Inverted flags...? ROFL what crack pipe were your lips on when you wrote that? Ever played BF2Pro? Anyway, to answer the OP, here are the latest release notes from BF2Pro 1.5:
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** Changes from BF2Pro 1.4 to BF2Pro 1.5 **
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INFANTRY
- Max number of medpacks per player in the world reduced from 5 to 2
- Medic now carries 2 handgrenades instead of 3
- Ammopack ammo amount increased back to default 100% (this fixes a bug with ammo replenishing)
- Ammopack cost increased from 25% to 45% charge
- Assault now carries 2 smokegrenades instead of 1
- Kit drop delay removed, this fixes the "kit switch on revive" bug
HELICOPTERS
- Number of TV missiles increased back up to 5
- TV missile damage vs helicopters reduced to 810 (~93%, critical damage)
NOTE: This means that helos will die to a single TV missile in midair, but be able to survive one hit
from full health if on a repair pad.
- Hard-armored vehicles (APCs, mobile AA, tanks, helicopters, planes) are now immune
to TV missile splash damage
- Air vehicles are now immune to artillery splash damage
- Tank shell damage vs helicopters increased from 750 to 800 (critical damage)
MAPS
- AA vehicles on Daqing Oilfields changed back to heavy jeeps
- Tweaked China main base spawns on Daqing Oilfields
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** Changes from regular BF2 to BF2Pro **
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Gun Accuracy
- M16 base deviation reduced from 0.3° to 0.2° (similar to the M4)
- M16 deviation per bullet reduced from 0.2° to 0.17°
- AK-101 and AK-47 base deviation reduced from 0.45° to 0.32° (similar to the old M16)
- Type95 LMG and RPK-74 base deviation reduced from 0.4° to 0.25°
- M249 SAW base deviation reduced from 0.3° to 0.25°
- Type95 LMG and RPK-74 deviation from firing increased slightly
- M249 SAW deviation from firing decreased slightly (the LMGs should be evenly balanced now)
- Sniper rifle base deviation reduced from 5° to 2° (zoomed deviation also reduced proportionally)
- Submachinegun base deviation reduced from 0.6° to 0.4°
Reason: Computer-generated randomness is generally bad for competitive FPS games. These changes
reduce the randomness on the "first shot" for most weapons, and reward good aim.
The M16/AK balance should be better, as well as the balance between light machineguns.
Range/Damage Modifiers
- Assault rifle, carbine and light machinegun damage decreases gradually at ranges beyond 75m
- Submachinegun and pistol damage decreases gradually at ranges beyond 40m
Reason: These changes prevent the gun accuracy increases from making the guns too powerful at longer
ranges. The guns should be less random but just about as effective as in regular BF2.
Note that the sniper rifle has no range modifier and does the same damage at any range.
Infantry
- Light soldier class sprint amount increased from 10 to 12 seconds
- Heavy soldier sprint amount increased from 8 to 10 seconds
Reason: Players have been asking for a longer sprint time for a while, and since the BF2 1.4 patch
"slows down" infantry movement with its proning restrictions, this is as good a time as any
to give infantry more sprinting time.
- Kit drop delay removed (previously 4 seconds)
Reason: This fixes the "kit switch on revive" bug, which allowed players to switch classes and/or
regain full ammo without respawning.
Grenades
- Grenade launcher base deviation reduced from 1° to 0.5°
- Number of rifle grenades carried reduced from 5 to 4
- Handgrenade deviation reduced from 2° to 1°
- Number of handgrenades carried reduced from 4 to 3 (2 for the medic, see below)
Reason: Both handgrenades and rifle grenades are inaccurate, almost to the point of unreliability
in regular BF2. By increasing accuracy while reducing the amount, good aim is rewarded and
"spamming" is less effective.
Anti-Tank
- SMG rate-of-fire reduced from 15/sec to 10/sec
Reason: This reduces the damage-per-second output of the anti-tank submachinegun. The bullet weapons
of the Assault, Medic, Support, Sniper and Anti-Tank classes all have improved accuracy, but
the Anti-Tank class is the only one in this group that is effective against vehicles. In
fact, the AT class is the best anti-vehicle class in BF2. In order to preserve and even
improve class balance over regular BF2, the AT class should be markedly weaker in infantry
combat than the non-vehicle killing classes. Otherwise, the result would be oversimplified
"all anti-tank" strategies (which are already quite prevalent in regular BF2).
Support
- Ammopacks now refill 100% ammo again (like regular BF2), but cost 45% charge
Reason: This fixes an ammo replenishing bug with some weapons.
Medic
- Medic ability recharge rate reduced from 5% to 3% per second
- Max number of medpacks per player in the world reduced from 5 to 2
Reason: These changes reduce the effectiveness of medpack stacking.
- Medic assault rifle magazine amount lowered from 5 to 4
- Medic now carries 2 handgrenades instead of 3 or 4
Reason: These changes make the medic rely on ammopacks/supply boxes to rearm, encouraging more
class balance and teamwork.
Engineer
- Engineer in-vehicle repair aura rate reduced from 10% to 8% per second (note: wrench is unchanged)
Reason: Grouped vehicles currently repair each other too quickly, leading to "all anti-tank"
strategies. If less anti-tank are going to be used due to the accuracy boosts of other
classes, then slightly less anti-tank should be required to destroy vehicles.
Helicopters
- Number of TV missiles reduced from 8 to 5
- Dumbfire rocket magazine reload time decreased from 8 to 5 seconds
Reason: Lowering the amount of TV missiles means the helo must reload more often, which means less
altitude whoring. The faster reload on rockets allows for more aggressive play.
- TV missiles now do 90% damage to helicopters (critical damage)
Reason: This change makes it more difficult to spawn camp enemy helicopters with TV missiles.
A full health helo can survive a single TV missile if sitting on a repair pad and nothing else
is shooting it, otherwise it will die.
- Helicopters are now immune to artillery splash damage
Reason: This change reduces the effectiveness of artillery against grounded helos. Helos will more
often than not survive an artillery barrage.
- Hard-armored vehicles (APCs, mobile AA, tanks, helicopters, planes) are now immune
to TV missile splash damage
Reason: This was necessary
HUD
- Crosshair added to unzoomed sniper HUD to fix hit detection not showing when unzoomed
- Infantry crosshair tweaked for some weapons to match the player's accuracy more closely
- Tunguska radar dish no longer blocks crosshair in first person HUD
- Airplane HUDs now have a hit detection crosshair
Reason: Cosmetic changes that make for a better HUD.
Sound
- Looping point for the gunfire sound for some automatic weapons tweaked to fix sound sync
Reason: In regular BF2, the gunfire sound loop for most automatic weapons does not match up with
the actual firing of bullets. For example, the AK-101 sometimes plays 2 firing sounds
even though only one bullet was fired. BF2Pro fixes this problem by adjusting the loop
marker in the gunfire sound files to match the guns' rates of fire. This makes gunfire
sound consistent with bullets fired, and makes burst firing more intuitive.
Maps
- See bf2pro-mapchanges.txt for a list of changes to the original BF2 maps
So yeah basically, it takes away nade whoring (Even though if you play support you can still do it but the people you find playing bf2pro are usually all running medic and will drop you with a nade in your hand). It doesn't let you spam medic bags all over creation, and it fixes the "cone of fire" effect to a degree, therefore rewarding people with better aim by not making the first shot so random. You also get more sprint.
It's used by CAL and TWL by competitive teams because of these changes, as well as several map changes that customize the game better for competition than pubbing.
-My personal feeling about the "unlock newb" vs "omfgwtfhaxpro" eDrama is that each player prefers to play the game a certain way. The pubbers enjoy the rank ups and the unlocks and that's what makes the game fun for them, and that's cool. The "pros" prefer the stock game where everything is balanced out of the box and it comes down to raw skill opposed to how many unlockable weapons you were able to amass. (Unlocks - apart from the G36E - DO NOT make that big of a difference, however playing with no unlocks forces you to be good with each army's weapons. You can't be an AK whore and then just take the G36E instead of the M16, you have to learn to use everything well, thus making you a much more well-rounded player in most cases.) Neither preference is "better" since it's entirely a matter of personal taste, and in the end you should be doing what gives you the most enjoyment out of the game.
As a final note on the pro vs pub feud, most of the people in BF2Pro ARE much better than your average pubber, and we're usually those guys that get kicked and banned by butthurt admins in normal BF2 pub servers for "hacking". So yes, if you're not ready for a server full of "hackers" then don't bother with the BF2Pro pubs. If you're looking for great shooting practice against some of the best players still active in this game, download the mod and try it out.