: +10 IP
  • Civilian collaborator killed (violating rules of engagement): -10 IP
Remember that using the shotgun is the same as arresting.
Note: if you pick up an insurgent kit and then knife someone it does NOT count as an arrest.

Civilians and unarmed insurgents are covered by rules of engagement (ROE).
Civilians doing the following within the last minute are considered combatants
and may be shot without penalty:
  • spawn or pick up a kit
  • use a weapon or vehicle (stones are not counted as weapons)
  • use resuscitate or epipen
34. Wrecks will take a full HAT hit and leave you fine behind it, because of the game engine the wreck model is often stronger then the original vehicle so even a jeep wreck is good to use.

All tips have been confirmed
Zuletzt geändert von Rage am Di 22. Jun 2010, 18:55, insgesamt 3-mal geändert.
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Bang0o
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Re: PR Pro-Tips

Beitragvon Bang0o » So 20. Jun 2010, 23:26

31. Aussenansichtstaste ( bei mir C) drücken um im Truck nach hinten zu schauen, dmait man keinen über'n Haufen donnert.
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Amok@ndy
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Re: PR Pro-Tips

Beitragvon Amok@ndy » Mo 21. Jun 2010, 09:07

du meinst wohl 32.
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Bang0o
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Re: PR Pro-Tips

Beitragvon Bang0o » Mo 21. Jun 2010, 14:03

ja
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Rage
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Re: PR Pro-Tips

Beitragvon Rage » Mo 21. Jun 2010, 17:55

aufgenommen, auch wenns zur 32 wurde ;)
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Germanius_GER
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Re: PR Pro-Tips

Beitragvon Germanius_GER » Mi 23. Jun 2010, 10:03

zu 9. --> 2 Ammopack um ne HAT aufzuladen.

Wurde kein Schuss mit dem Gewehr abgegeben und nur die HAT abgefeuert, reicht ein Ammobag;
falls doch müssen 2 her um die HAT aufzuladen. Sehr wichtig zu wissen!
Hellfire
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Re: PR Pro-Tips

Beitragvon Hellfire » Mi 23. Jun 2010, 11:28

Rage hat geschrieben:UPDATED: JUNE 22
9. If two riflemen drop their ammo bags together, not only will they replenish their own ammo bags, but there will be enough ammo left on the ground to replenish either a HAT or a LAT! Disclaimer: When using this technique, it's best to have the riflemen replenish their own ammo first.
Germanius_GER hat geschrieben:zu 9. --> 2 Ammopack um ne HAT aufzuladen.

Wurde kein Schuss mit dem Gewehr abgegeben und nur die HAT abgefeuert, reicht ein Ammobag;
falls doch müssen 2 her um die HAT aufzuladen. Sehr wichtig zu wissen!
Rage sprach aber davon, dass die zwei Riflemen zuerst ihre Ammobags wieder aufladen und die HAT erst nachher ihren Schuss an den zwei angebrauchten Ammobags auflädt. D.h. dass zwei Ammobags reichen um sowohl die zwei Riflemen mit jeweils einem neuen Ammobag auszurüsten wie auch der HAT einen neuen Schuss zu geben (natürlich nur wen sonst keine Munni/Fielddressing/Granaten etc. von irgendeinem der drei verbraucht wurde). Somit kann man unendlich viel Schüsse für die HAT/LAT generieren ohne auf Nachschub angewiesen zu sein.
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SirCom
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Re: PR Pro-Tips

Beitragvon SirCom » Mi 23. Jun 2010, 13:04

.

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