Vous êtes sur la page 1sur 38

Project Reality: BF2 has been in development by many people over a period of more than 8 years.

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

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!

Set-Up

Game Modes

System Requirements Software Installation The PR Launcher Menu Navigation PR Mumble Troubleshooting Default Game Controls Advance and Secure (AASv4) Vehicle Warfare Skirmish Command & Control (CnC) Cooperative Insurgency Intelligence & Weapons Caches Kit Selection and Spawning Interface Changes Health Management Ammunition Score Penalties Supply Crates Battlefield Navigation Vehicle Information Back Up Iron Sights (BUIS) General Weapons & Equiptment Kits Selection & Spawning The Collaborator Kit Request Procedure Spotting Enemies The GLT Designators (GTLDs) Rally Point System Requesting Support Construction Work Deployable Structures General Vehicle Information Armored Vehicles Helicopters Fixed Wing Aircraft

First Minutes on a Server

12

9 9 9 10 10 10 11 12 13 14 15 16 16 17 18 19 19 24 25 25 27 27 27 27 28 29 31 32 32 33

4 4 5 6 6 7 7

Weapons & Equipment Kits

19 23

The Squad Leader

27

Vehicles

31

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)

Before installing PR:BF2 v1.0 , make sure you have installed Battlefield 2 and updated it to version 1.5 Follow the installation order listed below: 1) Battlefield 2 2) Patch BF2 to Version 1.41 3) Patch BF2 to Version 1.5 4) Run PR:BF2 v1.0 full installer

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.

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.

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 1Num 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 6

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 J/K/L Page Up/Down Caps Lock Return Tab Print Screen M N Q T Left / Alt C H 0 (Numpad) * 1 - 9 (numpad) /
Enter/exit a vehicle or emplacement Send chat message to everyone/your team/your squad Vote with YES/NO Weapon Selection and Join Squad Panel plus Coordination Map Open/close spawn screen with map Show scoreboard while key is pressed Take screenshot Show/hide map of the battlefield Switch zoom level of map or mini-map whilst in vehicle Display main radio menu while key is pressed Display secondary radio menu while key is pressed Show/hide navigational 3D markers, shown upto 50m Toggle BUIS mode / Change camera PR Mumble Proximity Local channel PR Mumble Squad Radio Channel PR Mumble Squad Leader Radio Channel PR Mumble Squad Specific Radio Channel PR Mumble Commander Radio Channel

Movement & Combat


Infantry: Move forward / backwards

W/S

Ground Vehicles & Aircraft: Accelerate / Decelerate Helicopters: Increase /Decrease lift

A/D Space Left Shift Left Mouse Bt Right Mouse Bt

Vehicles: Turn Left / Right Infantry: Jump Vehicles: Fire primary weapon Infantry: Sprint Aircraft: Engage Afterburner Fire primary weapon / select second menu option 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 Mouse Wheel 1-9 6-9 8&9 R G Left Ctrl Z X

Cycle through weapons & equipment Select between different weapons or equipment that you are carrying Switch directly to a particular weapon or piece of equipment Select the same weapon you have equipt to change the firemode Helicopter & Aircraft: Select Alternate views Infantry: Reserved for the field dressing and parachute Reload weapon Infantry: Swap your kit with a kit on the ground Infantry & Cupola Gunner: Crouch Infantry: Go Prone 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

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.

Attack with Ticket Bleed Marker Attack Marker

Defend with Ticket Bleed Marker Defend Marker

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 nighttime 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. 9

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 AIcontrolled bots. This game mode is ideal for practicing with equipment and vehicles before using them in fullscale 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:

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). 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.

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.

10

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 Civilian Collaborator or insurgent arrested: +10 IP Civilian Collaborator killed (violating rules of engagement): -10 IP

The approximate location of the first cache is shown about 5 minutes into the round. Additional locations will be revealed 5 minutes after enough IP is gained by the coalition. The new location is revealed when reaching 150 intelligence points. The total amount of IP needed to see all 5 cache locations is 750. IP will continue to be earned even if they are all in play or destroyed. If there are less than 32 players on the server the IP needed to reveal a cache is halved. The caches can be destroyed by:

One pack of C4 A large explosion close to the cache, such as: An IED A suicide Vehicle A Bomb or missile from an aircraft.

Once it is destroyed the coalition team gains 30 tickets and a message will inform the team about how many caches remain to be destroyed.

Insurgent weapons cache

11

When you join a server, whilst in the briefing you should join a squad. Most servers enforce all players to be apart of a squad after an alloted time. If after a period you havent joined a squad then expect to removed from the server. This game is a highly rewarding and engaging experience in a fully functioning squad and it is recommended you that experience it in this fashion. If you need any help, just ask players in your squad what to do, make sure mumble is working by speaking whilst in a server and seeing if someone responds. The most important thing to do next, listen to your Squad Leaders orders, and do not spawn until told where and when to do so. Keep in mind there are many welcoming community members around who are willing to help new players and give them a hand.

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

Commander Tent

Forward Operating Base

Weapons Cache 12

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

13

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.

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.

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 recentlyrevived 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. 14

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:

Player death: Player kills enemy near objective: Team completes objective: Squad built forward outpost:

+3s -1s -3s -10s

A temporary spawn time penalty which only affects the next time you die (building up to 5 minutes) is added by these actions: Teamkill: Suicide: Civilian killed violating ROE: Own weapons cache destroyed: 15 seconds per teamkill 30 seconds 120 seconds per civilian 300 seconds.

To select a spawn point, bring up the spawn map and select an applicable location. Once youre happy with that spawn location, you must click on the Done button in the lower right corner of the map screen to re-spawn into the game. Just waiting for the timer to expire or hitting the <enter> key will not automatically respawn you. If you see a very large number on the timer, such as 5999, then you havent clicked Done.

If you run low on ammunition, you can resupply from the following locations: The rifleman, militant, warrior and some insurgent kits come with ammunition bags that must be thrown on the ground (left click) for other soldiers or themselves. These contain a very small amount of ammo (a couple grenades and ammo clips) so they should be conserved for desperate situations. These bags can also be used to resupply your medics supplies or deployable weapon emplacements by throwing the bag next to the weapon (i.e. TOW or AA). Once the bag is used up it will disappear. Light transport vehicles and APCs / IFVs can drop one or more large ammunition boxes. Ammo boxes are deployed by the driver by right clicking. Vehicles can reload their ammunition boxes at a supply depot. Logistics trucks and helicopters can drop supply crates. They either drop a Light or Heavy supply crate which has an appropriate amount of ammunition. New supply crates can be loaded at the supply depot (for vehicles) or helipad (for helicopters) Insurgency maps contain weapons caches which provide an unlimited amount of ammunition to the insurgents. You can also resupply directly from the supply depot by standing within a few meters of it. It provides an unlimited supply of ammunition to the team and can also rearm vehicles. Resupplying is not instant but takes about 10-30 seconds. It is not possible to get supplies from enemy supply crates. New ammo bags can be collected from supply crates if you have used your ammunition in the field.

Ammo Bag

Light Supply Crate

Repair Depot

Ammo Crate

Heavy Supply Crate

Insurgent Weapons Cache 15

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.

Here you can see the heavy supply crate on the left and the light version on the right. 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.

A player's positive score and teamwork score will be reduced to 0 if he commits one of the following acts: Two punished teamkills in one life 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.

16

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.
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

A typical ingame minimap

Minimap vehicle indicators

17

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. If a team vehicle asset is destroyed it incurs a ticket penalty: Jeep or truck: 2 tickets Transport helicopter: 5 tickets APC/AAV/RECON: 5 tickets Tank or IFV: 10 tickets Jet or attack helicopter: 10 tickets Vehicles are Team Locked and you cannot operate enemy vehicles of any kind. Vehicles can only be entered from appropriate positions on the hull. 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

18

Back up iron sights (BUIS) are designed to provide the operator with an alternative method to acquisition a target depending on situation. Provided the weapon has BUIS equipped, a player will able to switch between backup sights and optics using the preexisting Cycle Camera key (C), The player can toggle between the sight modes which is indicated by the BUIS icon in the lower right hand corner. The Buis mode can be toggled at any time whether you are aiming down the sight or not, but you must reaim to change between the modes.

The BUIS icons representing each mode are displayed in black at either end of the screenshot above, you will find these icons located in the lower right hand corner, near the magazine count and firemode selector.

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. Most weapons are set to semi-automatic operation by default. Weapons need to be reloaded manually (default: R). Weapons deviation is not affected by having optics or iron sights equipt.

Assault rifles are usually available in several variants with different sights. Sighting in with magnified optics has an accuracy advantage but hindered by greatly reduced peripheral vision compared to reflex sights or iron sights.
Kits: All kits that do not use another primary weapon or are unarmed

Underbarrel grenade launchers (UGL) are attached to the underside of assault rifles and are used against groups of enemies or individuals that can't be hit by direct fire. They are also effective against unarmored vehicles and can be used effectively at ranges well beyond 200m. The grenades need to travel 28m before they arm or they will not detonate. UGLs can also fire smoke grenades that are used to obscure the enemy's view. The launcher range can be set by using a ladder sight attached to the weapon. While aiming down this sight, the main radio menu (default: Q) can be used to set the range to target distance. When engaging targets higher or lower than the predefined distances, it is important to compensate for this.
Kits: Grenadier

19

Side arms are traditionally used by squad leaders of conventional forces as a backup and a sign of authority. Snipers are also equipt with a side arm for self-defense while relocating. Some insurgents that don't have a primary weapon use a side arm instead.
Kits: Officer, Sniper, Pilot, Cell Leader, Vietnam Grenadier, various Insurgent kits

Shotguns are deadly when used in close quarters. They can also be used to breach locked doors and gates. Insurgent collaborators can be arrested with buckshot rounds. Which simulates incapacitaing an informant with rubber buckshots. The British semi automatic shotgun, the L128A1 can also fire sabot solid slugs which are effective at long ranges. Some shotguns use breaching slugs which can only be used to breach locked doors.
Kits: Rifleman Breacher on conventional forces. Various Insurgent / Hamas / Taliban / Militia kits

Designated marksman rifles (DMR) are used to engage distant priority targets with paced accurate fire. They can be deployed to greatly increase their accuracy at the cost of mobility. A player's stance does affect the long range accuracy while the DMR is deployed, and its optimal firing position is in prone. When firing at targets up to 600m away you are required to compensate for the bullet drop. It is still vital to compensate for moving targets at range. To maximize accuracy the marksman should wait about one second per round fired.
Kits: Marksman

Sniper rifles are used to engage high-priority targets at long ranges. Their rate of fire is slow since they operate using bolt action. The player's stance does influence the sniper rifle's long range accuracy. Bullet drop compensation is only needed at ranges exceeding 600m. Maximum accuracy is obtained by waiting for about 8 seconds after movement and 4s after shooting. The "switch fire mode" key (default 3) can be used to steady your breathing which lasts for about 8 seconds. This sound can help you estimating the time needed to regain accuracy. Keeping the fire button pressed after shooting will allow you to track your shot before rebolting the rifle.
Kits: Sniper

Sub machine guns (SMG) are used in close quarter situations at short range. Their rate of fire is rapid and they primarily fire pistol ammunition such as 9mm rounds, although there are exceptions to the fact. Some submachine guns fall under the classification of personal defense weapon (PDW) which usually have a shorter barrel length giving them increased maneuverability and portability. These weapons can be used on the move with little to no movement deviation but are restricted by their effective range.
Kits: Crewman, Rifleman AT, Heavy Antitank, Squadleader , Rifleman Breacher on unconventional forces

Light machine guns (LMG) are used to suppress the enemy and can devastate an enemy squad when used at medium range or in ambush situations. They can be deployed to greatly increase their accuracy, stability and range. When using the deployed LMG, accuracy is increased but only when mobility is minimal and is not suitable for use when mobile. The player's stance does affect its long range accuracy, and its optimal firing position is in prone, in this position you will yield the highest accuracy at long ranges. The undeployed mode is used for when a player is mobile and needs to return fire without delay at shorter ranges.
Kits: Automatic Rifleman

Medium machine guns (MMG) are a medium class version of the machine gun. They use a larger 7.62mm caliber round can have devastating affects in certain situations and are excellent for supressing enemy at long range, subsequently they are limited to only having a deployed mode and require a 10 seconds to setup and settle before they reach optimal firing accuracy.
Kits: Machine Gunner

20

Fragmentation grenades have a large blast radius but they are not accurate when thrown whilst moving or jumping and their range is relatively short. It takes about 5 seconds until they detonate. The RKG-3 grenade explodes on impact and is designed to be used against vehicles. The stone only causes minor injuries when striking a player but several hits can still be lethal. To warn your allies before throwing a grenade you can use the main radio key (default: Q) while holding the grenade to shout out a warning, or alternatively use mumble.
Kits: Grenades: most Infantry kits, especially Officers and Riflemen | stone: civilian collaborator and several insurgents

Knifes & Bayonets are instantly lethal if they strike the enemy. Enemy insurgent combatants killed by knife counts as an arrest. Unarmed melee attacks take about 5 hits to kill an enemy.
Kits: Armed Melee: all except for Pilot, Civilian Collaborator and Unarmed | Unarmed Melee: Pilot and Unarmed

Light anti-tank launchers (LAT) are used against unarmored and lightly armored targets. They are not effective against medium or heavy armor. The operator needs prepare the launcher by standing still to settle the aim which takes about 4 seconds before you reach optimal firing accuracy. Depending on which particular launcher you are using, is dependant on how they operate, some launchers are ranged to the reticule, others are adjustable, but generally they are accurate to about 500m. Effectivly hitting a target at range requires skill and timing to be successful. A launchers range can be set by using a adjustable range sight mounted on the weapon, while aiming down this sight. To perform this operation, hold down the main radio commorose (default: Q) and select the range to your target. When engaging targets between the set ranges, you can manually compensate the angle of attack by either elevating your aim or de elevating to maintain an effective hit on target.
Kits: Rifleman AT, Militia / Taliban / Hamas Anti Tank

Heavy anti-tank launchers (HAT) are used to engage armored vehicles. They can destroy light and medium armor with a single hit, while main battle tanks (MBT) take multiple hits to destroy. The effectivness of the heavy AT is dependant on where you hit the mbt. The armor of a tank is at it most weakest at the rear of the vehicle and on the top of the turret. Alternatively the strongest side of the tank is the front. To prepare the weapon for firing you first have to settle the weapon for a substainial amount of time, around 10 seconds.To effectively track the target you have to be at a long range, otherwise the weapon becomes inaccurate whilst tracking. Once recticule markers settle in the centered position you are ready to fire. Particular launchers are equipt with guide by wire which allows you to guide the tandem warehead directly to the target, to track a moving target fire the weapon and hold down the mouse button after shooting. Some alternate HATs are unguided and fire straight aswell as some display no the recticule markers. Prior to firing make sure the target is more than 30m away from you, otherwise the warhead will not arm, and will not detonate.
Kits: Conventional forces Anti Tank

Surface-to-air missiles (SAM) are used to take down enemy aircraft. To achieve this you need visually aquire the target by tracking it through the air, once tracking is established you will hear a low tone, after a few second when lock I achieved you will hear a secondary high tone, at this point you can fire. Countermeasures such as flares will prevent you from effectively destroying your target, so your angle of attack in relation to the vehicles travelling direction is paramount to achive a hit. Enemy pilots will receive a warning sound a few seconds after they have been locked-on by a SAM giving them time to manuver away from the threat.
Kits: Anti Aircraft

21

Remote detonated explosives are explosives that are detonated by a remote device trigger by the individual who placed the explosives and are generally used for ambushes and defence. Anti-Personnel Mines (Claymores) take 5 seconds to arm after placing. When arming the detonator a sound will indicate when this time has elapsed. If explosives are triggered prematurely, they won't explode at all. IEDs don't have this safeguard. Most explosives have to be setup whilst in the prone position. A player can place up to 4 AP mines and 5 C4 packs or IEDs simultaneously. Some soldiers can place two independent groups of explosives which can be triggered individually. These explosives can all be diffused by the Combat Engineers wrench.
Kits: AP Mines: Conventional Forces, ARF, Militia, Hamas & Taliban Rifleman AP | Dynamite IED: ARF, Militia, Hamas & Taliban Sapper | Mine IED: ARF, Militia, Hamas, Insurgent & Taliban Sapper Alternative | Mortar IED: ARF, Militia, Hamas, Insurgent & Taliban Sapper Alternative & Rifleman AP Alternative | TNT IED: ARF, Militia, Hamas & Taliban Sapper | Water Container IED: ARF, Militia, Hamas & Taliban Sapper and Engineer

Time detonated explosives are explosives on a timer that detonate shortly after they have been placed and are mainly used for taking our stationary assets such as enemy firebases, ammo caches and abandoned enemy vehicles. The two main types of Timed Explosives are the Large and Small C4 charges. The Large C4 is just a bit over twice as powerful as the Small C4 and only available to the Conventional Forces, Combat Engineer Kit while the Small C4 is carried by both the Conventional Forces Combat Engineer and Breacher kits. You only need to place one charge of either the Large or Small C4s in order to destroy a firebase, but a single Small C4 charge will not destroy a firebase right away, instead the firebase will collapse a few seconds after the charge has detonated, giving the opposing team time to repair the firebase. To destroy the foundation of a firebase or other deployable asset, simply place another Small C4 charge on the foundation and it will destroy it shortly after detonating. The Small C4 can also be used to take out stationary vehicles, with 1x Small C4 to take out light armored vehicles (Land Rovers, Civilian Cars, Technicals lightly armoured HMMWVs etc), 2x Small C4s to take out Armoured Jeeps and Trucks (UpArmoured HMMWV, Panther CLV and Support & Logistics Trucks such as the M-35 etc), 3x Small C4s to take out APCs. These charges can be diffused by the Combat Engineers Spanner/Wrench.
Kits: Small C4: Conventional Forces Combat Engineer & Breacher | Large C4: Conventional Forces Combat Engineer

Entrenchment tool is used to construct deployable structures for the team. It can't be used offensively. To construct a structure you need to point towards it and hold the fire button until the digging animation stops. The alternate commo-rose option allows squad leaders to demolish friendly foxholes and razor wire road blocks. The Wrench is used to disarm and remove explosives such as land mines, IEDs, trip flares and grenade traps. It can also provide repairs to particular light vehicles when they have sustained damage.
Kits: Entrenching Tool: all except for Officer, Combat Medic / Corpsman, Sniper, Pilot, Cell leader, Civilian Collaborator & Unarmed | Wrench: Conventional forces Combat Engineer

Field dressings restore 25% health. They are thrown onto the ground to heal the player standing closest to the dressing. Field dressings are selected by pressing the 8 or 9 key. The first aid kit can fully heal a player and is used by keeping the fire button pressed while aiming at the person to be healed. First aid kits are no longer dropped and take some time to fully heal a heavily injured player. A medic can heal himself by using the patches provided. Players inside a vehicle with a medic will heal automatically over time. Resuscitate is used to prep a wounded player prior to administering an epinephrine shot. The epipen is then used to revive them. Freshly revived soldiers need immediate medical treatment to prevent them from bleeding out.
Kits: Field Dressing: all soldiers | First Aid kit: Resuscitate, Epipen: Combat Medic / Corpsman, Civilian Collaborator

Extra Ammunition can be used when a player is running out of rounds. A single ammo bag will usually provide a few magazines and a grenade or two. The ammo bag can also be used to rearm deployable weapons like MGs, antitank launchers and mortar emplacements.
Kits: Rifleman and various Insurgent rifleman kits

22

Smoke Grenades are used to conceal troop movement or to signal friendly aircraft. Smoke screen generally take about 30 seconds to augment and fill out. The cover lasts for more than one minute before dissipating.
Kits: Smoke Grenade: most kits | Signal Smoke: Officer, conventional forces Sniper, Pilot

Binoculars allow soldiers to spot distant enemies and identify unknown contacts. Officers and cell leaders can also use their binoculars to request mortar strikes. The ground laser target designator (GLTD) is used to mark targets for engagement by friendly aircraft and mortar sites.
Kits: Binoculars: Crewman, Sniper and most kits on unconventional factions | GLTD: Officer and Spotter for conventional forces.

Radios and Cellphones are used to report hostile contacts to the rest of the team. They can also be used by squad leaders to request support from other units and to place deployable structures.
Kits: Officer, Cell Leader, Spotter, Civilian Collaborator

The Grappling Hook is used to traverse over walls, buildings or to gain access to the top of structures to allow key squad member to have the advantage of high. After the hook has successfully attached itself to a surface, any player can accend up the rope by pressing the enter/exit key (default: E) and moving forward to climb and backwards to slide down the rope. They remain in position for 3 minutes and can be retrieved by the player using the pickup kit key (default: G).
Kits: Rifleman Breacher, Scout, Civilian Collaborator

Parachutes are used by pilots and paratroopers. They are deployed by hammering the 9-key frantically. Parachutes need to be opened an ample time before reaching the ground to avoid injury or a mild case of death. After a your Squad Leader has reached the ground, a special supply crate appears next to him. This crate can only be used to request kits.
Kits: Pilot, any spawnable kit used by a team with a paradrop spawn point

There are many different kits in PR:BF2. You can pick up any friendly kit that you find on the battlefield but you can't utilize enemy combatant kits. If you pick up such a kit you will be warned and will have about 30 seconds to drop the kit to avoid being killed. 15 seconds after picking up an enemy kit your screen will fade to black and at this point it will have to be dropped. Kits can be characterised into two main groups: Unlimited: Restricted: Spawnable / Requestable / Pick up Limited / Specialised / Infantry / Squad Dependant

All spawnable kits can be obtained by selecting one on the spawn screen. Requestable kits can only be requested after spawning from crates or vehicles. Each requestable specialised infantry kit is only available to a select number of players per team at the same time. Insurgents cannot request any kits but have access to pick-up kits in their bases and at weapons caches. Unlimited kits can be obtained by anyone. Specialised kits are only available to soldiers in a squad of 2 or more players. There can only be 1 of each particular type of specialised kit per squad. Infantry kits are obtainable in a squad of at least 4 people. There can be only 1 of each infantry kit per squad. Medics There can be up to 2 medics in a squad at any time.

23

Spawnable Unlimited kits: 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. 24

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: pick up a kit with a weapon or use a vehicle Perform a resuscitation or administer an epinephrine shot. If you shoot a civilian, you will face several penalties:

After your next death you will respawn 120 seconds later per civilian shot (stacks up to 5 minutes additional delay) You will not be able to request any kits for 10 minutes Your score is reduced to 0 and the kill will not be listed on the scoreboard our team loses 10 intelligence points

Running over civilians in a vehicle or killing them while climbing ladders or ropes will also result in a penalty if done outside of the ROE.

Requesting a kit is the process of To request a standard, infantry or limited kit you need to meet the four requirements: You must be at the correct location

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: At the supply depot (or command post) At the team's supply crate or weapons cache At the rear of a friendly APC or IFV Vehicle kits: At a vehicle that needs the requested kit to be operated (Armor, Helicopter, Aircraft) The unarmed kit: 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. 25

You must be in a squad with enough players to request that class of kit, without it being taken already The requested kit must be available in the kit pool You must be granted permission by your Squad Leader to request the kit

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. Vehicle kits are not restricted as long as you are in a squad.

Availability requirement: Infantry and special kits are drawn from a pool. The number of available kits depends on the amount of players currently on your team. The spawnable and vehicle kits are not limited in number.

Kit AA HAT Sniper Combat Eng Marksman Grenadier Rieman AT Rieman AP Machine Gunner Spotter Civillian

1-7 players 0 0 0 0 1 1 1 1 1 1 1

8-15 players 1 1 1 1 2 2 2 2 2 1 3

16-23 players 1 1 1 1 3 3 4 3 3 1 9

24-50 players 2 1 2 2 3 3 5 3 3 2 12

When an infantry kit has been dropped and is not picked up within 5 minutes it disappears from the world and returns to the pool. Specialist kits take 10 minutes to return to the pool. Allowance requirement: Insurgents can't request kits. The commander of a team may only request the officer kit. Certain actions temporarily prevent you from requesting kits:

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. If you spam kit requests, you will be blocked for 30 seconds.

26

The Squad Leader in PR:BF2 has many functional abilities. He is able to mark enemy units on the map and forward contact reports to the team's commander with the ability to mark a targets on the team's map. To perform these functions follow these steps: 1. Set a target position order with the commorose to aquire an approximate distance to the contact. 2. Select the radio from your inventory and use the alternate fire key (default: RMB) to activate it 3. Now hold down the main radio key (default: Q) and select the SET CONTACT DISTANCE button, then select the target's distance from the list. 4. Re-open the main radio menu and select the type of target contact to mark on the map. Each player can place up to 3 markers which stay for 5 minutes.

The Squad Leader kit and Sniper kit used by conventional forces are equipt with GTLD (Ground Target Laser Designator) which can be used to observe and to aquire and designate enemy units for attack strikes by allied air units. When using the GTL Designators, right click to increase your zoom level, then left click to paint a laser target marker. The marker will lock to the target area for 30 seconds, and it has the ability to lock moving targets such as vehicles, you will only be able to lock moving targets once they are stationary. If you re lase a target area, the previous lase will disappear. While observing with the GTLD goggles you can access the main radio menu to set map markers, request close air support (CAS) or call fire mortar missions. Doing so will automatically transmit a text message to your team detailing the request. You need to specify the distance to the target using the same method as described for spotting enemies. Unconventional factions can use the green binoculars to spot enemies and request mortar attacks.

A Squad Leader has the ability to set Rally Points (RP), This allows fallen squad memebers to regroup in a safe area with the rest of their squad. To place a RP you need to press the secondary radio key (default: T) and select PLACE RALLY POINT.

The following conditions must be met for the RP to be placed successfully: - You are the leader of your squad and are equipt with the officer kit You need to have 2 squad members close to you. Enemy is further then 2x small grids squares away. It is within 2x large map grid squares of a friendly captured flag It is within 2x large map grid squares of a friendly FOB It is within 2x large map grid squares of a friendly APC.

The rally point automatically disappears after 60 seconds unless: -

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. 27

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.

28

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: Must be constructed within 50m of a friendly large supply crate 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 The team may have up to 6 hideouts at the same time Heavy MG: A deployable heavy machine gun. Requirements: Must be placed within 200m of a FOB and at least 200m from the team's HQ 2 large supply crates must be within 200m

Only one other heavy MG may be within 200m distance The team can have up to 24 heavy MGs

Anti-Tank: A deployable anti-tank missile launcher. This weapon features thermal imaging and multiple levels of magnification. Reloading takes 20s. Requirements: Must be placed within 200m of a FOB and at least 200m from the team's HQ 2 large supply crates must be within 200m

No other anti-tank emplacement may be within 200m distance The team can have up to 2 anti-tank positions at the same time

Anti-Tank (unconventional forces): The SPG9 AT-launcher only has a narrow range of traverse. It can shoot two types of ammunition and takes 15s to reload. 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 for the militia faction) No other anti-tank emplacement may be within 200m distance The team can have up to 2 anti-tank positions at the same time

Anti-Air: A deployable surface-to-air missile launcher. Requirements: Must be placed within 200m of a FOB and at least 200m from the team's HQ

2 large supply crates must be within 200m No other anti-air emplacement may be within 200m distance The team can have up to 12 anti-air emplacements

29

Foxhole: A sandbag fortified foxhole provides cover against small arms and artillery strikes. Requirements:

Must be placed within 200m of a FOB and at least 200m from the team's HQ 2 large supply crates must be within 200m A maximum of 9 other foxholes or segments of razor wire are within 200m 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 2 large supply crates must be within 200m A maximum of 9 other foxholes or segments of razor wire are within 200m 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) The team can have up to 2 mortar positions at the same time Both mortar positions must be placed within 50m of each other

Once mortars are needed you can use the mortars calculator Cycle the ammo types (default: F) to activate the calculator. The distance to the target and the difference in elevation can be entered into the calculator by clicking on the numbers in the Range and Height fields. Once you are done just click the Calculate button to display the required barrel elevation. The elevation can be adjusted with the W and S keys while the deflection is changed using the A and D keys. When both values are set, just select the required rounds and fire. Close Support Bridge (CSB): Conventional forces can deploy these bridges using their logistics trucks. They can be used to create new crossings or to span the gaps in damaged bridges. The deployment process for CSBs is very simple:

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). Position the back of the truck as close as possible to the deployment position. Select the CSB as active equipment of the truck. (weapon key 4) Press alternate fire to deploy the bridge.

More information on how to deploy a CSB can be found here: Close Support Bridges The CSB can only be used at predetermined positions. These are indicated by small heaps of sand positioned across a natural obstacle. Some obstacles require multiple CSBs to span the complete distance. Deploying a single CSB section uses one of the trucks Heavy Supply Crates. The truck needs to have one of these loaded in order to deploy a single bridge section, and two to deploy two bridge sections. Each logistics truck can hold up to holds 2 CSB Sections maximum. The CSB is very narrow, so drive carefully when crossing the bridge, ensuring your wheels/tracks are on each side (you may want to get someone to hop out and tell you if you're lined up correctly)

30

Light vehicles, trucks and boats can be operated by any soldier. Armored vehicles, helicopters and aircraft need specified vehicle kits to operate. Players not using the correct kit will not be able to steer the vehicle or use the weapons. You can't enter or use enemy vehicles.

Vehicles must be entered at their real entry points:

IFV: Depending on model on the rear or side of vehicle Tank: Hatch on top of the turret Anti-Air: Hatch is on the upper front or rear hull Armored vehicles: Crewman kit Helicopters & aircraft: Pilot kit

Vehicle operation restrictions:

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 resupplied at the supply depot. 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. Insurgents have suicide vehicles. These include: - Orange dumpster trucks loaded with explosives - Cars with a pack of C4 on the back seat

They are detonated when the driver presses the alternate fire key. 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.

31

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. 32

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. The attack-helicopter's gunner has 4 different modes to choose from: 1. First-person view in the cockpit 2. Gun-camera which controls the helicopter's gun 3. Laser-guided fire mode allows a semi-manual targeting mode, where you can click on the target and the missile will guide itself towards it and click again to update the targets location to the missile in flight. 4. Laser-targeted fire mode (fire-and-forget) locks the missile onto a laser target provided by ground troops or a scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target hasnt been lazed correctly or badly, or simply for some reason the missile cant see the target after launch like if a building gets in the way, the missile may miss. Helicopter crews need to be in the same squad. 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. 33

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

34

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. 35

The commander's UAV camera

Is given to
K_Rivers MineralWouter AF Soccer Rhino Ancient0an Piepieonline And all the members of the Project Reality Team who contributed to the production of this manual.

36

Vous aimerez peut-être aussi