Professional Documents
Culture Documents
Extensive
modifications and improvements were made during this time. After thousands of changes, it gets harder and
harder to recognize that PR is a Battlefield 2 modification. This is an entirely new version of the PR:BF2 manual
and has been rewritten specifically for version 1.0 to further explain the changes and some of the new
functionality that has been introduced. In the future to come after this new manual is released it will be
accompanied by a online Wiki which will include a much more detailed array of information on all aspects of
Project Reality: BF2, which will be edited and maintained by the team as well as the community.
We hope this manual provides you with a good start into the challenging world of PR:BF2. If you have any
feedback or unanswered questions concerning this document feel free to contact us on the forums.
Eike Spearhead Hanus v0.95 Manual
1
This introduction will give a brief overview into what you can expect when you begin playing the Project
Reality modification for Battlefield 2. This modification has a level of complexity and teamwork that you wont
find in most modern first person shooter games, while it still finds the balance between simulation and
gameplay. Due to the steep learning curve, we highly recommended that all new players read through this
manual thoroughly prior to joining an online game.
The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and
throughout your team is paramount. The role of squad leader and the commander is essential to success in
PR and the direction of the game is dictated by those in leadership positions and carried out by the players.
PR:BF2 contains a multitude of gameplay mechanics which differentiate roles within a squad and the team. It
also gives squad leaders and team commanders the ability to deploy emplacement assets such as foxholes,
machine gun nests and mortar pits to fortify the defense of spawn locations known as FOBs. In addition, the
role of players within a squad has been greatly diversified, and is reflected in an expanded selection of
standard and limited specialty kits for various infantry load outs along side unique kits for operating
mechanized and aviation vehicles.
Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential
element of gameplay and we recommend that all players are microphone ready when they begin playing
online. To ensure enhanced communication, an integrated version of PR Mumble voice communication
software gives players abilities not available with built in BF2 voice-over-IP, such as the ability to talk to other
players within the local vicinity, regardless of which squad they are in, as well as transmit to squad members
over the squad radio no matter where they are on the battlefield. No additional installation is required, which
means every player on the battlefield will have the same communications setup and can communicate
effortlessly.
This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at
realitymod.com. Again, welcome to PR and a totally new gaming experience!
2
3
Set-Up 4
System Requirements 4
Software Installation 4
The PR Launcher 5
Menu Navigation 6
PR Mumble 6
Troubleshooting 7
Default Game Controls 7
Game Modes 9
Advance and Secure (AASv4) 9
Vehicle Warfare 9
Skirmish 9
Command & Control (CnC) 10
Cooperative 10
Insurgency 10
Intelligence & Weapons Caches 11
First Minutes on a Server 12
Kit Selection and Spawning 12
Interface Changes 13
Health Management 14
Ammunition 15
Score Penalties 16
Supply Crates 16
Battlefield Navigation 17
Vehicle Information 18
Weapons & Equipment 19
Back Up Iron Sights (BUIS) 19
General Weapons & Equiptment 19
Kits 23
Kits Selection & Spawning 24
The Collaborator 25
Kit Request Procedure 25
The Squad Leader 27
Spotting Enemies 27
The GLT Designators (GTLDs) 27
Rally Point System 27
Requesting Support 27
Construction Work 28
Deployable Structures 29
Vehicles 31
General Vehicle Information 31
Armored Vehicles 32
Helicopters 32
Fixed Wing Aircraft 33
Commander 34
Operating System: Windows XP, Windows Vista, Windows 7 or Windows 8
Processor: 2.4 GHz Dual-Core minimum, with 3.2 GHz is recommended
Memory: 3 GB RAM minimum. 4 GB recommended
Hard Disk: 8 GB free Hard Drive Space
Graphics Card: Graphics Card with 256 MB RAM. 512 MB recommended.
Sound: DirectX 9 compatible sound device. Dedicated sound card with EAX support recommended for best
experience.
Internet Connection: 128 kbps or faster connection required for online play
Input: Mouse, Keyboard
Optional Accessories: Joystick, Headset, Microphone (strongly recommended for voice communication)
4
Before installing PR:BF2 v1.0 , make sure you have installed Battlefield 2 and updated it to version 1.5
Make sure to use the uninstaller to remove previous version of PR:BF2 before running the v1.0 installer.
PR Mumble is included with the PR:BF2 v1.0 installation, So there is no need to download it separately.
After installion a shortcut for Project Reality:BF2 v1.0 will be provided on the desktop, double click on this icon
to open the Launcher. When the launcher appears you will be greeted with a player profile setup, here you can
either create a new account, retrieve or import a pre-existing PR player profile. To import your profile select the
desired profile from the list and then click import.
5
If you are new to BF2 and have never made a profile before, just click Create New Account and fill in the
required details and pick a sensible, easy to pronounce username. To play on PR multiplayer servers you need
to create an online profile. You can alternatively create an offline profile if you choose to.
After creating a profile and logging in, you are presented with the main menu of the PR launcher. All options are
displayed on the right.
Play: This will start the game. If you click the down arrow to the right, you have have to option to check for
updates or select a different profile. If there is an update it will be automatically displayed if you press the play
button.This update will then automatically be downloaded and installed. Progress of the update and installation
will be displayed whilst it is in operation.
Options: In this menu you can edit your video, graphics, and audio settings. Also some other options are
available as well as configuring PR Mumble keys.
Support: This is handy for when you are running into issues. It offers many utilities such as clearing cached
folders or giving you a detailed information display of your computer. This comes in handy when contacting our
support team.
Credits: Here you can see the entire PR:BF2 team who worked on this mod for many years.
Donate: A direct link to our online donation page.
Exit: Use this button to close the PR Launcher and return to Windows.
The launchers main menu also provides a news ticker at the bottom highlighted in blue with announcements of
upcoming events, developmental progress and developer blogs from the PR:BF2 community.
6
Cooperative: Allows you to play PR:BF2 against AI computer controlled soldiers on the opposing team. This
mode is very useful for getting to know the game mechanics and equipment before joining competitive online
battles.
Deployment: Is the multiplayer mode in PR:BF2. Here you will be able to join a vast array of community led
server where you can experience intense battles with up to 100 players.
Barracks: Menu gives you access to replays using battlerecorder.
Options: Here you can configure the audio levels as well as the keyboard layout and some general game
settings.
Exit: Use this button to exit the game and return to Windows.
In game, Mumble is the program which we use to communicate to each other in PR, which replaces BF2
vanillas Voice-Over-IP (VOIP) system. The main unique feature of PR Mumble is that its primary method of
communication is transmitted within 3D space, which is directional and proximity based. This is called Local.
What this means is that all players on your team can talk to each other if they are nearby, and you can hear in
what direction they are speaking from, similarly you can judge how far away they are, just like in real life.
After joining a squad you gain access to that squads Radio Net, which allows you to transmit to other players in
your squad no matter where you are on the map. Squad leaders also have access to an additional Radio Net
that allows them to communicate directly to the commander, globally to all other squad leaders, and directly to a
particular squadleader of a squad leaders choice. When using a radio net, a transmission cue will be heard
when activating and deactivating the radio. The default keys for transmitting over mumble are as follows:
Local speech (H): you talk to players in the 3D radius space around you.
Squad Radio (Num 0): you talk to your squad, no matter where you are.
Squad Leader to all other squad leaders radio (*): you talk to all squad leaders at the same time.
Squad Leader to specific squad leader radio (Num 1!Num 9): you talk to one specific squad leader
in your team.
Squad leader to Commander Radio (/): you talk to the commander in private.
The Commander (*) can transmit orders, and recieve communications from other Squad Leaders that
are transmitting over the Radio Net channel. This is the channel that all Squad Leaders can hear.
PR Mumble is unlike its predecessor, becoming fully integrated into the PR:BF2 v1.0s release. It comes runs
along side the game installation and does all client side tasks
automatically for you. Players have the choice to configure their
communition settings to their satisfaction just like the previous
version. This includes input and output devices, volumes and
the keyboard shortcuts. The two most important keys are
default: Local channel (H) and squad radio net (0 on the
numpad).The main keyboard shortcuts can be edited in the PR
Launcher also via the options menu under the PR Mumble tab.
Its recommended that you also check the main settings panel
directly within the mumble application to make sure its all
correctly set-up. To do this, locate the PR dogtags in the system
tray next to the system clock, click on the icon to open the
mumble interface then locate settings at the top. After which the
settings panel will appear and you can configure your input and
PR Mumble also intergates with BF2s HUD display. During the game you
will see the names of players talking, each colour depicting over which
channel they are transmitting, which is displayed in the lower left hand
corner of your screen.
In the lower right hand corner mumble also indicates over what channel
you are transmitting with a different colour depending on the channel you
are using. It also shows whether your microphone or speakers are muted,
and if theres linking issues with the mumble client
transmitting / mic muted / speakers muted / mumble is disconnected
7
Our sound artists have been stretching the BF2 sound engine to its limits. In order to have the best
possible experience within PR:BF2. To take advantaage of this it is recommended that you enable EAX
in your BF2 audio options.
If you can't connect to a server, then it is probably experiencing server side problems. Try another server
in this case, or try later on. If a server title is displayed in red, this means you dont have that map.
PR:BF2 needs to be started using the PR:BF2 Launcher. Launching the BF2.EXE or PRBF2.EXE will
not work.
In addition to the built-in server browser you can use the web-based PR Spy to browse and join PR
servers. PRSPY also features a friends list which makes locating your friends much easier.
If the server you want to join is full you can utilize the Auto Deploy feature. Select the server in the list,
click on Server Information and then Auto Deploy. A dialog will open and in here you enter the max
number of players on that server below the number of reserved slots. Then simply sit back and wait to
be automatically connected once a slot opens up.
General
E
Enter/exit a vehicle or emplacement
J / K / L
Send chat message to everyone/your team/your squad
Page Up/Down
Vote with YES/NO
Caps Lock
Weapon Selection and Join Squad Panel plus Coordination Map
Return
Open/close spawn screen with map
Tab
Show scoreboard while key is pressed
Print Screen
Take screenshot
M
Show/hide map of the battlefield
N
Switch zoom level of map or mini-map whilst in vehicle
Q
Display main radio menu while key is pressed
T
Display secondary radio menu while key is pressed
Left / Alt
Show/hide navigational 3D markers, shown upto 50m
C
Toggle BUIS mode / Change camera
H
PR Mumble Proximity Local channel
0 (Numpad)
PR Mumble Squad Radio Channel
*
PR Mumble Squad Leader Radio Channel
1 - 9 (numpad)
PR Mumble Squad Specific Radio Channel
/
PR Mumble Commander Radio Channel
8
Movement & Combat
W / S
Infantry: Move forward / backwards
Ground Vehicles & Aircraft: Accelerate / Decelerate
Helicopters: Increase /Decrease lift
A / D
Vehicles: Turn Left / Right
Space
Infantry: Jump
Vehicles: Fire primary weapon
Left Shift
Infantry: Sprint
Aircraft: Engage Afterburner
Left Mouse Bt
Fire primary weapon / select second menu option
Right Mouse Bt
Show scoreboard while key is pressed
Infantry: Aim down your weapons sights
Infantry: Pin and Hold grenade
Infantry: Select second menu option
Infantry: Enable Squad Leader radio
Vehicle: Fire secondary weapon
F
Cycle through weapons & equipment
Mouse Wheel
Select between different weapons or equipment that you are carrying
1 - 9
Switch directly to a particular weapon or piece of equipment
Select the same weapon you have equipt to change the firemode
6 - 9
Helicopter & Aircraft: Select Alternate views
8 & 9
Infantry: Reserved for the field dressing and parachute
R
Reload weapon
G
Infantry: Swap your kit with a kit on the ground
Left Ctrl
Infantry & Cupola Gunner: Crouch
Z
Infantry: Go Prone
X
Land Vehicles & Aircraft Gunner: Increase zoom magnification
Vehicles: Deploy smoke for units that are equipt
Aircraft & Helicopter Pilots: Deploy flare countermeasures
F1 - F8
Switch Vehicle Position
9
Project Reality: BF2 features 6 different game modes across a variety of maps, all with different objectives. The
common goal of all game modes is to reduce the enemy team's reinforcement tickets to zero. In most game
modes this is achieved by wounding and killing enemies, destroying their vehicles and by capturing their control
points. Colored map markers indicate your current objectives in each game mode.
The AAS game mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the
control points (CPs) while maintaining more tickets than the enemy. CPs can only be captured in a linear
order to simulate a shifting front line and focus engagements. CPs that are in play to be captured are
indicated by an orange attack marker while those that need to be defended against enemy attacks are
highlighted with a purple defend marker. If your team reaches its last blue defensible flag and that is
captured by the opposing force, you will start to bleed tickets until you recapture your flag by force. In a
similar fashion the opposing forces last CP is indicated by a red attack marker and will cause them to bleed
tickets if your team captures it in the same manner.
At least a minimum of 2 players need to be within the CP capture radius in order to sieze the flag. It can take
more than a minute to secure a CP depending on the ratio of attackers to defenders within the flag radius.
Although you cannot capture CPs out of order, you can begin to neutralize or capture the next CP forward
before the current CP has finished capturing/neutralizing, even if you lose another position during the
capture period. If a CP controlled by one team is neutralized and captured by the enemy, the team will lose
30 tickets.
Most maps feature 4 layer variations with different assets and support available. The layers include:
Infantry (16): This layer usually consists of just transport vehicles, with a focus on infantry fighting.
Alternative (32): This layer is used by mappers to create a unique set-up, which can include night-
time environments, a different flag layout, or a blend of assets from the infantry and standard layers.
Standard (64): This layer usually involves the entire map and all assets, as applicable to the map.
Large (128): This layer is designed for 100-player servers and usually contains all of the assets from
the standard layer with more transports to accommodate the additional troops.
Some other maps also feature randomized routes selection each time a map is loaded, which offers
additional variety of enviroments for the player to have engagments in when replaying a map multiple times.
Large numbers of heavy vehicles battle for control of the map in this game mode. Players are limited to
spawning with crewman kits, and only officer and pilot kits can be requested. Tickets are only influenced by
how many CPs a team controls and not by loss of life or assets. Destroyed vehicles respawn after 5 minutes.
It takes at least 6 players (inside vehicles) to take control of a CP. Capturing works much faster in
comparison to AAS.
This game mode operates on smaller scale map versions of the Advance and Secure game mode, intended
for around 12-16 players. It is perfect for clan matches and small infantry engagements. Skirmish has the
same rules as AAS but with smaller combat zones, fewer CPs, no vehicles or deployable assets as well as
fewer tickets. Rally points rearm automatically after 2 minutes. If a team loses a CP to the enemy they will be
penalized by 10 tickets.
Attack with Ticket Bleed Marker
Attack Marker Defend Marker
Defend with Ticket Bleed Marker
10
This game mode features large freeform battles. There are no capturable CPs, but instead each team must
place a single forward operating base (FOB) somewhere on the map. The objective is to defend the team's
FOB while trying to find and destroy the enemy FOB. When a team loses their FOB they will suffer a huge
ticket penalty and continue to lose tickets until they build a new one. The FOB must be placed at least 200m
from the map's borders. Building your teams FOB closer to the map's center increases the ticket loss that
the enemy will suffer while their FOB is down. Both teams can build more defenses near their FOB than in
other game modes.
In this game mode it is possible for one or more human players to march into battle alongside and against AI-
controlled bots. This game mode is ideal for practicing with equipment and vehicles before using them in full-
scale battles with human players. To accommodate the use of bots some rules and items have been modified
in this mode.
This mode is very unique in comparison to others within PR. The objective of the coalition force is to find and
destroy five insurgent weapons caches hidden throughout the map before running out of tickets. The coalition
forces lose tickets for every player death or asset destroyed, while the insurgency team only loses tickets when
a weapons cache is destroyed. There are three states for weapon caches:
The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent
collaborators. To capture a civilian collaborator, a Coalition player must be within a meter of the collaborator
and must either use a restrainer, which consists of a pair of ziptie plastic handcuffs, accessible by selecting the
number 1 on your keyboard, or alternatively using a shotgun loaded with breaching slugs. This simulates
immobilising the civilian with a rubber buckshot. The coalition wins if they manage to destroy 5 weapons
caches before they run out of time or tickets, otherwise the insurgent team wins the game.
Known Insurgent Weapons Cache: This icon is visible on the map of the
Insurgent forces which indicates that the cache has been located by the
Coalition forces and indicates the caches approximate location
(offset by up to 35m).
Unknown Weapons Cache: These markers represent the approximate
position of where the cache will spawn on the battlefield. They are visible
only to the insurgent team so they can co-ordinate and organize a defence
around the position whilst the coalition forces gathered intelligence.
Known Coalition Weapons Cache:. This icon is visible on the map of the
coalition (BLUFOR) forces which indicates the cache's approximate
location when suffient intelligence has been aquired (offset by up to 35m).
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To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to
be gathered by the coalition forces. The following list shows the amount of intelligence points (IP) gained or lost
due to different actions.
Insurgent killed: +1 IP
One pack of C4
An IED
A suicide Vehicle
When you begin playing, it is recommended that you spawn as only a rifleman with a sight of your choice.
This way you can better learn the fundemental basics of gameplay.
After learning infantry basics you can ask your SL to assign you a specialised kit when you feel up to the
task. If you want to try out new equipment or a vehicles, you can do so easily in the co-op mode without
inconveniencing your squad members or risking your team's assets.
Kits that are specialised and more difficult to operate are generally limited and can only be obtained if
certain conditions are met within a squad. These reserved kits are of limited supply to the team and you
should alway ask before requesting one.
Kits can be requested from the main spawn menu, a supply crate or the rear of an APC / IFV. To have the
ability to request a kit from a supply crate or vehicle, you must be apart of a squad.
In PR you cannot spawn at every control point that your team controls. Spawn points available in PR:BF2 are:
Your squad's rally point (RP) is a green circle surrounding a spawn point with your squads number
adjacent to it. Depending on the location of your squad RP in relation to a teams FOB will determine its
longevity. Note: If you spawn on another squads rally point, you will automatically spawn at main base. If
overrun by the enemy, your squads RP will disappear. RPs are only available to conventional forces.
Map-specific team rally points. These usually expire 5 minutes after the round starts and can be used by
the whole team.
The commander rally point. This RP can only be placed by the commander, provided multiple squads
leaders are in the vicinity of the CO.
Deployable forward operating base (FOB) or hideouts can be used by the entire team to spawn at, but
must be constructed before becoming operational. If enemies get close to them, spawning is disabled for 1
minute.
In the insurgency game mode, the defending insurgent team may spawn at the weapons caches that
hasn't been revealed to the enemy, this is called the unknown cache. This spawn is also disabled if
enemies becomes to close.
Your team's headquarters, main base or permanant FOB. This is the only spawn point that is always
available.
Rally Point
Forward Operating Base
Commander Tent
Weapons Cache
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In the PR:BF2 ingame HUD, players are notified by player-specific messages that can only be seen by
that player. They are used to give players feedback about different ingame events for example:
-
The reason why the player is not issued the kit being requested
-
The reason why the deployable asset that the player requested could not be built
-
That the player must exit the vehicle or the current seat to avoid punishment
PR also uses HQ Notifications which is displayed large orange type. These notifications give you updates
on the current objectives, mission progress and other essential messages.
Firing cross-hairs have been removed from the screen. If you want to shoot precisely, you need press the
alternate firing key to aim down your weapon's sights, or use the BUIS for close quarter fighting (see the
weapons chapter).
Name tags have been removed for all players. It is vital to ID your targets before engaging to avoid
friendly fire. Learning the distinction of different camoflages and the profile shape of your factions infantry
helps you ID a the enemy faster. To locate a Squad Leader, look for a radio antenna extending upwards
from his backpack.
No health status bar indicating your vital status. When you lose more than 25% of your health, you will
start to see a red bloody screen which pulsates as you hear wounded sounds of pain. You will continue to
lose health as you bleed out until you medical attention, if you do not you will die. however, if your health
drops very low, your screen will lose all color, your vision will become very blurred and you will be unable to
move at speed. You will have approximity a few minutes to reach medical attention or you will die.
The ammo counter only displays the weapon's fire mode and the number of remaining magazines. You
have to estimate the number of rounds that are left in your weapon.
There are no kill messages (friendly fire is an exception). Even the scoreboard update is delayed until the
victim respawns. If you need to know whether someone is dead, you should look for his body.
Only vehicles use a permanent mini-map. The full map overlay is available for everybody.
The current map & layer can be viewed on the top of the screen when opening the map.
The remaining tickets of your team and the time left can only be viewed from the squad screen. The
enemy tickets are not displayed.
Suppression happens when you are under close fire by rifles, heavy weapons or nearby explosions. The
screen will appear darker and become blurred like it is shaking. This effect simulates the reduced capability
to return effective fire while being suppressed by the enemy.
Normal view when aquiring a target Sustained suppression in effect
14
When a player is Dead he not revivable and black screen with the words Dead will be displayed instead of
seeing their surroundings. This will go away after you respawn.
The automatic map spotting system has been removed from infantry. Air vehicles can still be spotted.
Officers can send a contact report to the commander or use their radio to manually place a marker on the
team's map. Normal soldiers can only shout a generic warning when they spot enemy units.
The Radio Commorose (default: Q & T) contain items with two functions. Left-clicking RELOADING /
CEASE FIRE tells the people around you that you are changing magazines, while a right click tells them to
stop shooting. The same principle applies to GO, GO, GO / FALL BACK and other such menu items.
Whilst equipt with particular weapons or equipment the main radio commorose is replaced by a small
context-sensitive menu. When holding a field dressing or the medic bag you can use the FIRST AID
command to inform nearby players that you want to heal them. Many pieces of equipment and some
weapons use context-sensitive menus.
Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding.
Although the HUD in PR doesnt contain a health bar, once your health drops below 75% there will be audible
and visual cues to warn you such as a bloody vision whilst coughing or screaming.
Reviving
If you are unable to be healed in time, you will become unconscious and the screen will say youve been
critically wounded. This does not mean you are dead! When you become critically wounded a medic can still
revive you for up to 5 minutes, saving your team valuable tickets. You can utilize Mumble to coordinate the
medic to your location by using the Local channel (H) or squads Radio Net (0 numpad). In order to revive you,
the medic must first resusitate the player for a short amount of time, then select the epipen from their weapon
selection and with the epipen in hand, inject and administer the epinephrine shot to the central mass area of the
unconscious players torso by clicking and holding down left mouse button. The player will then become
conscious but unlike in BF2, will only be at about 9% health and will still need healing. The medic and recently-
revived player should find a safe area and continue the healing process there. Note: sometimes players will not
be revivable, for instance when a player is shot in the head and when you are killed in a vehicle. If you were
recently revived and you become critically wounded again within 2 minutes, you will not be revivable the
second time.
If no medics are around to revive you, you cannot give up until the minimum spawn time has expired, a default
of one minute. This is to discourage players from instantly giving up and costing the team unnessasary tickets
loss. Once the timer has elapsed and there is no chance of being revived, left click on Give up/Call Medic on
the spawn screen. Now the screen will show that you are dead and you can prepare to respawn. The time you
spent waiting to click give up counts toward your total respawn time.
If engaged by the enemy and you suffer a critical wound and you are incapicitated, you will not be able to give
up for a minimum of 1 minute, so the medic has sufficent time to locate and revive you.
Healing
If your injuries are not treated, you will slowly bleed to death. To prevent this you have two ways of healing
yourself. Almost every kit includes a field dressing which is selected by pressing the appropriate key or cycling
through your weapon selection. Pressing fire throws it onto the ground. Within a second or two, the field
dressing will disappear and the player standing next to it will regain 25% of their total health. Since most kits
only have one or two field dressing, a better way to regain health is to be treated by a medic. Medics are able
to completely heal a player by using a first aid kit and can be called to your position by using the Q radio key
and then selecting Need Medic. The medic will select the first aid kit by pressing the appropriate number key
or cycling through their weapon selection. However, unlike in BF2, the medic cant just throw the first aid kit on
the ground but instead must hold it in their hands, be touching the player to be healed, and then hold down the
left mouse button. A sound simulating bandages being ripped will designate that first aid is being applied. To
be fully healed takes about 15 seconds, so be sure to do this in a safe spot.
15
Re-spawning
A player's respawn time is at least 60 seconds and at most 75 seconds plus temporary penalties. Time spent
while waiting for a medic is subtracted from that time. Once a player dies he has to wait at least 5 seconds
before spawning. These actions influence the respawn time:
Suicide: 30 seconds
New ammo bags can be collected from supply crates if you have used your ammunition in the field.
Ammo Bag
Ammo Crate
Heavy Supply Crate
Light Supply Crate
Insurgent Weapons Cache
Repair Depot
16
A player's positive score and teamwork score will be reduced to 0 if he commits one of the following acts:
Shooting a civilian collaborator outside of the rules of engagement (ROE). Those rules are explained in
detail in the section titled Destroying a weapons cache as insurgent
The total score of a player can never go below 0 but the teamwork score can become negative. If you teamkill
someone and pick up a limited kit identical to your victim's kit (other than medic and within 3 minutes), you die
instantly.
There are two types of supply crates in PR:BF2. The ownership of the crate is depicted by the flag display on
top of the crate. The Light Supply Crate can be transported by the Light Lift classification of Helicopters
such as the Huey, Lynx and Zhi-9B. The Heavy Supply Crate which contains twice the ammunition of the
Light Supply Crate can be transported by Medium Lift Helicopters such as the Black Hawk, Mi-17 and
NH-90, and by Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22. Medium Lift Helicopters can
hold 1 Heavy Supply Crate whilst its heavier brothers can carry 2 Heavy Supply Crates.
When building deployables (see the Squad Leader section) a Light Supply Crate is the equivalent of half of
the Heavy Supply Crate. This means you will need 2 light supply crates or one heavy supply crate to build a
FOB and 4 light supply crates or 2 heavy supply crates for the addition of deployable emplacements. The
heavy and light supply crates can also be combined to build a deployable defense. The system will allow you
to have a mix of different crates, such as two Light Supply Crates and one Heavy Supply crate to meet the
same requirement as two Heavy Supply Crates, or four Light Supply crates.
Here you can see the heavy supply crate on the left and the light version on the right.
17
A typical ingame minimap Minimap vehicle indicators
Bike
ATV
Forklift
Civi Car
Bomb Car
Semi Truck
Bomb Truck
Support Jeep
Light Jeep
Medium / Heavy Jeep
ATM Jeep
Support Truck
Armored Logistics Vehicle
Logistics Truck
Light APC
AAVP7A1 Medium APC
Medium APC
Heavy APC /IFV
ATGM Vehicle
Light ADV
Medium ADV
Heavy ADV
Light Scout
Heavy Scout / Light Tank
Medium Tank
Heavy Tank / MBT
Sampan Boat
RHIB / Light Boat
PBR / Medium Boat
Heavy Boat
Light Transport Chopper
Medium Transport Chopper
Heavy Transport Chopper
CH-47 Chinook / Heavy Chopper
MV-22 Osprey / Heavy Chopper
Scout Helicopter
Light Attack Chopper
Medium Attack Chopper
Heavy Attack Chopper / Gunship
Turboprop Plane
Light Attack Jet
Heavy Attack Jet
Fighter-Bomber
Strike Fighter
It is pretty easy to get lost on the large maps of PR:BF2. The slow pacing and team coordination also requires
players to communicate locations in a clear and concise manner. PR:BF2 offers three tools to aid players with
this.
1) Squad leaders can use their squad order marker to communicate locations to their squad and the
commander. The direction to the marker is indicated by a chevron above the compass. If you are within
75m of the marker you'll also see a 3D icon which shows the location in front of you.
2) A precision degree compass to the bottom central area of your screen. The compass can be used to
give exact bearings of nearby spotted enemies. The 8 Cardinal Directions are clearly indicated along
with the degree bearing labels which incrimentally increase every 15 with major divisions every 5. If
you just want to communicate a general direction it is best practice to say the cardinal direction,
followed by the degree and in some situations the distance if appropriate. For example Enemy spotted
NE 75 degrees 200 meters out
If the target is visually inline with a numbered bearing on your compass when you are facing that
direction, you simply communicate that number.
Remember that all large compass notches equal 5 degrees If the target is in line with a notch to
the right of a labelled notch along from 75 then right you add 5. So the target is at 80
3) The maps in PR:BF2 contain grid reference labels and keypad subgrids. The Grid labels are found on
the upper and left border of the map. The map is divided into 169 grid squares starting with A1 in the
upper left corner and ending with M13 in the lower right corner. Each grid square is divided in 9
subgrids. Those are labeled from 1 to 9 in the same manner as a computer's numpad are arranged.
(Top row from left to right 7, 8, 9).
You can communicate locations by giving out a grid reference. For a rough location you only say the
main grid field (e.g. D6). For precise locations you also add the subgrid location (e.g. D6-2). Grid
references are mostly used to communicate locations between squads.
When using Mumble the first letter of the Grid reference is usually annunciated using the NATO
phonetic alphabet. The codewords are Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India,
Juliett, Kilo, Lima, Mike, November, Oscar, Papa, Quebec, Romeo, Sierra, Tango, Uniform, Victor,
Whiskey, X-ray, Yankee and Zulu.
4) The scale of each grid square is displayed in the bottom right hand corner of the map. A 1km map will
be indicated by a 75m grid squad, 150m for a 2km and 300m for a 4km map. You can easily estimate
distances on the map using the grid squares. The squad leader's squad screen also displays the
approximate distance to your current squad marker below the map of the battlefield.
18
Many vehicles behave quite differently compared to BF2 and require more advanced knowledge to
operate. Since they also have very long spawn times (up to 15 minutes) it is vital to know how to keep
them away from problomatic situations.
Vehicles are Team Locked and you cannot operate enemy vehicles of any kind.
Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks, boats without the
need for any specialised kit. If you require a crewman or pilot kit to operate a vehicle position, you will
receive a warning message upon entering it and the screen will fade to black. If you do not exit the
vehicle position within a few seconds, you will die.
When exiting a moving or burning vehicle you will become wounded and possibly die. The faster the
vehicle moves the greater the chance of death.
Destroying vehicle wrecks does not influence score although a warning message states otherwise
when shooting friendly wrecks.
When manning stationary or vehicle weapons it takes a specific warm up time before they have the
ability to fire:
! MG: 5 seconds
! Anti-Air Missile: 7 seconds
! AT-emplacement: 15 seconds
! Armor main cannon: 30 seconds
Most Stationary AT-Weapons have optics with zoom capability. Some of them even offer thermal optics.
Exiting vehicles in mid-air and falling into water from high altitudes will injure you and may result in your
death.
Armored vehicles are more vulnerable when attacked from their flanks. The armor on the rear of the
vehicle is the weakest. A single well-placed anti tank projectile can disable or take them out.
Players can request kits from rear of
an apc / ifv
Players can also enter particular vehicles
through the side hatch
Weapons after prolonged movement sometimes take a moment to gain precision and accurately fire at
long range targets. Engagements at short distances will be uneffected by movement based deviation.
This allows players to make small positional corrections without suffering weapon inaccuracy. Going
prone greatly reduces the player's accuracy for a few moments but provides the highest accuracy for
engaging long distance targets once the player's aim has recovered.
The Rifleman / Militant Warrior / Insurgent is the standard infantry soldier of each faction. He is
typically equipped with an assault rifle, two grenades, smoke and depending on the faction an ammo
bag.
The Civilian Collaborator is an unarmed insurgent who can assist his team with his first aid kit and
grappling hook. He can also use his cellphone to report enemy units to his team. Since he is a civilian
there are several special rules about him, which are described in detail later in this chapter.
The insurgent Sapper sets grenade traps and places IEDs. He is vital when preparing an ambush.
Spawnable Special kits:
The Officer / Cell Leader kit can only be obtained by the squad leader. He is responsible for
commanding his squad, communicating with the remaining team and deploying forward outposts.
Detailed use of this kit is covered in the Squad Leader section.
The Combat Medic/Corpsman is responsible for keeping his squad alive, which is one of the most
important roles on the battlefield.
Spawnable Infantry:
The Rifleman Breacher / Scout is usually the forward point man for the squad. The kit is equipt with a
grappling hook to enable his squad to traverse high obstacles, a shotgun with buckshot which can be
used to breach locked doors and arrest combatants. The kit is also equipt with 3 small C4 charges to
destroy various objectives within a game.
The Automatic Rifleman (AR) soldier provides suppressive fire for the squad and is ideal for
compromising the enemy's ability to move and return fire effectively.
The Rifleman Anti-Tank (AT) is a highly portable armor deterrent that has the capability of neatulising a
enemy unarmored and lightly armored vehicle.
The Grenadier uses an underbarrel grenade launcher to engage groups of hostiles or unarmored
vehicles at range or inside buildings in hard to reach areas.
Requestable Unlimited:
The Crewman is the only kit that has the ability to operate armored vehicles. Equipt with a compact
weapon for self-defense.
The Pilot is the only class that can operate helicopters and fixed wing aircraft. This kit is equipped with
a sidearm for defense and a parachute for emergencies.
The Unarmed kit can be used as an intermediary when swapping kits with another squad member. If an
Insurgent or Hamas player uses the unarmed kit he will be treated as a civilian after one minute has
passed.
Requestable Special kits:
The Anti-Tank (HAT) soldier is a highly effective threat against all forms of armor and can destroy
vehicles with extreme prejudice at long ranges.
The Sniper provides intel whilst on reconnaissance to keep the team well informed of enemy
movements and is also able to engage high-value targets from long distances.
The spotter is dedicated observational role and a key assistant of a sniper. He can place can aquire
laser designations and provide the team with intelligence from the battlefield. He also carries a
grappling hook to position himself in unreachable areas with the high visual advantage.
The Anti-Aircraft (AA) soldier is able to engage and deter enemy aircraft.
The Combat Engineer is able to lay minefields, demolish enemy assets and disable explosive devices
and repair light vehicles.
Requestable Infantry:
The Rifleman Anti-Personnel (AP) is equipt with a remote detonated antipersonnel mine that can be
used to set ambushes or used defensively.
The Designated Marksman (DMR) provides paced precision fire for his squad and can engage targets
beyond the rifleman's effective range.
The Machine Gunner (MMG) provides heavy suppressive fire whilst deployed. He can pin down an
entire squad and is lethal at range.
Pickup Unlimited (insurgents):
Various kits with different weapon types are available as pick up kits for the insurgent factions. These
vary in almost all off the above mentioned classes.
25
When playing on the Insurgent faction, players can choose to play as the Civillian
Collaborator, this roles primary focus is to gather intelligence on Coalition forces
and to run interference for the insurgent Cell Leaders. This kit does not come equipt
with any weapons but has a wide variety of equipment and tools. Collaborators can
use their cellphones to spot enemy troops for their team by placing a marker on the
map. If a Civilians is killed it takes 2 minutes to respawn if they are arrested, this is
the penalty if a collabortor is captured and and the Coalition forces gain intelligence
in order to discover cache.
The opposing force can arrest civilians aswell as other insurgents with the
restrainer or the Shotgun with a buckshot round. Civilians that decide to commit
suicide are counted as an arrested and subsquently reward the coalition team with
Intelligence Points, after which it can take about 60-75 seconds to respawn.
Civilians, unarmed Insurgents and Hamas fighters are bound by a particular rules of
engagement (ROE). If a Collaborator does any of th efollowing listed below will be
considered an combatant for 1 minute afterwards and may be shot without penalty:
After your next death you will respawn 120 seconds later per civilian shot (stacks up to 5 minutes
additional delay)
Your score is reduced to 0 and the kill will not be listed on the scoreboard
You must be in a squad with enough players to request that class of kit, without it being taken already
You must be granted permission by your Squad Leader to request the kit
If you are at the correct location but don't meet one of the requirements, a message will inform you of what is
wrong.
You need to be close to a friendly SUPPLY CRATE or APC to request this kit
Location requirement:
Depending on the kit type you want to request you need to be at one of the
following locations:
All requestable kits:
Requestable anywhere
You can't request kits while you are in a vehicle. You also can not
request the unarmed kit for 15 seconds after exiting a vehicle.
26
To request a limited kit at the specified locations, you have to hold down the secondary
radio key (default: T) and then select REQUEST / DROP KIT. This opens a sub-menu
with a list of kits to choose from. If your request was granted, the new kit can be found
directly at your feet. You need to press the pickup key (default: G) to take it. If your
request was denied, you will see a player specific orange message explaining why you
havent.
To obtain the unarmed kit you simply need to hold down the secondary radio key, press
the right mouse button to select the drop kit option.
When requesting kits from a crate or vehicle, whilst in the sub-menu you are able to right
click to request the alternate kit for that class of weapon, for which there are many
variants.
Squad requirement:
Infantry kits are available to players in a squad with at least 4 players. Only one of each infantry kit can
be on the same squad.
Specialised kits are available to a squad with at least 2 players. Only one of each specialised kit can
be in the same squad. The exception is the medic, a squad can have 2 medics per squad.
When you are issued a limited kit you will need to wait 2 minutes before you can request another one.
If you change squads, you cannot request a kit for a further 2 minutes.
Teamkilling someone who carries a limited kit blocks you for 3 minutes.
If you kill a civilian violating the ROE, you will be blocked for 10 minutes.
An enemy that comes within 1x small grid squares from the rally point will disable it.
A rally point reams every 1 minute. Unless it has became overrun. In which case you need to wait 5
minutes.
The squad leader can also use his radio to request support from other squads. To do so he must activate his
radio and then press the secondary radio key (default: T). This will open up the menu for requesting support
and deploying team assets. The lower five commands starting with NEED ... will place a map marker at your
position. They also transmit a radio message to your team to alert them of your request.
The NEED AREA ATTACK request behaves a bit different from the rest. On some maps conventional forces
can use this command to request an artillery barrage. If your request is approved by the team's commander the
attack will strike after about one minute. After loading a new map or executing an area attack it takes 40
minutes until it is available again.
28
Constructing assets is an essential functionality of the Squad Leader which the team's Commander also
possesses. When deploying and constructing a Forward Outpost (FOB) a Squad Leader needs to have an
officer kit and a heavy supply crate within a 50m radius of his vicinity.
2 light supply crates offer the same capabilities as 1 heavy supply crate to achieve the same goal.
Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team
which do not need require supplies to build these structures. To perform this function either a cell leader or
collaborator kit is necessary.
To deploy a structure follow these steps:
1) Select and activate the radio / cellphone.
2) Look in the direction where the structure should be positioned. It will be placed 10m in front of you once
you deploy it.
3) Press the secondary radio menu key (default: T).
4) Left click your mouse on DEPLOY / REMOVE ASSET
5) Select the structure you want to build from the list.
Players currently standing where the deployable is being placed will die. So make sure your squad
knows where you intend to build.
Soldiers need to use the entrenching tool to build assets. Construction is complete once the digging
stops.
Place the deployables on open terrain non obstructed area to avoid undesirable effects and unwanted
placement locations. The deployable will only appear if its placement location isn't too far above or
below your position.
To dismantle a built structure, squad members must use the entrenching tools right click to undig an
emplacement, the the Squad Leader is able to right-click DEPLOY / REMOVE ASSET menu whilst
pointing towards the object no more than 5m away, to completely remove it.
Deployable Emplacements weapons can be rearmed by dropping ammunition bags next to them.
Several bags are needed to completely rearm an emplacement.
29
Here is a list of the deployable structures and the requirements for buidling them. Deployable assets can be
either dismantled with a shovel or alternatively destroyed with C4, IEDs, tank shells, APC shells,or any
over forms of heavy ordnance. Deployables can also be completely destroyed by continuing to damage the
base of the emplacement. Forward outposts and hideouts can also be destroyed by ordnance or C4 plastic
explosives. Squad leaders can also remove unbuilt deployable emplacements with the radio in a similar way
to how they were deployed, by alternatively using the right click to remove the deployable base. The
alternate fire mode for the entrenchment tool also has the ability to dismantle unbuilt deployable
emplacements.
Forward Operating Base (FOB): The forward operating base, also know as a forward outpost serves as a
defensive spawn position for the team. If 2 or more enemies are close by, spawning is disabled until 2 minutes
after they leave or die. Requirements:
The team may have a total of 6 forward outposts at the same time
Must be constructed at least 200m from other forward outposts and the team's HQ
Must be constructed at least 200m from the map border in CnC mode
Hideout: Insurgents use hideouts as a spawn location. If 2 or more enemies are
close to the hideout, spawning is disabled until 2-3 minutes after they leave or die.
Requirements:
Requested further than 200m from the closest hideout and the insurgent HQ
Must be placed within 200m of a FOB and at least 200m from the team's HQ
Must be placed within 200m of a FOB and at least 200m from the team's HQ
Must be placed within 200m of a FOB / hideout and at least 200m from the
team's HQ
2 large supply crates must be within 200m (only for the militia faction)
Must be placed within 200m of a FOB and at least 200m from the team's HQ
Must be placed within 200m of a FOB and at least 200m from the team's HQ
The team can have up to 100 foxholes and segments of razor wire in total
Wire: A 10m wide road block of razor wire and tank traps. Requirements:
Must be placed within 200m of a FOB and at least 200m from the team's HQ
The team can have up to 100 foxholes and segments of razor wire in tota
Mortar: A fixed mortar position that can provide indirect fire support over long
distances. All factions can fire high-explosive rounds. Conventional forces and the
militia can also use air-burst and smoke rounds. Mortars cannot be constructed on
maps smaller than 2km. Requirements:
Must be placed within 200m of a FOB / hideout and at least 200m from the
team's HQ
2 large supply crates must be within 200m (only needed for conventional
forces and the militia)
Drive a logistics truck to the position where the CSB will be deployed (look for
a mound of dirt on the side of a river or big ditch, or a section of damaged
bridge).
External views for vehicles have been removed. In some vehicles you can switch to a rear view
camera that allows you to look back by pressing the change camera key (default: C).
You can aim down the sights of static and vehicle-mounted MGs by pressing the change camera key
(default: C).
Vehicle-mounted automatic weapons have no heat indicator. MGs can fire about 100 shots before
overheating while automatic cannons overheat after about 25 consecutive shots.
Static and vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited
in number.
Vehicles can be repaired at the supply depot or by being parked next to the repair drop. Aircraft and
Helicopters are automatically repaired and rearmed at their spawn location.
When exiting a moving ground vehicle you take Suicide Truck damage depending on its speed.
When exiting a burning vehicle you will be severely injured.
When vehicles take much damage they may become unable to move or traverse their turret
until fully repaired.
Logistics trucks can unload two supply crates which can be dropped by the driver by selecting it and
pressing the alternate fire key. Large helicopters can also drop a single supply crate (the Chinook can
drop two). Each unit can deploy up to 10 crates simultaneously before old crates start disappearing.
IFVs and transport trucks can drop four ammunition boxes that contain significantly less ammunition
than the crates. Light transport vehicles can drop one or two of those. Each vehicle can drop 16 boxes
simultaneously.
Logistics vehicles can deploy a repair drop which repairs vehicles standing close to it. The repair drop
does not need to be refilled but if the truck deploys a second repair drop, the old one will vanish. Repair
drops also vanish automatically after 5 minutes. After selecting the repair drop it can be deployed using
the alternate fire key.
Conventional forces can use their logistics trucks to deploy close support bridges (CSBs) at
predetermined positions. Those bridges can be used to open up new paths or move across demolished
stone bridges. Details on the use of the CSBs can be found in the Deployable structures sub-chapter
of this manual.
Vehicles that fire wire-guided missiles need to be stationary for about 10-15 seconds before they can
fire their weapon.
32
Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola
gunner must be present. After switching to the gunner seat you must wait 30 seconds before you can
aim the cannon.
The driver and gunner in a vehicle must be in the same squad.
Drivers and gunners can zoom their view by pressing the pop smoke key (default: X). Some tank
drivers must first change to the commander view by pressing the 2 key.
Most tanks and IFVs can use thermal optics in addition to their normal views. You can switch to the
thermal mode by using secondary radio menu (default: T) and selecting DAY / THERMAL
Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles
are fired at them.
Tanks and IFVs usually have up to 4 types of ammunition:
-
Armor-piercing (standard): For attacking enemy armored vehicles
-
Explosive (loaded by pressing 2): Effective against soft targets (jeeps, houses, helicopters,
covered infantry, )
-
Anti-tank missiles (loaded by pressing 3): Used against heavy armor
-
Co-axial MG (fired using the alternate fire key): Used against infantry
Tank drivers and certain other vehicles can deploy smoke by pressing the alternate fire key; tank & IFV
gunners deploy it by selecting its weapon slot (usually 3) and pressing the fire key to launch a volley of
smoke bombs. Each of them can fire 2 volleys (the gunner has to wait 60s between volleys)
Helicopters have a warm-up time of around 30 seconds. If too much thrust is generated while the
rotor blades spin up, the pilot will lose control and crash. To start the helicopter you have to leave the
throttle at idle for at least 30 seconds before trying to lift off.
Helicopter pilots can look in other directions while flying by pressing the 6, 7, 8 and 9 keys which you
can map to a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon
your aircraft has.
Helicopters have rotating wheels as of PR:BF2 v1.0. This works the same way as on jets. This
allows them to taxi or perform rolling landings. Some helicopters with wheels may roll away on a
flat surface on their own with no input. You can stop this from happening by adjusting your helicopters
throttle a bit, if using keyboard you may need to tap w or s (depending on the helicopter) a bit to
keep it in place but if you have a joystick with throttle, you can easily set the throttle at a positive or
negative amount of to stop it from moving. It is highly recommend you fly helicopters in PR with both
a Joystick and Throttle.
The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the
helicopter to turn.
Players using the pilot kit cannot occupy any of the passenger seats of an aircraft. This is to stop
players using the pilot kit as some kind of SF paratrooper assault kit. If you have had to bail out of
your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before
entering the aircrafts passenger seat otherwise you will be killed.
33
Helicopters have rotating wheels as of PR:BF2 v1.0. This works the same way as on jets. This
allows them to taxi or perform rolling landings. Some helicopters with wheels may roll away on a
flat surface on their own with no input. You can stop this from happening by adjusting your helicopters
throttle a bit, if using keyboard you may need to tap w or s (depending on the helicopter) a bit to
keep it in place but if you have a joystick with throttle, you can easily set the throttle at a positive or
negative amount of to stop it from moving. It is highly recommend you fly helicopters in PR with both
a Joystick and Throttle.
The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the
helicopter to turn.
Players using the pilot kit cannot occupy any of the passenger seats of an aircraft. This is to stop
players using the pilot kit as some kind of SF paratrooper assault kit. If you have had to bail out of
your aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before
entering the aircrafts passenger seat otherwise you will be killed.
The pilot of Heavy Attack Helicopters aka Gunships can fire the unguided rockets wshile the gunner
controls the cannon and guided missiles.
Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key
(default: C) or by pressing the F9 to F11 keys. They can also switch to a thermal imaging mode by
using the secondary radio menu (default: T) and selecting Day/Thermals to toggle between the two.
Helicopters must return to the helipad and land to be rearmed/repaired. On Carriers you can only
reload on the ramp of the carrier, off the runway, this doesn't include the lifts.
To successfully drop supplies from a transport helicopters the pilot needs to conduct the drop from
an altitude under 5m / 15 feet by pressing the alternate fire key.
Countermeasure flares are limited and need to be rearmed when expended. Helicopters fire them in
large volleys.
Like helicopters Aircraft have a warm-up time of 30 seconds before they can take off from the ground.
Jet pilots can look in other directions while flying by pressing the 7, 8 and 9 keys which you can map to
a joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft
has.
The plane takes some time to react to changes in the throttle setting. Plan your landing maneuvers well
in advance.
To slowly taxi on the ground keep the throttle neutral and push the stick forward or press the up
arrow key, to slowly move in that direction. Pull the stick back or press the down arrow key to reverse.
To steer left and right use the rudder controls (default: a and d).
To take off you need to put the throttle on maximum and then wait a little for the plane to start
accelerating. When you are down 2/3 of the runway gently start pulling on the stick and maybe add
some afterburner.
34
Most aircraft come equipped with a cannon and several external weapons. The primary fire key will
fire the cannon (if your aircraft has one) while the alternate fire key will fire the currently selected
weapon such as bombs and missiles.
To rearm you do need to land the aircraft at your airbase and taxi to the ramp or on some very few
maps, on the runway. It takes quite some time to rearm completely. On Carriers you can only reload
on the ramp of the carrier, off the runway, this doesn't include the lifts.
Air-to-ground weapons in single seat aircraft need an established laser lock to hit a target. The
recommended procedure for an attack with them is explained below:
-
Ground troops find a suitable target for an air attack
-
The troops contact the pilot either directly through
mumble/text chat and/or by placing a CAS marker (4
arrows pointing at a common center)
-
The pilot informs the ground troops of his approach
using the ON THE WAY command from his main
radio menu and/or though mumble/text chat.
-
As the pilot approaches the target, the ground
troops mark the target with a GLTD laser designator,
if the laser is slightly off from the target, the missile
may miss.
-
When the target is locked-on the pilot receives a
sound cue. He may now release the bomb/missile
Two seater aircraft allow the weapons systems officer (WSO) to identify and engage targets by
himself while using the TV targeting mode. The targeting modes work in the same way as in attack
helicopters (see the above section on targeting with attack helicopters for more info)
The commander can place a laser target from his map. Since this method is not very precise it should
only be used to bomb static targets.
Aircraft don't have a nose camera but you can still look back by pressing the cycle camera key
(default: C) or F11 to look back, and F9 or a weapon key to look forwards again.
Flares are triggered individually and need to be rearmed after all of them have been dropped. Since
the warning sound is only played once the enemy has already locked onto your aircraft for half a
second, it is recommended to use them while on an attack run to reduce the chance of the enemy
establishing a lock.
To land in PR:BF2 you need to plan ahead much longer than in BF2. Here are some tips on how to
make your first landings easier:
-
You need to reduce your speed in advance until you can just stay level without falling out of the
sky (about 40% power) with the stall airspeed being different for each aircraft. (You can find the
stall speed of your aircraft yourself by just going up high and slowing your aircraft down until it
starts to lose control and fall, but doing it up high will mean you can regain control by opening
up the throttle and pointing your nose down, then just stay above that stall speed while landing,
until your wheels hit the ground.)
-
When you are at this speed you should start your approach
-
Imagine a point on the map by extending the runway by about 1km
-
Fly to this point and turn towards the runway
-
When you are about 200m from the runway cut your throttle
-
Once you have touched the ground pull back on the stick to slow down the planes all handle
individually.
Each aircraft handles differently. For more detailed instructions on their different landing procedures as of
Project Reality 0.9 check out this instructional video
35
The primary task of the commander is to coordinate the team and to give guidance and direction to
those operating under his command. His role is to monitor situations and engagements and the overall
scope fo the battlefield to effectively determine a strategy. He can also grant or deny requests sent by
Squad Leaders. These include contact reports and area attacks.
Transmit directly to a specific Squad Leaders the commander can use the Direct Squad Radio Net
using the keyboard numpad digits 1 - 9 by holding down the squad number on the numpad and
transmitting. Radio transmission static will be heard at the start and end of the tranmission to indicate
when the transmission begins and ceases.
The Commander can confirm or deny request of area attack If a Squad Leader calls in a request for
artillery, the commander can right click the icon and accept or deny it. After which the order will be
confirmed to the team.
To keep the team cohesive it is the commanders sole focus to deliver orders to each squad. He can
alternatively assit team members by keeping them well informed of situations outside their area of
operations (AO) confirming intelligence on the map using a variety of
markers:
-
The delete marker option removes unneeded markers from the
team's map.
-
The enemy infantry and enemy AA markers are used to mark
enemy contacts for the team.
-
The destroyed bridge marker informs the team about impassable
bridges.
-
The mine field marker warns friendly players about AT mines in a
location.
-
The close air support marker places a laser target on the map
which can be used by cas to attack fixed targets with laser guided
bombs. This marker only lasts for 30 seconds.
-
The waypoint markers are permanent markers that assist the
commander in communicating important locations to the team. The
commander can place up to 7 of them on the map
-
The UAV option sends a reconnaissance drone to the marked
location.
-
The demolish order removes any friendly assets within 200m of its
placement.
If the Squad Leader believes the Commander is not effiecent in his duties, then they have the option to
start a mutiny. If it succeeds, a new player can take this position.
The Commander Rally Point can be used by the entire team. To establish this RP the Commmander
needs at least 6 players near him (one of them must be a squad leader) to place the RP. This RP is not
available in the skirmish mode and at least 12 players must be on the commander's team. The RP will
stay active as long as the commander is within 100m radius of the rally point. All other rules described
in the Squad Leader chapter about rally points also apply for the commander rally point.
The Commander of conventional forces and the militia are able to control an Unmanned Aerial
Vehicle (UAV) from his team's command post or armored command vehicle (ACV). The UAV in
PR:BF2 does not reveal enemy positions automatically but gives the commander the means to
observe the battlefield visually from a birds eye point of view. The commander can control the UAV's
camera while it cruises at a constant altitude.
-
The UAV is launched by placing the UAV marker on the command map. It will instantly be there.
-
The camera has three times magnification with thermal vision capabilities (by selecting 2). In
thermal mode you also have the ability to laser designate targets to assist close air support.
These targets retain their lock for 30 seconds.
-
The UAV can be relocated instantly by assigning it a new position on the map.
-
The UAV only operates on 2km and 4km maps
The militia's UAV only offers a greyscale TV picture and limited magnification. Thermal imaging and
laser targeting are not available to the militia.
Insurgents and other irregular forces do not have access to the UAV. They can gain some intelligence
on enemy troop movement by sending out informants or civillian collaborators. This is achieved by
placing waypoints at the locations where you want the informants to observe. After 5 minutes of placing
a waypoint the informant will be on location and report if there is an enemy presence in the area (6 or
more). The reports take about 30 to 60 seconds to reach the commander and can be used to
determine where the opposition is approaching from.
36
The commander's UAV camera
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