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Old 2018-01-20, 23:21   #381
agus92
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Default Re: PR Loading Screen Tip Suggestion Thread

Quote:
Originally Posted by doop-de-doo View Post
That doesn't work.

Co-pilots:

SHIFT + "E" activates TV guided bombs. They are a little buggy though.

I suspect that activates free falling copilots as well.
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Old 2018-01-20, 23:24   #382
agus92
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Default Re: PR Loading Screen Tip Suggestion Thread

A serious one is the deviation indicator. I had to teach that one a lot.
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Old 2018-01-21, 18:07   #383
Rabbit
Default Re: PR Loading Screen Tip Suggestion Thread

Quote:
Originally Posted by doop-de-doo View Post
That doesn't work.
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Old 2018-01-22, 02:54   #384
doop-de-doo
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Default Re: PR Loading Screen Tip Suggestion Thread

When using the TOW weapons system, enlist a friend to keep you re-armed and request smoke cover. It could save your life.


B4TM4N
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Old 2019-01-11, 23:43   #385
Grump/Gump.45
Exclamation Re: PR Loading Screen Tip Suggestion Thread

These Tips are my personal standing orders derived from Squad v12 and Project Reality 1.5 teamwork playlist for training. Look it up and save it on YouTube. They can be used as orders. You may have seen them in the in-game chat with me as commander or as squad leader before or heard one of my after game lectures.

-To avoid getting killed by CAS get under overhead cover such as trees, buildings, bushes, sheds, tall grass. Police up cover and exposure of nearby friendlies to prevent them from drawing CAS fire to your area. Move with vehicles or on foot from overhead cover to over head cover 1-3 seconds or less to avoid being seen.

-When attacking but not in contact take extra care to avoid exposing yourself, keep watch for enemy close and far but avoid over exposing yourself. Be eye level with your cover and target zones, use camouflage by peeking through foliage.

-Always divide the fire and attention of the enemy before, during and after a firefight. Don't bunch up, spread out far enough away so that you are not sharing any possible incoming explosive impact angles with friendlies.

-When using smoke do not throw it directly on your position or on bodies that need to be revived. Throw smoke between you and where the enemy could possibly be if you don't know, throw smoke where there already isn't cover to fill in danger gaps.

-To effectively use camouflage as a unit don't stick out your body or weapon, peek through the leaves like camouflage netting, move the least amount behind foliage to get clear picture of target zone. Police up each others camouflage to avoid being compromised, let someone know if they are sticking out. Enemy should run right by without knowing.

-When not compromised use unit fire discipline and use camouflage with unit. Do not fire unless you see the enemy see you, call out "hold fire, enemy on (compass bearing) watch him till we are out of sight or he is out of sight."

-When setting up ambush use unit fire discipline and camouflage, police all that up with positioning, keep friendlies out of desired target zones. Once set with enemy in sight, hold fire, pick targets left to right corresponding with your position. Await command to fire.

-Claymores have a 40-45 meter reach and 60 degree arc in PR. Use the full range and arc when placing to increase time window of opportunity enemy will be running in front and to not waste claymores, keep friendlies out of claymore target zones. To daisy chain place one claymore, re-arm fully then right click, place another on same detonator up to 10 total claymores per detonator.

-Everyone shouldn't be looking the same direction while defending, traveling or attacking. Scan all around high and low, close to far for enemy on all possible angle while using every skill to conceal and cover yourself along with your friendlies. Call out the directions you are scanning, don't take your eye off it for more than 3 seconds. Be ready to respond to contact on friendly bearing angle and watch where your other friendlies are looking to fill in gaps nobody is watching.
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Last edited by Grump/Gump.45; 2019-02-08 at 00:45..
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Old 2019-01-12, 00:30   #386
Grump/Gump.45
Exclamation Re: PR Loading Screen Tip Suggestion Thread

More of Grump/Gump.45 standard orders from Squad v12 and Project Reality 1.5 teamwork playlist

-When defending or awaiting enemy to ambush in woodland/jungle maps watch and listen for disturbance from birds. Birds can be used for early warning when they fly off, keep friendlies out of desired target zones to avoid disturbing birds.

-When defending thick jungle or vegetative terrain, use camouflage with unit, use the disturbance of birds. Set up foxholes within un-shared possible explosive impact zones 10-20 meters apart to cover each other in camouflage. Properly police up positions of MG/AR and medics so they don't get killed in the same foxholes or in holes directly next to each other. Fire at the height of a man if paranoid. 2-3 men per hole. crates behind holes.

-Look up the "Squad v12 and Project Reality 1.5 teamwork" playlist to learn 20+ useful skills to survive and be more effective. Subjects include individual movement techniques, combat techniques of fire, individual fieldcraft camouflage, artillery, METT-TC and a lot more.

-When defending suppress all area and point target zones of cover and concealment for enemy at the height of a man where no friendlies are till you have accurate visible signs of enemy to shoot.

-When moving as a unit divide the fire and attention of enemy even if they don't see you. Move from cover to cover 1-3 seconds in the open maximum, keep something between you and possible enemy angles.

-Your job as an individual in a firefight, especially with a rifle is to stay alive and draw the fire and attention of the enemy repeatedly to keep your friends alive. You are to distract from one direction holding all the attention while enemy is hit from opposite side.

-As insurgents with iron sights weapons in cache defense, don't go looking for the enemy, don't go looking for close combat, let it come to you. Fire out at the height of a man through foliage or other concealment at distance to suppress enemy.

-For sappers in Insurgency, set up defensive positions with roadblocks around the cache for cover watching down roads/paths. Place 2 trash roadblocks close together to make a narrow trench giving cover to front and rear for explosives. Use these positions to watch and cover sappers going down then coming back up enemy approach paths and police up access to the minefields to prevent teamkilling.

-As a sapper placing IEDs, mines, claymore or other ambush devices do not place it in sight of enemy. Hide mines in trash like paper,piles on ground, behind visually thick close layer grass, single clusters of grass poking out of pavement, matching color ground etc. Manipulate enemy movements with cellphone IEDs into trash IEDs. Don't let them smoke up the minefield for their combat engineer. If they do smoke up the mine field put it under constant fire till smoke clears, the engineer will be checking trash for IEDs.

-When going to place mines in enemy path as an insurgent sapper, move with either a medic for their rope with smoke and/or the insurgent grenade booby trap kit for his smoke and extra booby traps to place per trip into minefield. Sapper teams help minefield navigation in and out or identifying minefields in general.

-When placing mines, booby traps or stone mine markers always place them on the opposite side of cover from where enemy will come from. Place mines, trip wires, stones markers on friendly side of cover. Place stone markers them at minefield entrances out of angle where enemy could see.

-While traveling to objectives in urban or woodland/jungle environments, to stay safe with your unit give the order to "scan high and low, close to far, move cover to cover 1-3 seconds to avoid giving the enemy a window of opportunity to see you, shoot you etc. Divide the fire and attention, do not fire unless you see the enemy see you, call all enemy bearings. If we hit contact fire at the height of a man as deep as you can on all possible enemy angles till visible sign to engage"

THATS ALL FOR NOW FOLKS
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Last edited by Grump/Gump.45; 2019-05-18 at 13:38.. Reason: More basic tips
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Old 2019-01-27, 21:07   #387
Grump/Gump.45
Exclamation Re: PR Loading Screen Tip Suggestion Thread

3rd post of Grump/Gump.45 standing orders/tips learned from Squad v12 and Project Reality 1.5 teamwork playlist for training with 20+ skills to learn. Mix all standing orders together as they are needed to survive.

-For especially Snipers/Marksmen/Spotters/Officers but all other kits can apply this as well... Sit well back from Field Of View(FOV) of windows, port holes, gaps in cover or concealment such as debris, trash, bushes, trees with low hanging foliage branches without sticking out or showing the muzzle of your weapon. Only expose yourself to what you are currently looking at through scope. Match the background color of your silhouette to a furnishing inside the building if possible.

-One technique used by Snipers/Marksmen to manipulate enemy movements, danger space awareness and other psychological based factors is fire past the enemy in cover either just out of angle of window/behind berm etc. making sure no bullet impacts near enemy to avoid triangulation. It buys more time to scan other compass bearings and target zone sectors while pinning them behind length of cover. Enemy may move into sight of windows set you fired through and through the building with to avoid impact.

-For Snipers/Marksmen/Spotters/Officers doing surveillance for long periods of time, or for anyone in woodland/jungle combat or playing Whack-A-Mole with your enemy in the desert. It helps to reduce eye fatigue by blinking one eye at a time. This way you avoid missing target/intel opportunities by having one eye open always even for the split second you blink.

-As a Sniper/Marksmen/Officer/Spotter or anyone small force of a squad or less in a enemy objective cap radius... Stealth, patience, vigilance, camouflage, noise, light(lighted areas), movement discipline are needed to survive for the critical moment when reinforcements begin the attack from another side and you need to pin enemy down then. Never try to kill all enemy as a lone infantry squad to NOT waste tickets and time to move into position for another attack. Wait it out.

-As a Sniper or Marksmen taking out any target, especially long range, get a comfortable position with your body, remain still and relaxed. Breath control by long deep breaths in and out slowly, steadily to reduce heart rate and stress of noises, close enemy, explosions, talking or general chaos around you. Line up and compensate shot. Do NOT click to fire, CLICK and HOLD fire(LMB) button to "squeeze" the trigger rather than pull it on exhale. This delays cycling the bolt-action till fire button released.

- As a Sniper/Marksmen circle critical target zones such as objectives to attack, defend or critical targets to neutralize and get to know the areas firing positions to change to and from as needed. Ideally you want each position to have a close nearby shared angle just out of sight of each other to watch 2 or more variations of the following together...Enemy FOB in angle or Friendly Defend Objective and Enemy Attack Objective in angle. Try your best to get 2 critical target zones in sight.

-For Snipers/Marksmen/Officers/Spotters or anyone else gathering intel you should be acoustically ranging every noise you hear from all around to get idea of what is happening around you. Take note of the sounds constantly to use the noises of explosions, firearms and ambient noises of jet/thunder etc. near you and/or your target zone to mask the shot of your rifle. Noises near the target zone only mask the sound to the target zone and noises near you mask the rifle sound within your area. They wont know what hit them.

-As a Sniper team or any squad using stealth let your enemy within your target zones get comfortable to kill many fast in one blow. Also you can kill in intervals of 1-5 minutes taking out critical targets such as TOW/HAT/Officer/Sniper/Medics as they come out. Leave the un-important targets alone so others feel comfortable. Take note of their behavior, knowledge and discipline with the 20+ skills. Kill the most skilled and cautious first once he is comfortable.

-As a Sniper/Marksmen if you have ammunition different from the regular rifles assigned to most kits for a differing distinction in sound... if no target is available when friendlies are pushing an objective with enemy out of sight to you. Stress the enemy by firing rounds as close as you can to areas where you think the enemy will be able to hear the rounds snapping over their head or hearing the general shot of the rifle. This will increase friendlies chance of survival more the closer you get.

-When sniping a target zone freely to get enemy pinned, if the enemy is very skilled they will be policing up each others cover, concealment and general exposure. Good practice is to shoot anything that looks like an enemy, it wont always look like the full expected shape of a human. Shoot anything where no friendlies are that looks suspicious like a dot, a head, a leg, a rifle barrel etc. Shoot it if you suspect it, track the sign of leg, rifle, barrel, slightly exposed equipment to lethal area of body for shot placement.

-When working with Snipers and/or marksmen call out and spot targets on bearing for them to take aim, be ready to fire as soon as you hear your Sniper/Marksman team fire theirs. The Sniper and Marksmen are to work together with simultaneous shots, sniper always takes first shot then marksmen follows up immediately with semi-automatic cone of fire followed by everyone else.

-As a sniper, marksmen, officer or anybody in general who doesn't want to be obvious and get shot. Don't always go for the top floors of buildings for positions if you can get the same visual angle from a lower floor on your target zone. Same goes for cranes, highest mountain peaks or other obvious places.

-The procedures to safely finding an enemy sniper without him finding you first. Listen for first sign of enemy sniper, ask other sniper you are working with if his team fired to confirm. Also listen to slightly differing caliber sounds.(I.E Mosin Nagant Vs M40A1). Expose yourself to only one angle at a time as you look for sniper, look for any body parts, rifle or another sign of sniper sticking out from all possible positions from obvious spots to proper spots(A/C units, divided defilade clusters, obstacles to peek through gaps on).
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Last edited by Grump/Gump.45; 2019-05-20 at 04:38.. Reason: Posted to save, editing to shorten to PR tip format.
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Old 2019-02-01, 03:11   #388
Grump/Gump.45
Exclamation Re: PR Loading Screen Tip Suggestion Thread

4th post of Grump/Gump.45 tips thought of from Squad v12 and Project Reality 1.5 teamwork playlist, tips and methods for CQC learned from Mike Mah a Vietnam combat veteran on NoStressMike YouTube channel.

-As a defender of an objective in woodland/jungle terrain, use indirect fire support from mortars and CAS to hit areas that have camouflage, cover or enfilade fire angle position etc. away from your camouflaged foxholes 10-20 meters apart. Call in gradual creeping fire to clear enemy hiding close to you out of hand grenade range. Kill anything that's not in a hole, stay in your holes unless you communicated a position evacuation

-Use directional acoustic ranging methods to return fire at the height of a man on the enemy to give friendly enemy is shooting at covering fire. Engage the area where enemy rifle sound is as an area target till you have visible sign of enemy to shoot. Call out approximate bearing the enemy sound is coming from.

-Once you have expended half or less of your units ammo for effective firing techniques move up for CQC (close quarters combat) cover to cover 1-3 seconds exposed maximum, switch off drawing fire as it naturally happens to distract enemy. If you are not being shot at its your job to kill and be ready to react to do the same distraction for the man you saved. Survival is important so you can get shot at again as a distraction.

-When charging an objective with CQC methods do not run directly to the enemy and don't stop at the enemy trying to kill them on the first pass, if you miss keep going. You run through and past them with your unit killing if you can with CQC weapons such as dropping grenades, shooting/suppressing defilades or bayoneting distracted enemy.

-To counter incoming charges of enemy from the closest bushes they use to get right up on you for their CQC charge, DO NOT throw grenades far, this is a waste as they will run right past them. If you must throw it right outside on the ground of your foxhole and take cover. This all happens within 5-15 seconds so be blinking one eye at a time to catch them when they pop up cover to cover on their 1-3 seconds.

- As a defender memorize your target zones and what is concealed behind bushes obscuring your FOV distance, use the bushes to dictate your positions as you take away possible enemy positions. Manipulate the cover/concealment enemy has. Ensure your position overlooking the target zone is within defend cap radius. Good distance between your camouflaged foxhole and the next un-occupied bush is 20 meters or more for manipulating maximum initial charge distance of enemy.

-Surround your units camouflaged foxhole positions with smoke grenades all around at the maximum throwing distance from outer edge foxholes to give the jungle and enemy between the smoke and you silhouettes backgrounding against the smoke. This may force them to come through and either effectively charge or walk into slaughter.

-The NVA and Vietcong would let their enemy get comfortable, if they were not attacking or doing anything to effect their enemy for extended periods it was always calculated to get the enemies guard down. This psychological warfare method versus impulsively attacking every moment, at every opportunity the enemy expected you to attack means the difference between getting 3 wounded/KIA and 15 wounded/KIA respectively when the actual time comes for the initial attack. Its un-expected.
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Old 2019-02-02, 20:41   #389
Graysun
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Default Re: PR Loading Screen Tip Suggestion Thread

Quote:
Originally Posted by Carl Weathers View Post
Dude i just made a thread with that exact suggestion. Yes this would be VERY helpful devs! Also doesn't break immersion since this is part of any pre deployment briefing.
should have been done already
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Old 2019-02-07, 09:05   #390
Grump/Gump.45
Exclamation Re: PR Loading Screen Tip Suggestion Thread

5th post of Grump/Gump.45 standing orders learned or inspired from Squad v12 Teamwork playlist lessons

Mostly tips for Insurgent defense but has uses else where with same tips

-Techis .50 cal trucks for insurgents patrol the objective caches, moving forward into cover for driver and least amount of exposure needed for gunner on corners or road blocks. Do not one man techis or other mounted MG vehicles, keep them at range suppressing where no friendlies are to keep enemy on their toes. Use the ammo, re-arm, repeat. Techi trucks run insurgent transport

-Unless you are behind cover with mounted machine gun techi trucks defending the cache, don't sit still with the techi to shoot accurately at range with iron sights. Enemy will shoot you without cover. Drive as fast as you can drawing attention and fire to the truck at distance. Anticipate armor, TOW and incoming CAS directions to keep yourself and the vehicle near evasive cover to move to while driving fast. Longer you are exposed more likely you are to die.

-The technical machine gunners should be firing at the height of a man as best as they can no matter how bumpy or unstable to draw fire and practice aiming while going on bumpy rides, don't get close to attack the enemy, keep far until proper suppression is applied by large force to push in and out repeatedly. Longer you are exposed speeding and more you are watched more likely you will die. Use the Ammo and re-arm, repeat. Keep alive

-For ammo techy trucks run ammo to positions where sappers can re-arm from crates you placed in cover. Run ammo to good fighting position buildings/roadblocks close to the cache as well to encourage friendlies to man the position creating a decoy cache the enemy wastes time trying to reach. Man buildings around the cache and put roadblock trenches around defending decoy buildings to create decoy cache buildings enemy will waste breaching tickets on.

-Build roadblock trenches of 2 roadblocks narrowly put together with enough room to walk in between. Trash roadblock trenches act as insurgent emplacement cover to guard the cache by suppressing long range or covering a close section path to cache. Grenades land in front or over behind the roadblocks, should one land inside run out then back in. Don't waste roadblocks blocking the cache room as this marks it and enemy will just destroy them as they do the cache.

-For rocket techy as insurgents defending the cache its recommended mortars are claimed as well to increase fire power capability on area targets. When firing over and past friendlies fire farther than needed then bring it in closer, with enemy between artillery and friendlies position, fire shorter then gradually increase range. Learn from Karmakuts Rocket Techi tutorial, Cpt.MikeMei mortar tutorial and the Squad v12 and Project Reality 1.5 Teamwork playlist Artillery skill subject.

-As insurgents setting up positions waiting for enemy to come within sight of routes to the cache position yourself to control the maximum possible engagement range all around. Ideally 50-100 meters is good for acquiring accurate targets quickly when watching full time. Set up positions to shoot at different ranges with each appropriately manned with kits and proper cover.

-As insurgents engaging long range targets as part of a group, fire at the height of a man on all area and point targets of cover and concealment until you have accurate signs of the enemy to shoot. This will have many effects including making them move more slowly and cautious later on as they get closer. This among many other factors buys you time and advantages.

-When using bomb cars/trucks to attack enemy move from cover to cover, along the length of cover out of sight of the enemy as long and as far as possible while traveling. Do this until you are at the final speed stretch to detonate right on the enemy, especially stay out of sight angle of armor/mounted MG vehicles till at target destination.

-When setting up grenade traps or IEDs don't be lazy setting them up close to cache where friendly is more likely to pass through before enemy. Go to areas with choke points, areas of possible search, exploration or possible travel to cache. Place the grenade traps/IEDs in the specific spots enemy would have to pass through that no friendly would reasonably pass through for safety reasons. This helps to avoid teamkilling a lot with mines. Don't forget to conceal IEDs/grenade traps in camouflage or slightly behind cover concealing critical parts.

-When attacking area targets with small arms fire, even if you miss your enemies with every bullet fired, the enemy will be hesitant to fire back and may be suppressed with their vision blurred. The enemy could also fight through this deterrent fire method by avoiding the random bullet impact angles near them while remaining the least exposed so their vision is not obscured as they search for targets. Hit every window, corner, doorway, sections of foliage in your target zone and anywhere the enemy could fire from.

-When the enemy is on their final breach to the cache, along with supplementing the small arms security on fatal funnel hallways, stairs and other narrow final paths... its useful to have a few guys constantly re-arming their grenades to clear the outside of buildings throwing grenades out of windows/doors. Or for caves/tunnels throwing going just a few meters further than the enemy grenades can reach friendlies behind. Careful to not get killed in friendly fire barrages while going down or coming back to throw grenades.

-Use the insurgent PKM machine guns as highly mobile HMGs, their 7.62x54mmR round is devastating in covering narrow roads, alleys, hallways, caves. It is also useful for manning roadblock trenches to engage long range area targets without getting killed in the trash roadblock trenches. The enemy wont risk going or wont like going through the fire the PKM can put down over a field of fire.

-To get the most accurate fire as insurgents, set your primary weapon to semi-auto if needed, when you have a stationary target look at it through your binoculars. Line up the target just under the vertical 3 on the reticule, don't move your mouse, switch to your primary weapon. Have it pre-set to semi-automatic before firing or looking, remember to not move your mouse after setting target in the binoculars then aim down sight. Hit target on a cone of fire after initial most accurate shot.

-Even with insurgents firing wildly into their cache path target zones without enemy knowingly "present", bullets will land in the most random of places. You could have an enemy crawling through trash, been hiding behind the limited urban obstacle cover scared out of his mind as close as 10 meters or as far as 500+ meters from defensive cache positions. For enemies not hiding within that mess they will spend their time thinking about things like "what is going on over there" instead of thinking how to get past it effectively.

-When area attack, mortars, armor or anything with high explosive damage attacks narrow trash roadblock trench positions... you must dig constantly till the attack is over to keep your cover up and useful. Have 1 medic per trench to heal. Repair and maintain cover to full capacity, check periodically to maintain even if there was no major explosions. Its useful to have one of the insurgent combat engineer kits in the roadblock trenches instead of looking for FOBs with that kit.

-For the insurgent combat engineer backpack kit, with the artillery IEDs and double mortar IEDs its best for them to go to the cache and daisy chain their cellphone IEDs just out of blast radius of the cache. More duties include checking the cache periodically for damage to repair it, repairing damaged vehicles that come to the cache still having ammo to use, being the final man alive at the cache ready to blow both sets of daisy chained IEDs once no more friendlies in blast zones.

-Every cache building needs one cache guard squad. If only one squad is available to defend a cache they are to get inside the final cache paths, buddy teams of 2 at least per final hallway. They are to lay low until reinforcements arrive to secure the building and search surrounding buildings for enemy who may be searching for the cache. Once reinforcements have secured cache site resume standard effective cache defense operations.

-Do not rush the enemy as insurgents on foot or in vehicles without good reason to giving the enemy intelligence points. We need to defend one cache as long as possible by keeping their intelligence points down by not giving them easy kills. Don't go looking for a fight, let it come into your defensive positions angle with proper support to engage with you. Use martyrs appropriately without them getting arrested to draw enemy into fighting positions.

-When 2 caches are known everybody should be at a cache within a short 100-200 meter perimeter. When 2 caches are up it divides our forces in half to defend where the enemy could dump all 50 of their players onto one cache for attack. So its critical during 50 vs 50 to have 25 at each cache supporting the defense. This will prevent enemy overrunning and silencing defensive positions. With one cache up keep 300-400 meter perimeter around that one cache, with 2 draw back to 100-200 meters to close perimeter gaps due to less people.

-To use civilian martyrs your team is dependent on you to not get arrested, to draw enemy into your friendlies booby traps or firing positions and to get killed by the enemy. Keep yourself out of range of the enemies shotguns and hand cuffs, it helps to move with a few smart insurgent 10+ meters away who can watch and save you. To get killed as a civilian use these following methods, have out your binoculars or shovel.. don't ever be empty handed, pretend to take cover showing yourself to snipers or any enemy with a scope. Give them a body part to shoot at, go bleed out and die somewhere safe away from friendlies if not dead on initial penetration.
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Last edited by Grump/Gump.45; 2019-05-20 at 05:23.. Reason: More tips, will edit to PR tip format length
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