BF2 Player Manual

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BF2 Player Manual
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Project Reality: BF2 has been in development by countless developers over a period of more than 10 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. 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. This manual has been updated for version
1.3.1.
The PR-Team
This manual is also available in different languages. Do note that there is no guarantee that translated versions
are always up to date to the latest English version.
French – v1.3.1
Spanish – v1.3.1
Italian – v1.3.1
Brazilian Portuguese – v1.3.1
Hebrew – v1.3.1
Chinese– v1.3.1
Bulgarian– v1.3.1
Finnish – v1.3.1
Hungarian – v1.3.1
If you are interested in helping translating the manual into your language, feel free to contact [R-DEV]Mineral
through PM on the forums or visit this thread.
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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 won’t 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 defence 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 alongside 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!
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Operating System: Windows XP, 7 or 8
Processor: 2.4 Ghz Dual-Core minimum. 3.2 Ghz Recommended
Memory: 3 GB RAM. 4 GB recommended
Hard Disk: 8 GB free Hard Drive Space
Graphics Adapter: Graphics Card with 128 MB RAM. 512 MB recommended.
Sound: DirectX 9 compatible sound device. Dedicated sound card with EAX support recommended for best
experience.
Internet: 128 kbps or faster connection required for online play
Software: .NET Framework 4
Input: Mouse, Keyboard
Optional: Joystick, Headset, microphone (strongly recommended for voice communication)
With PR:BF2 v1.3 it is no longer required to have Battlefield 2 installed. PR:BF2
v1.3 and beyond works as a standalone game. If you have a version of PR:BF2
installed you will need to uninstall this before you install PR:BF2 v1.3. There is no
patch available from and older version to v1.3!
You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have
Battlefield 2 installed.
Download Full PR:BF2 v1.3 Installer
The installer download uses the Torrent Protocol which can be used with free software such as qBittorrent. The
download comes in the form of an “ISO”-file. To install it depends on your operation system:
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Windows 8 and beyond feature mounting as part of the Operating System. Right click the ISO and
select Mount or double click the ISO. This will start the installer.
If you are on windows 7 or below you have a few options:
a. Burn it to a DVD.
b. Mount the ISO file using free software such as Virtual CloneDrive.
c. Extract the ISO file using free software such as 7-Zip or WinRar.
A few more points:
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With the new standalone version there is also no longer a requirement to install it in the Battlefield 2
folder. Feel free to install PR:BF2 in a drive and folder of your choosing.
If you have BF2 installed you can continue to play it and player other BF2 modifications as well. PR:BF2
does not interfere with them.
PR:BF2 features an auto-updater. So once you have installed PR:BF2 you can use the updater to
automatically update your game to newer versions when they are released.
PR:BF2 v1.3 includes PR Mumble in its installation. So there is no need to download this separately.
If you don’t want to use Torrents you will find mirrors for direct HTTP downloads through our forums.
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After installation a shortcut for Project Reality:BF2 v1.3 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. Since DICE and EA removed support for BF2 in
May 2014 we now use our own account-service for PR:BF2. All your old BF2 accounts (before PR:BF2 v1.2)
are no longer retrievable. We share our account service with the Forgotten Hope 2 modification for BF2.
If you are new to BF2:PR 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 the 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 specifications. 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 launcher’s 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.
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Co-operative: Allows you to play PR:BF2 with computer controlled AI soldiers on the teams. This mode is very
useful for getting to know the game mechanics and equipment before joining competitive online battles.
Deployment: The main mode of play in Project Reality. Here you will find intense battles with up to 100 human
players.
Barracks: This menu gives you access to replays using Battlerecorder.
Options: Here you can configure the audio options as well as the keyboard layout. Video options have to be
changed in the PR Launcher.
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:BF2, which replaces BF2 vanilla’s 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 squad’s 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 an individual squad leader. When using a radio net, a transmission cue will be heard when activating and
deactivating the radio (which can be activated in the launcher audio options). The default keys for transmitting
over mumble are as follows:
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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.
This radio net is also available to the commander to use with the same shortcut.
Squad Leader to specific squad leader radio (Num 1Num 9): you talk to one specific squad leader
in your team. These channels on the net are also available to the commander to use with the same
shortcut.
Squad leader to Commander Radio (/): you talk to the commander in private.
PR Mumble comes installed together with PR:BF2. It runs alongside the game installation and does all client
side tasks automatically for you such as starting and connecting you to the right mumble-server. Players have
the choice to configure their communication 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.
It’s recommended that you also check the main settings panel directly within the mumble application to make
sure it’s all correctly set-up. To do this, locate the PR Dogtags in the system tray next to the Windows system
clock (PR has to be running), click on the icon to open the mumble interface then
locate settings at the top. After that the settings panel will appear and you can
configure your input and output audio devices and alter more keyboard shortcuts and
other settings.
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PR Mumble also integrates with BF2’s 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 there’s linking issues with the mumble client.
Transmitting
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Mic Muted Speakers Muted Disconnected
PR:BF2 has its own file verification before you start the game. You will not be able to play online with
modified files. You can still use them offline.
PR:BF2 needs to be started using the PR Launcher. Launching BF2.EXE or PRBF2.EXE will not work.
In addition to the built-in server browser you can use the web-based PRSpy to browse and join PR:BF2
servers. PRSpy also features a friend-list which makes locating your friends much easier.
Direct link link to PRSpy : http://www.realitymod.com/prspy/
There is also an Android-app of the same name. This app allows you to see server information, current
map, online players and a map gallery with detailed description of the assets presents in every layout.
Besides this, you can enable notifications that will inform you when a server is playing your favourite
map or game mode. You can find it here.
If the server you want to join is full you now have the option of using Auto Deploy. Select the server,
click on “SERVER INFO” and then “AUTO DEPLOY”. A dialog will open that explains the remaining
steps. Then simply sit back and wait to be connected once a slot opens up.
The Support Menu in the PR Launcher can come in very handy. It can gather all system information of
your computer for you to copy and paste into our Support forums for when you need assistance. It can
also provide you with your CD-Key Hash.
Here are a couple of forum links from realitymod.com to use for various common reasons:
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PR:BF2 Bugs sub-forum to report bugs.
PR:BF2 Feedback sub-forum to post your feedback about PR:BF2.
PR:BF2 Support forums for all your problems regarding running and installing the game and errors
you are getting.
General Technical Support for all your technical questions.
PR In-Game Tactics and Strategies will help you further then this manual to master all elements of
PR:BF2 with community written guides and tutorials.
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General Controls
Caps Lock/Home
Kit selection, squad selection and Map menus
Tab
Show scoreboard
Print Screen
Take Screenshot
M
Show/hide Map overlay
N
Switch zoom level of minimap
Q
Display main radio-rose
T
Display secondary radio-rose
Left alt
C
End/grave
Show/hide 3D markers (only visible within 50m)
Toggle BUIS / Change camera
Console
Weapons
G
Left Mouse
Right Mouse
Pick up a kit
Fire
Alt Fire | Toggle sights
R
Reload
F
Cycle Weapons
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Select Weapon
Movement
E
WSAD
Enter / Exit vehicle or emplacement
Basic movement
Left Ctrl
Crouch (hold)
Z
Toggle prone
Space
Left Shift
Jump
Sprint / Vehicle Boost
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Vehicles
F1-F8
X
6-9
Switch Vehicle Position
increase zoom magnification / flares
Camera Positions (helicopters and aircraft only)
R
Reload
F
Cycle Weapons
1-9
Select Weapon
Communication
J
Chat for all players
K
Chat for your team only
L
Chat for your squad only
Page Up
Page Down
H
0 (numpad)
1-9 (numpad)
Accept request
Deny request
PR Mumble Proximity Local Channel
PR Mumble Squad Radio Channel
PR Mumble Individual Squad Leader Radio Channel
*(numpad)
PR Mumble All Squad Leader Radio Channel
/(numpad)
PR Mumble Commander Radio Channel
PR Mumble keys
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Project Reality:BF2 features 6 different game modes with different objectives. The common goal of all game
modes is to reduce the enemy team's reinforcement points (also referred to as 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.
PR:BF2 features over 40 maps with over 250 different layers. You can find all maps and their specific map
information on http://www.realitymod.com/mapgallery/.
Most game modes feature 4 layer variations to it with different assets and support available. The layers include:
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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, alternate factions 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.
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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 seize 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.
One of the key-features of AAS is that each time the same layer is loaded, it could be a different flag-layout
thanks to our randomized flag-layouts.
The map-markers for AAS are:
Defend Marker (with ticket bleed)
Attack Marker (with ticket bleed)
Defend Marker
Attack Marker
Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend.
Many heavy vehicles battle for control of the map in this game mode. Players are limited to spawning with
crewman kits. Only officer and pilot kits can be requested. Tickets are only influenced by how many CPs a
team controls. Vehicles that are already destroyed respawn after 5 minutes. It takes at least 6 players (inside
vehicles) to take control of a CP. Capturing works much faster than in 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, usually no vehicles or deployable assets as well as fewer tickets.
If a team loses a CP to the enemy they will be penalized by 10 tickets.
This game mode features large freeform battles. There are no capturable CPs, but instead each team must
place a single forward operating base (FOB) (see deployables Section) 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 team’s 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 in a
bigger radius near their FOB than in other game modes.
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In this mode it is possible for one or more human players to march into battle alongside and against AIcontrolled bots. This mode is ideal for practicing with equipment and vehicles before using them in full-scale
battles with human players. To accommodate the use of bots some rules and items have been modified in this
mode. Most of our maps have dedicated COOP layers.
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.
The Coalition troops are required to gather intelligence by killing insurgent
fighters or capturing insurgent civilians (see Civilian section). To capture a
civilian, a Coalition player must be within a meter of the civilian 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 immobilizing 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. Insurgent Engineers can also repair damaged caches.
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 (within 300m)
 Civilian or insurgent arrested: +10 IP
 Civilian 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. There can be up to 2 active caches at the
same time. The new location is revealed when reaching 50 intelligence points. If there are less than 32 players
on the server the IP needed to reveal a cache is halved.
The map markers for insurgency are:
Known Coalition Weapons Cache: This icon will be visible on the map of the coalition forces
which indicates the cache’s approximate location when sufficient intelligence has been acquired
(The marker can be offset up to 75m)
Known Insurgent Weapons Cache: This icon will be visible on the map of the insurgent forces
which indicates that the cache has been located by the coalition forces.
Unknown Insurgent Weapons Cache: This icon will represent the position of the cache where it
will spawn on the battlefield. They are only visible to the insurgent forces so that they can coordinate their defenses while the coalition forces are gathering intelligence. The cache will not be
physically spawned yet until it is revealed to the coalition forces.
The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to
a cache.
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. Caches can be repaired by wrench or shovels.
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Most importantly you should join a squad. Some servers even enforce it up by kicking solo players after a
warning period. The game is by far the most fun to play in a functioning squad. If you need any help, just ask
players in your squad what to do. If possible use Mumble. It is commonly used in PR. Playing PR:BF2 without
a microphone will not give you the full experience so it’s a wise investment. If no one answers, try joining
another squad or use general chat. There are many helping community members around who welcome new
players and give them a hand. We expect you to have some basic understanding of BF2 when it comes to
navigating the menu’s in-game such as scoreboard, map and kit selection. You can always start up BF2 and
do the tutorial there to get acquainted with its interface. This manual will focus on the differences with BF2.
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When you begin playing, it is recommended that you only spawn as a rifleman with a sight of your
choice. This way you can better learn the fundamental basics of gameplay.
After learning infantry basics you can ask your SL to assign you a specialized kit when you feel up to
the task. If you want to try out new equipment or a vehicle, you can do so easily in the co-op mode
without inconveniencing your squad members or risking your team's assets.
Kits that are specialized 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 always ask before requesting one.
Kits can be requested from the main spawn menu (like BF2), a supply crate (see Logistics section) or
the rear of an APC / IFV. To have the ability to request a kit from a supply crate or vehicle, you must
be a part of a squad.
In PR:BF2 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 squad’s number
adjacent to it. Depending on the location of your squad’s RP in relation to a team’s FOB will determine
its longevity. Note: If you spawn on another squad’s rally point, you will automatically spawn at your
own rally point, or any nearby FOB. If none available you will be moved to the main base of your team.
If overrun by the enemy, your squad’s RP will disappear. RPs are only available to conventional forces.
(To learn more about rally points see the Rally Point section)
 Map-specific team rally points. These usually expire 5 minutes after the round starts and can be
used by the whole team. These also only allow maximum 12 people to spawn on it until it disappears.
 The commander rally point. This RP can only be placed by the commander, provided multiple
squad’s leaders are in the vicinity of the CO. On the map this will be a rally point with a “C” next to it.
 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 2 enemies get close to them (within 50m),
spawning is disabled for 90 seconds. On the map it will show as a spawn point with a green triangle.
(see deployables Section).
 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 permanent FOB. This is the only spawn point that is always
available.
Rally Point
Weapon Cache
Deployable Forward Operating Base
Insurgent Hideouts
Armored Command Vehicle (ACV)
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 In the PR:BF2 in-game 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 in-game 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 at the top left of the screen. 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 camo, flags and the profile shape of the factions infantry helps you
ID an enemy faster. As an example, 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 receive medical attention, if you do not you will die. If however 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 approximately 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.
 To estimate the amount of rounds left in your magazine you can open the
communication rose(Q) and see a visual indicator of the amount of ammo
left.
 The medic can see how far he is done healing a soldier with the HUD in the bottom right corner. Infantry
can watch the same way how long until deployable is finished shoveling.
 There are no kill messages (friendly fire is an exception). Even the scoreboard will not show who is alive
or dead on the enemy team. If you need to know whether someone is dead, you should look for his body.
 Only vehicles use a permanent mini-map on the HUD. 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.
 Using the little arrow will show you the current map asset info overlay of all vehicles that are on the map
including the spawn times of friendly vehicles.
Current Map Asset info Overlay
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 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 of the game (left) and suppression effect in action (right)
 When a player is dead, he will not be not revivable and black screen with the words dead will be displayed
instead of seeing their surroundings.
 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 Commo-rose (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.
 You can orientate yourself on the map using the direction element that you will find around your player
icon.
 Whilst equipped with particular weapons or equipment the main radio communication-rose 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.
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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 doesn’t 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 dressings, 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 can’t 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 you’ve 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 squad’s Radio Net (0 numpad). In order to
revive you, the medic 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 10% health and will still need healing. The medic and the recently revived player should find
a safe area and continue the healing process there. If the player is stuck (inside a wall, tree, etc.) or is on
uneven ground (hillside) it can help to resuscitate the body first. This will move the ragdoll body and it
might become un-stuck.
Death
Sometimes players will not be revivable, such as when a player is 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 you are
wounded and you are not revived within 5 minutes you will also go dead. If 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.
16
Re-spawning
A player's respawn time is at least 45 seconds and at most 60 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:
Capturing CP or destroying objective:
Doing a defensive action:
Squad built forward outpost:
+3s
-3s
-1s
-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 getting captured:
Civilian killed violating ROE:
Own weapons cache destroyed:
15 seconds per teamkill
15 seconds
90 seconds
120 seconds per civilian
300 seconds
To select a spawn point, bring up the spawn map and select an applicable location. Once you’re 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 haven’t 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 medic’s 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 crates. 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). See more on supply crates on the next page.
Insurgency maps contain weapons caches which provide an unlimited amount of ammunition to the
insurgents.
You can also resupply directly from the vehicle depot by standing within a few meters of it. It provides
an unlimited supply of ammunition to the team and can also rearm vehicles. It will also heal wounded
infantry.
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.
Ammunition Bag
Coalition Forces Large Ammo Crate
Insurgent Forces Large Ammo Crate
17
Light Supply Crate
Weapon Cache
Vehicle Depot
There are many forms of logistics in PR:BF2. Supply crates, repair drop, ammunition, deployable structures,
etc. Here we discuss only supply crates and repair drop. To learn more about deployable emplacements that
can be built see the Squad Leader Chapter.
Supply Crates
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. A logistics truck holds 2 large supply
crates while a transport truck holds 1 light supply crate.
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.
Repair Drop
Logistic trucks also have the ability to drop a repair station. They are necessary
for field repairs to vehicles that are heavily damaged and cannot move.
A player's score is divided in teamwork points and individual points. It speaks for itself that doing team related
activities (building, driving vehicles, defending/attacking flags) contribute to the first and individual actions
(killing players) contribute to your personal score.
The total score of a player can never go below 0 but the teamwork score can become negative. There are also
score multipliers for when you are for example in a vehicle or a squad leader. Here are some other score
additions and deductions. These are not all but give you a good idea on what you can achieve.




Capturing a civilian:
Killing a civilian (outside ROE):
Destroying your own objective:
Destroying enemy objective:
+100
-100
-100
+150
18
A fixed mortar position that can provide indirect fire support over long distances. All factions can fire highexplosive rounds. Conventional forces and the militia can also use air-burst and smoke rounds. Mortars cannot
be constructed on maps smaller than 2km.


High Explosive (HE) (press 1 to select): Most common type of mortar round. Does the most damage
directly to the target. Ideal for light armored targets and emplacements.
Airburst (press 2 to select): Explodes in the air above the ground. Covers a larger area but does less
damage overall. Ideal for engaging infantry inside buildings and on uneven terrain.
Once mortars are needed you can use the mortar’s calculator (press 3 to select). 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. To get the range make sure you SL’s marker is on the target, then open the map and you’ll
find the range listed under the map. 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. There are both Air-Burst
and Impact rounds available that share ammunition.
The mortar calculator interface
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:
1.
2.
3.
4.
Drive a logistics truck to the position where the CSB will be deployed.
Position the back of the truck as close as possible to the deployment position.
Select the CSB as active equipment of the truck.
Press alternate fire to deploy the bridge.
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 CSB uses all supplies on the truck. The truck needs to be fully loaded for the bridge to deploy.
(Both supply crates must still be on the truck). The CSB is very narrow, so drive carefully when crossing the
bridge.
19
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 4 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. The marker will
also be visible on the map.
Target
Build
Observe
Defend
Demolish
Move
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 incrementally 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 in line 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.
20
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 20 minutes) it is vital to know how to keep them away from
problematic situations. This part will focus on explaining vehicle types and how they influence the team. For
more details on operating vehicles see further in this manual in the Operating Vehicles section.
There are many vehicle types in PR:BF2 used as classification. This isn’t always directly in line with their Real
Life counterpart due to gameplay reasons. The following list shows you the main classes of vehicles in PR:BF2:

Jeep: small transport vehicles that not always fill the entire squad. Can always drop small ammo
crates. Sometimes are fitted with machine guns nests.

Civilian vehicles: PR:BF2’s insurgent forces have access to a range of civilian cars and technicals
mounted with machine guns, rocket-pods and SPG-9 recoilless rifles. They also have a flatbed with a
mounted AA-gun, bomb trucks and bomb cars in their arsenal.

Truck: come in both transport and logistic variants. The transport variant is capable of dropping 1
light supply crate and can fit an entire squad. The Logistic variant can only fit 2 soldiers and can drop
2 heavy supply crates, repair stations and Close Support Bridges (more on this later).

Armored Personnel Carrier (APC): large armored vehicles more often than not armed with heavy
weaponry. Often do not possess the force to defeat other heavy armored targets such as IFVs and
tanks but are the best of all vehicles types at assisting infantry. Can fit 2 crewman (driver and gunner)
and up to 6 soldier passengers.

Infantry Fighting Vehicle (IFV): Better armed and stronger than most APCs with often capabilities to
defeat heavy armored targets using AT-Missiles. Are not always capable of transporting infantry.
Under this category often also fall the recon-vehicles.

Anti-Tank Missile Mounted Vehicle (ATM): The name speaks for itself. These are vehicles armed
with AT-missiles to destroy other armored vehicles. Cannot transport infantry.
21

Tank: Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry.

Anti-Air Vehicle: These are usually light armored vehicles with only the ability to take out enemy
aircraft and helicopters. They can use missiles or/and heavy guns.

Boat: PR:BF2 has a variety of boats both armed and un-armed.

Transport Helicopter: These helicopters usually come equipped with door-guns for the mounted
infantry to use. They are also capable of dropping heavy supply crates. There are light, medium and
heavy transport choppers. See the section on Supply Crates to read on which variant has which
crates available to it.

Attack Helicopters: These helicopters come equipped with machine-gun pods and a variety of
rockets and missiles. There are light, medium and heavy variants. Recon helicopters with the ability
to laze targets and use their thermal cameras also fall under this category in PR:BF2. They are not
always armed.

Jets: PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers
and fighter-bombers.
All friendly vehicles are marked on the map with unique icons for easy identification.
Bike
Armoured Logistics
Heavy Trans. Chopper
Light APC
ATV
Logistics Truck
CH-47 Chinook
AAVP7A1 Medium APC
Forklift
Light Scout
MV-22 Osprey
Medium APC
Civi Car
Heavy Scout/Light Tank
Scout Helicopter
Heavy APC/IFV
Bomb Car
Medium Tank
Light Attack Chopper
ATGM Vehicle
Semi Truck
Heavy Tank/ MBT
Medium Attack Chopper
Light AAV
Bomb Truck
Sampan Boat
Heavy Attack Chopper
Medium AAV
Support Jeep
RHIB/ Light Boat
Turboprop Plane
Heavy AAV
Light Jeep
PRR/ Medium Boat
Light Attack Jet
Medium/Heavy Jeep
Heavy Boat
Heavy Attack Jet
ATM Jeep
Light Trans. Chopper
Fighter-Bomber
Support Truck
Medium Trans. Chopper
Strike Fighter
22
 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 and boats without the
need for any specialized 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:
5 seconds
 AT-emplacement:
10 seconds
 Armor main cannon:
30 seconds
 Most Stationary AT-Weapons have optics with fixed 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.
 Players can request kits from a APC’s/IFV’s entry position.
 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.
Vehicle entry points can differ per vehicle. Look for hatches.
23
Weapons after prolonged movement sometimes take a moment to gain precision and accurately fire at long
range targets. Engagements at short distances will be unaffected 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 equipped. Weapons are classified into categories in PR:BF2, often connected to the kits they are used
by:
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. On night maps the grenadier will also have access to flare
rounds.
Kits: Grenadier
Side arms are traditionally used by squad leaders of conventional forces as a backup and a sign of authority.
Snipers are also equipped 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 Civilians can be arrested with buckshot rounds which simulates incapacitating 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
24
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, Squad leader, 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 which can have devastating effects in certain situations and are excellent for suppressing 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
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 and several insurgents
25
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 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 to 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 dependent on how they operate. Some launchers are ranged to the reticule, others
are adjustable, but generally they are accurate to about 500m. Effectively hitting a target at range requires skill
and timing to be successful. A launcher’s range can be set by using an adjustable range sight mounted on the
weapon, while aiming down this sight. To perform this operation, hold down the main radio commo-rose
(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 effectiveness of the
heavy AT is dependent on where you hit the MBT. The armor of a tank is at its weakest at the rear of the vehicle
and on the top of the turret. Conversely the strongest side of the tank is the front. To prepare the weapon for
firing you first have to settle the weapon for a substantial 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 the reticule markers settle in the centered position you are ready to fire. Particular launchers are equipped
with guide by wire which allows you to guide the warhead directly to the target. To track a moving target, hold
down the primary fire button until the missile fires and continue to track the target until impact. Some HATs are
unguided and fire straight and a few display no reticule 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 to visually
acquire the target by tracking it through the air. Once tracking is established you will hear a low tone, after a
few seconds when lock is 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 vehicle’s travelling direction is paramount to achieve 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 maneuver away from the
threat.
Kits: Anti Aircraft
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 Engineer’s wrench. During
placement you can place a marker on the map for friendly forces by pressing Q. You can place up to 3 markers
in total.
Kits: AP Mines: Rifleman AP | Mine, Mortar, TNT IEDs: Sapper | Water Container IED: Sapper and unconventional
Engineer
26
Time detonated explosives are explosives on a timer that detonate shortly after they have been placed and
are mainly used for taking out 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 (Up-Armoured 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 Engineer’s Spanner/Wrench.
Kits: Small C4: Conventional Forces Combat Engineer & Breacher | Large C4: Conventional Forces Combat Engineer
Mines are contact explosives that Combat Engineer classes have access to. These can be played anywhere
on the terrain and will visibly stick out. During placement you can place a marker on the map for friendly forces
by pressing Q. You can place up to 3 markers in total. Mines can be removed with the wrench of a combat
engineer.
Kits: 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 prepare 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 / Insurgent Medic
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
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/Repair Kit 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. It can
also be used to build razor wire. Both the shovel and the wrench are capable of repairing a cache.
Kits: Entrenching Tool: all except for Officer, Combat Medic / Corpsman, Sniper, Pilot, Cell leader and Hamas Civilian
Wrench: Conventional forces Combat Engineer
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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 (GTLD) is used to
mark targets for engagement by friendly aircraft and mortar sites.
Kits: Binoculars: Crewman, Sniper and most kits on unconventional factions | GTLD: 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
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
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 your Squad Leader has reached the ground on a map supporting paradrops, 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
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 pre-existing Cycle Camera key (C). The player can toggle between the
sight modes which is indicated by the BUIS letter in the lower right hand corner. S for scope, B for BUIS. The
BUIS mode can be toggled at any time whether you are aiming down the sight or not, but you must re-aim to
change between the modes.
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The BUIS modes are represented here.
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 characterized into 3 main groups:
 Spawn-able: unlimited / specialized / infantry
 Request-able: unlimited / specialized / infantry
 Pick-up
All spawn-able kits can be obtained by selecting one on the spawn screen. Request-able kits can only be
requested after spawning from crates or vehicles. Insurgents cannot request any kits but have access to pickup kits in their bases and at weapons caches.
Unlimited kits can be obtained by anyone. Each request-able specialized infantry kit is only available to select
number of players per team at the same time.
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Spawn-able Unlimited kits:

The Rifleman / Militant Warrior / Insurgent is the standard infantry soldier of each faction. He is
typically equipped with an assault rifle, grenades and smoke, depending on the faction an ammo bag.

The Civilian is an unarmed insurgent who can assist his team with spotting enemies. Since he is
a civilian there are several special rules about him, which are described in detail later in this chapter.
This kit is only available to Hamas and Iraqi Insurgents. (To learn more about civilian see the Civilian
section)

The insurgent Sapper sets grenade traps and places IEDs. He is vital when preparing an ambush.
Spawn-able 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.
Spawn-able Infantry:

The Rifleman Breacher / Scout is usually the forward point man for the squad. The kit is equipped
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 equipped with 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
neutralizing 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.
Request-able Unlimited:

The Crewman is the only kit that has the ability to operate armored vehicles. Equipped 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 he has
dropped the kit and waited a few minutes. (To learn more about civilian see the Civilian section)
Request-able 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 intelligence 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 and
acquire 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.
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Request-able Infantry:

The Rifleman Anti-Personnel (AP) is equipped 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.
Pick-up (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.
When playing on the Iraqi insurgent or Hamas faction, players can choose to
play as the Civilian. This role’s primary focus is to gather intelligence on
Coalition forces and to run interference for the insurgent Cell Leaders. This
kit does not come equipped with any weapons but has a wide variety of
equipment and tools. Civilians can use their cellphones to spot enemy troops
for their team by placing a marker on the map. If a Civilian is killed, it takes 2
minute to respawn if they are arrested. This is the penalty if a civilian is
captured and the Coalition forces gain intelligence in order to discover a
weapons cache.
The opposing force can arrest civilians as well 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 subsequently reward the
coalition team with Intelligence Points, after which it can take about 60-75
seconds to respawn.
The Iraqi Insurgent gets a shovel and binoculars while the Hamas only gets a cellphone as equipment.
To get a civilian kit one must drop their current kit (G) and wait 2 minutes.
Civilians, unarmed Insurgents and Hamas fighters are bound by particular rules of engagement (ROE). If a
civilian does any of the following listed below, he will be considered a combatant for 2 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
A civilian will also be punished if he dies within 5m horizontally and 1.5m vertically of armed insurgents.
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
 Your 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.
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To request a standard, infantry or limited kit you need to meet the four requirements:
 You must be at the correct location
 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
Location requirement:
Depending on the kit type you want to request you need to be at one of the following locations:
All request-able 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:
 Request-able 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.
To request a limited kit at the specified locations, you have to hold down the secondary
radio key (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, and it will tell you with an orange message:
“Your kit has been ALLOCATED and is at your feet”
You need to press the pickup key (G) to take it. If your request was denied, you will see a
player specific orange message explaining why you didn’t receive the kit:
“You need to be close to a friendly SUPPLY CRATE or APC to request this kit”
“You need to be close to a friendly SUPPLY CRATE or VEHICLE to request this kit”
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. Alternatively in the spawn menu there
are also the STD and ALT buttons to switch.
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Squad requirement:
Infantry and specialized kits have a minimum number of players in the squad as requirement before being able
to select it. Use the table below to find the default values for infantry and specialized kits as well as a few
exceptions to this rule. All infantry and special kits can only be requested once in a squad except for the
medic, sniper and civilian of which you can have up to 2 in each squad.
Kit
Minimum
Kit
Minimum
Infantry Default
4
Machine Gunner
6
Special Default
3
Officer
2
Grenadier
6
Medic
2
It will again show you with a message when you are not fulfilling the requirement:
“Unavailable due to squad limitations”
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 spawn-able and vehicle kits are not limited in number. If the kit is not in the following
table it means it uses the default requirements for infantry and specialized kits.
Kit
1-7
Players
8-15
Players
16-23
Players
24-31
Players
32- 50+
Players
Infantry Default
1
2
3
3
4
Special Default
0
1
1
2
2
HAT
0
1
1
1
1
Sniper
0
1
1
2
2
Rifleman AT
1
2
4
5
8
Civilian
1
3
9
12
16
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. It will show you an orange message if
the kit in unavailable:
“All of these kits have been issued”
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.
Not all kits are available for all factions. If you don’t have the kit available to you the game will tell you:
“Unavailable for your forces”
“You can't get another limited kit so soon after your last”
“You are new to this squad, request again in a minute”
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As explained in the Battlefield Navigation section, the Squad Leader can place markers on the map for his
squad members to follow. They will find a marker on their compass to follow as well as an icon on the map.
The Squad Leader should use these as often as possible and can also use this to easily get the distance
towards a target. He can do this from the mini-map by right clicking it and placing the marker or by pressing the
secondary radio key (T) and point at the target and using one of the buttons to place the marker.
Target
Build
Observe
Defend
Demolish
Move
The commander can also order you. If you accept the order (PAGE UP) your marker will be replaced with the
commander’s order.
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 target on the team's map. To perform
these functions follow these steps:
1. Set a target position order with the commo-rose to acquire an approximate distance to the
contact.(open the map to see the range to target listed under the map).
2. Select the radio from your inventory and use the alternate fire key (RMB) to activate it.
3. Now hold down the main radio key (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 Spotter kit used by conventional forces are equipped
with GTLD (Ground Target Laser Designator) which can be used to observe
and to acquire and designate enemy units for attack strikes by allied air units.
When using the GTLD, 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 24 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 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.
34
A Squad Leader has the ability to set Rally Points (RP). This allows fallen squad
members to regroup in a safe area with the rest of their squad. To place a RP you
need to press the secondary radio key (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 equipped with the officer kit.
 You need to have 2 squad members close to you.
 Enemy is further than 50m away on 1x1km maps or 125m or 2x2km and 4x4km maps.
The rally point automatically disappears after 60 seconds unless:
 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 or IFV. Only those of which you can request
kits.
An enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will
disable it.
A rally point rearms every 1 minute. Unless it has become 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 (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 30 minutes until
it is available again. Similarly unconventional factions have access to a mortar barrage every 20 minutes on
most maps.
35
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 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.
3. Once you deploy it, press the secondary radio menu key (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 destroy an
emplacement, then 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.
36
Here is a list of the deployable structures and the requirements for building 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 be destroyed as well by ordnance or C4 plastic
explosives and TNT. Squad leaders can 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.
An important note on the requirements and limitations listed below is that all values about distance to an FOB
and the maximum amount of assets per FOB are doubled on the CNC gamemode (except for the amount of
mortars). Also remember that 2 large supply crates can also be replaced by 4 small supply crates or 1 large
and 2 small crates. (To learn more about logistics see Logistics section)
Forward Operating Base (FOB): The forward operating base, also known as
a forward outpost serves as a defensive spawn position for the team. If 2 or
more enemies are close by (within 50m), spawning is disabled until 90
seconds after they leave or die. Requirements and limitations:
 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 10m away from the map border (200m
on CNC).
Hideout: Insurgents use hideouts as a spawn location. If 2 or more enemies
are close by (within 50m), spawning is disabled until 90 seconds after they leave
or die. Requirements and limitations:
 Requested further than 200m from the closest hideout and the
insurgent HQ.
 The team may have up to 6 hideouts at the same time.
 Must be constructed at least 10m away from the map border.
Heavy MG: A deployable heavy machine gun. Requirements and
limitations:
 Must be placed within 200m of a FOB / hideout and at least 200m
away from the team's CO-Post and 50m away from Vehicle Depot.
 2 large supply crates must be within 200m.
 Only 2 MG’s per FOB and within 200m radius.
 The team can have up to 24 heavy MGs.
Anti-Tank: A deployable anti-tank missile launcher. This weapon
features thermal imaging and 1 fixed level of magnification. Reloading
takes 20s. Requirements and limitations:
 Must be placed within 200m of a FOB / hideout and at least
200m away from the team's CO-Post and 50m away from
Vehicle Depot.
 2 large supply crates must be within 200m.
 No other anti-tank emplacement may be within 200m distance
and on that FOB.
 The team can have up to 3 anti-tank positions at the same time.
37
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 and limitations:
 Must be placed within 200m of a FOB / hideout and at least 200m
away from the team's CO-Post and 50m away from Vehicle
Depot.
 2 large supply crates must be within 200m (only for the militia and
Syrian Rebels).
 No other anti-tank emplacement may be within 200m distance
and on that FOB.
 The team can have up to 3 anti-tank positions at the same time.
Anti-Air: A deployable surface-to-air missile launcher. Requirements and
limitations:
 Must be placed within 200m of a FOB / hideout and at least 200m
away from the team's CO-Post and 50m away from Vehicle Depot.
 2 large supply crates must be within 200m.
 No other anti-air emplacement may be within 200m distance and
on that FOB.
 The team can have up to 6 anti-air emplacements.
Foxhole: A sandbag fortified foxhole provides cover against small arms and
artillery strikes. Requirements and limitations:
 Must be placed within 200m of a FOB / hideout and at least 200m
away from the team's CO-Post and 50m away from Vehicle Depot.
 2 large supply crates must be within 200m.
 A maximum of 9 other foxholes, sandbags or segments of razor wire
are within 200m and on that FOB.
 The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.
Sandbag-wall: A sandbag wall is a small 5m long wall made of
sandbags to hide behind and use as cover against small arms.
Requirements and limitations:
 Must be placed within 200m of a FOB / hideout and at least
200m away from the team's CO-Post and 50m away from
Vehicle Depot.
 2 large supply crates must be within 200m.
 A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
 The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.
Razor wire: A 10m wide road block of razor wire and tank traps.
Requirements and limitations:
 Must be placed within 200m of a FOB / hideout and at least
200m away from the team's CO-Post and 50m away from
Vehicle Depot.
 2 large supply crates must be within 200m.
 A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
 The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.
38
Roadblock (unconventional forces): A 5m or 10m (right or left click) wide
road block of garbage. Requirements and limitations:
 Must be placed 200m away from the team's CO-Post and 50m away
from Vehicle Depot.
 A maximum of 9 other roadblocks, razorwires, foxholes and
sandbags can be within 200m.
 The team can have up to 100 roadblocks in total.
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 and limitations:
 Must be placed within 200m of a FOB / hideout and at least 200m away
from the team's CO-Post and 50m away from Vehicle Depot.
 2 large supply crates must be within 200m (only needed for conventional forces, militia and Syrian
Rebels).
 The team can have up to 2 mortar positions at the same time.
 Both mortar positions must be placed within 50m of each other.
39












Light vehicles, trucks and boats & most jeeps (except light armored ones) 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. For ground vehicles you then require a Crewman kit. For aircraft & helicopters it’s the
Pilot kit. These are either requestable by the vehicle or by a supply crate.
External views for vehicles have been removed. But for certain vehicles there are custom cameras like
the trucks can watch behind them (C).
You can aim down the sights of static and vehicle-mounted MGs by pressing the change camera
key(C).
Vehicle-mounted automatic weapons often have overheating. Watch the heat-HUD element on the
lower right corner.
Vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in
number.
Vehicles can be resupplied & repaired at the supply depot. Or use the repair drop that any logistics
truck can drop. Aircraft and Helicopters are automatically repaired and rearmed at their spawn location.
Insurgents have suicide vehicles like an orange dumpster truck or small civilian cars packed with C4.
You can detonate these with the alternative fire key.
When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely
wounded if you exit a burning vehicle.
When vehicles take much damage they may become unable to move or traverse their turret until fully
repaired.
Vehicles that fire wire-guided missiles need to be stationary for about 7 seconds before they can fire
their weapon.
Switching vehicle-weapons (ammo type) will usually cause a delay before you can fire.
You can use Left CTRL+Mouse movement to freelook when operating most vehicles such as
helicopters, jets, jeeps, boats and trucks. APCs and IFVs do not have this feature as they use dedicated
cameras.
40





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.
Tank drivers and certain APC/IFVs have a commander view mode which provides a 360° view around
the turret. This can be accessed by pressing 2.
Drivers and gunners can zoom their view by pressing the pop smoke key (X). Some tank drivers must
first change to the commander view.
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 (T) and selecting “DAY / THERMAL”.
Thermal Vision





Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles
are fired at them.
Armored vehicles have realistic materials. This means that front and turret armor is stronger than the
one in the rear and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground
when it comes to armor strength.
Tanks and IFVs usually have up to 4 types of ammunition:
 Armor-piercing (AP): For attacking enemy armored vehicles.
 High Explosive (HE) (loaded by pressing 2): Effective against soft targets (jeeps, houses,
helicopters, covered infantry, etc.)
 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).
For certain vehicles the smoke will be IR-blocking meaning it will also block on thermal vision. For
other (older vehicles) you will be able to see through the smoke on thermal vision.
Vehicle Smoke
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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.
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 because it has a parachute. 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
aircraft’s passenger seat otherwise you will be killed.
The pilot of Heavy Attack Helicopters aka Gunships can fire the
unguided rockets while the gunner controls the cannon and guided
missiles.
Gunners in attack helicopters can zoom their weapons camera by
pressing the cycle camera key (C) or by pressing the F9 to F11 keys.
They can also switch to a thermal imaging mode by using the
secondary radio menu (T) and selecting “DAY / THERMAL” 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 (LG) 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 (LT) (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 hasn’t been “lazed” correctly
or badly, or simply for some reason the missile can’t 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. Every time you deploy
flare(X) one flare will be deployed. You can hold down for deploying multiple.
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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.
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 (A & 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.
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 re-arm and repair 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:
1. Ground troops find a suitable target for an air attack.
2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS
marker.
3. The pilot informs the ground troops of his approach using the “ON THE WAY” command from
his main radio menu and/or through mumble/text chat.
4. As the pilot approaches the target, the ground troops mark the target with a GTLD laser
designator, if the laser is slightly off from the target, the missile may miss.
5. 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.
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.
Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key (C) or
F11 to look back, and F9 or a weapon key to look forwards again.
Flares are triggered individually(X) 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. Just like with helicopters you can hold the key down to deploy multiple.
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:
1. 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.)
2. When you are at this speed you should start your approach.
3. Imagine a point on the map by extending the runway by about 1km.
4. Fly to this point and turn towards the runway.
5. When you are about 200m from the runway cut your throttle.
6. 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 by retired developer Spearhead.
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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 to 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 Leader 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.
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. The area-attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually
20 minutes between possible strikes. To see when artillery/mortars are available again you can look at the top
left in the commander window and see the bar with “AREA ATTACK” in it.
To keep the team cohesive it is the commander’s sole focus to deliver orders to each
squad. He can alternatively assist 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 by right clicking the map:
 Commands
 Destroy: Remove friendly FOBs.
 Remove Marker: Remove unwanted friendly markers from the map.
 UAV: Deploy reconnaissance drone at the position.
 Waypoint: Place a waypoint marker. You can place up to 7 of them. Each
one is identified with a letter. These do not disappear.
 Request Mortars: Request the mortar crew to bring mortar fire to this
position.
 Target laze: This spawns a lazer object on the position it was placed. This
can be used by CAS to attack certain locations.
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Squad Orders
 Same markers are available to Squad Leaders. When you select a squad in the left menu you
can order them. If they accept (PAGE UP) it will replace thats squad’s marker.
Target
Build
Observe
Defend
Demolish
Move
Infantry | Vehicles | Emplacements | Misc.
 Various markers that can be placed to mark enemy infantry, assets and deployed assets.
Markers cannot be placed all the time. At the top left there is a bar showing “MARKER” how you long it takes
until the next marker can be placed.
If the Squad Leaders believe the Commander is not efficient 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 Commander 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.
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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
bird’s 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.
This can be done by pressing the UAV icon on the top left of the commander
screen or by right clicking on the map and placing the UAV icon. Then to
operate it you have to enter the ACV vehicle at the main-base of your team.
The UAV won’t be up forever. The UAV loses 0.2% fuel/sec while travelling,
0.1% fuel/sec while operating and refuels at 0.2%fuel/sec at base. You can
monitor the fuel by watching the “FUEL” bar on the top left of the commander screen.
The UAV can be sent back to base at any point to refuel. Returning to base does not consume any fuel. You
can do this by right clicking the UAV icon on the top left side of the commander screen.
The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s.
The UAV takes 45 seconds to start/land.
The UAV camera has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers
two zoom levels with no thermal vision.
The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km
and 4km maps due to it being too powerful for small maps.
The commander’s UAV Camera
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